Thread: Effects Lists
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May 9th, 2020, 23:40 #71
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https://docs.google.com/spreadsheets...it?usp=sharing
Google sheet i am putting together with coding effects..
If you know a way to code something, please leave a comment on how and why. I am always looking for ways to improve.Last edited by Bloodright; May 10th, 2020 at 00:13.
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May 14th, 2020, 20:35 #72
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I finished up the Primary fighting styles for Soldier last night, need to make coding effects for any Gear Boost, and class features. This is all rough draft stuff, so i will need to make another pass on it later. going to work on Operative next.
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May 31st, 2020, 23:22 #73
Can you give an example all parsed out, Say for the shield spell?
<shield type="number">0</shield> ???
Shield (spell);<Shield type="4">4</shield>
is this what you type into the effects line
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May 31st, 2020, 23:47 #74
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no.. if you mean shield spell that adds 4 to AC..
EFFECTS: Shield; AC: 4 (set target to self and duration 1 rd)
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May 31st, 2020, 23:53 #75
Thanks, got it to work, I was making that way to complicated, I thought that the character sheet would update in the AC section to reflect the effect.
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July 10th, 2020, 03:02 #76
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Sorry if this has already been mentioned, but I was fiddling with the Operative's Trick attack myself before stumbling on this thread and I do have a way to automate the initial check.
- Add a "spell" in the Actions tab for each of the three possible checks (stealth, bluff, intimidate)
- Add and ability action of the Cast Type
- Attack is Ability + Skill [+ Modifiers]
- Defense is 20 + CR
Here's an example for the stealth check for a Lvl 1 operative with the Ghost specialisation
Trick attack.png
Also, something I don't really understand - why apply a "Tricked" effect to the targeted enemy?
Isn't it less work for all parties to only apply an effect to the player, when the check is successful, which expires after their turn?Last edited by HeckoX; July 12th, 2020 at 14:45.
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July 10th, 2020, 04:16 #77
If I was setting that up, it would just be to indicate WHY they were flat-footed or the other one for debilitating trick....if it is just on the level 1 trick attack, setting a Tricked indicator for a single roll is pointless and too many extra steps.
aka Laendra
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July 12th, 2020, 01:42 #78FGU Ultimate License
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July 12th, 2020, 02:32 #79aka Laendra
(Discord: Laendra#9660)
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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 12th, 2020, 14:53 #80
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My feelings exactly. If it was an effect with a duration longer than the same action that gives the effect, I would have done the same. As it is now, it just gives the GM an extra task to manually remove the effect after the next roll or two, which seems silly to me.
Sorry, like deer_buster mentions, it needs to be done from the Actions tab, which wasn't made clear, so I've updated my original post to better reflect this.
You should end up with something like this
Attachment 37630
So start by making an ability class in the Actions tab
Select # of sections to b 1
Name the section (mine says Trick Attack)
And then follow the steps from the previous post
In the image, you can see 2 buttons: one for the check and one for the effect (the latter of which they only press if they were successful; easy as pie).
ATK:2 is to substitute for flat-footed, since mechanically it's the same.
The only downside to my solution is that if the effect is applied and the PC misses the target, the GM needs to manually remove the rest of the effect (the added dmg die)
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