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June 28th, 2020, 10:40 #11
SF: Initiative ties not working correctly in CT. Enemy with a +2 Init is ahead of a +4 Init PC.
Griffonbait
Socially Distanced since 08/2008 C.E.
Preferred Rule Systems:
— D&D (any); RM2, RMFRP; SM2, SM:P; PF2, SF; +++
— SWRPG (FFG); Genesys; L5R (FFG), WFRP (3rd Ed, FFG)
Contact:
Discord: griffonbait
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Timezone: Aussie Central Standard Time (ACST) (UTC +8.5, +9.5 daylight savings time)
Playtime: Prefer 7:00 AM - 11:00 PM ACST
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— GMing: RMFRP Weekly, Friday 9:30 AM - 4:30 PM [FGU];
— Playing:
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June 28th, 2020, 21:22 #12aka Laendra
(Discord: Laendra#9660)
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My opinions are my own and represent no entity other than myself
Extension Support Discord: https://discord.gg/gKgC7nGpZK
Extensions = risk to your gaming experience. If you haven't tested out the extensions in your campaign before your gaming session, turn them off. If you don't backup your campaigns regularly, you're doing it wrong.
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June 29th, 2020, 01:33 #13
- Join Date
- Jun 2018
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- 29
Not sure if this counts as bug or an improvement.
There are a few traps in SF what bascially behave like creatures to a certain degree. They have HP, armour class, resistances and immunities and other fun stuff as per a creature, but they share alot of features like a trap, you find them with a perception, they can be disabled, and the like.
However when you set them as a trap, drop them into the combat tracker and a player targets them, it ignores the values for ACs, it doesn't count HP, and there is no way to set a trap with resistances and immunities.
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June 29th, 2020, 03:20 #14
That'd be an enhancement, but I would create something with AC/HP/Resistance,et.al, as a creature
aka Laendra
(Discord: Laendra#9660)
Ultimate license (FGC/FGU)
Current Timezone : Central (CDT) (GMT -5)
OP: 3317036507 / 2369539
My opinions are my own and represent no entity other than myself
Extension Support Discord: https://discord.gg/gKgC7nGpZK
Extensions = risk to your gaming experience. If you haven't tested out the extensions in your campaign before your gaming session, turn them off. If you don't backup your campaigns regularly, you're doing it wrong.
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June 29th, 2020, 20:00 #15
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- Jun 2018
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July 8th, 2020, 15:54 #16
Hey, I don't know If it's been discussed or not I just encountered it recently. If a creature has damage reduction or resistances of some sorts, there might be a damage type that overcomes this resistance (for excample magic damage). Now I had my group come across a dragon wich has DR 10/magic to put it like in the statblock. In the combat tracker he added the DR fine and gave it magic as a damage type, makes sense so far. One of my players has the Mystic Strike feat and I added the magic type to his weapon like you would normaly. Now the problem I encountered was that the hits of the player with the piercing, magic damage were resisted and all the other physical hits weren't. I did a bit of testing with the dragon himself and sure enougth he resisted his own attacks (which he shouln't) but if I turn of his DMGTYPE: magic effect his damage is not resisted (which it then should be). Sorry for the long text just wanted to make sure I'm understandable.
TLDR: Damage types that are supposed to overcome resistances work opposite to how it should be.
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July 8th, 2020, 16:46 #17aka Laendra
(Discord: Laendra#9660)
Ultimate license (FGC/FGU)
Current Timezone : Central (CDT) (GMT -5)
OP: 3317036507 / 2369539
My opinions are my own and represent no entity other than myself
Extension Support Discord: https://discord.gg/gKgC7nGpZK
Extensions = risk to your gaming experience. If you haven't tested out the extensions in your campaign before your gaming session, turn them off. If you don't backup your campaigns regularly, you're doing it wrong.
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July 9th, 2020, 17:43 #18
Also, using the "IMMUNE: all" effect does prevent damage but it says vulnerable in the chat result massage.
I think bleeding also needs some changes. Atm bleed damage gets reduced by damage reduction, which I think is not the case rule wise and the "IMMUNE: bleeding" effect of constructs (or in general) doesnt work for me.
Swarm Immunities and Defenses also dont work, altough I don't think that's a bug, prob not implemented yetLast edited by Evolivolution; July 9th, 2020 at 19:27.
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July 11th, 2020, 05:04 #19
- Join Date
- Nov 2017
- Posts
- 12
Mechanic with exocortex and longarm proficiency is getting penalties for not being proficient in longarms.
Skill points for operative are not being calculated correctly on level up
Soldier Primary and secondary Fighting style techniques are not populating
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July 11th, 2020, 05:20 #20aka Laendra
(Discord: Laendra#9660)
Ultimate license (FGC/FGU)
Current Timezone : Central (CDT) (GMT -5)
OP: 3317036507 / 2369539
My opinions are my own and represent no entity other than myself
Extension Support Discord: https://discord.gg/gKgC7nGpZK
Extensions = risk to your gaming experience. If you haven't tested out the extensions in your campaign before your gaming session, turn them off. If you don't backup your campaigns regularly, you're doing it wrong.
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