Cosmere RPG Beta Launch
  1. #1

    Alchemical Bombs Forge module

    I created a mod and put it in the Forge. The Devs can feel free to take it and put the entrys in the Player Core 2. in this Moment its only the Bomb section. i try to update it with Poison and later elixiers. but it takes Time.
    https://forge.fantasygrounds.com/shop/items/1878/view
    Text Translated by Deepl ;-)

  2. #2
    Trenloe's Avatar
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    I've moved this to its own thread, which is more appropriate for things like this.

    Thanks for putting this together and sharing with the community. And thank you for offering this data for Player Core 2. We're still working out a few kinks to support alchemists - splash damage, etc. but we may take you up on your offer.

    A few comments regarding the module:
    1. Please add the ORC license text from the Player Core 2 into this module - either as a story entry or a one page reference manual.
    2. "Apply use" is tagged to all of the actions - this means that the item count will be reduced for each button that is being pressed. For example, if a PC had one alchemist's fire and they click the ranged attack roll, the item count will be reduced and will disappear from a PC's inventory and activities list, and so none of the other actions (damage, effects, etc.) will be available to use.
    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  3. #3
    Thank you i put the ORC licence Text in Story and i created an Instuction Note
    Text Translated by Deepl ;-)

  4. #4
    I appreciate the work you've done on this module, and it will make things easier for something similar I was working on (a comprehensive consumables module with discounted prices for my campaigns).

    However, there are a couple of small things with it which have also been obstacles for me (and I suspect are the kinks Trenloe referred to). Rolling the attack from the Activities tab will not take proficiency or range into account. You can designate is as a weapon, rather than "other", which will generate proper attacks on the Actions tab, but you won't get proper damage on that tab (ex it would add Str mod).

    It's still a valuable module. I'd just suggest putting something in the instructions that you need to manually add proficiency and range modifiers to the attack roll.

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