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  1. #1

    PF2 FG Wish List

    Is there any functionality that the community would like to see? I'd be interested to hear about what functionality people are looking for. I'd also like to see if there are already solutions for me or others that are looking for functionality. For me it would be:

    1. Variable size aura effect toggle switch for characters
    2. The ability to sync PC initiatives for animal companion builds
    3. Auto target all/enemies/ allies in a drawn cone or burst
    4. a button on the combat tracker to remove effects gained from a combat

    What about you all?

  2. #2
    There is an extension that does #1 very well, and #4 can be reasonably approximated with the "clear expiring effects" button. What would be nice though is a way to mark an effect as "remove after 10 minute rest" or "remove after overnight rest".

    #2 and #3 would both be nice, #3 especially.

  3. #3
    2 is possible when creating another pc sheet with the "class and level" "Link pcs" button

  4. #4
    Here are some that pop into my mind right now from experience of around 10 sessions in FGU opposed to about 20 at a table (my main experience in both table and FGU was for 5e)



    1) Change initiative system because what you roll as a value has no place in PF2. The only thing that matters is the order you put the creatures into at first. Then the initial rolls are completely irrelevant.

    I wish for a system that puts creatures in order but have spots in between them for Delay actions and for changing their place when PCs go unconscious.

    Currently what I do is: once everyone rolls, I go to the lowest creature and give it initiative of 3. The one higher gets initiative of 5. Then 7 then 9 etc etc. So when I need to move something's place I can put above or below. I also make familiars/animal companions 1 lower so they come right after the main owner.

    It's super clunky. Initiative ORDER is the only important part and I wish the Combat Tracker reflected that.

    2)A quick and easy way to check everyone's Hero Points, and a way to award a specific PC 1 point. Or Give everyone 1 point at the beginning of a session. Or clear it all out to 0 at the end of a session. etc

    Some way to interact with the Hero Point field in the character sheets but without needing to open them.

    3) Some way to mark Detection Levels between two tokens. Hidden Unnoticed undetected etc. I know there are quick buttons but I don't find them intuitive. It would be awesome if when you target a token it would say something like "Token A is undetected to Token B."

    4) Better way to run poison/curse stages. It's very difficult imo to follow through on the automated NPC fields.

    5) Support for Pet Abilities. When you create the NPC stat block for a Pet, choose 2 from the Pet Abilities list (from a pop-up window like when you select your PCs heritage etc). They get added to the stat block with necessary effects coded. If it's a Familiar; ability to change the 2 selected options each rest and wider option list.

    AND support for PCs running NPCs. Make rolls, move token on the map etc.

    6) For Rogue characters; ıf the attack rolls was made with the "Off-G" button pressed, and the result was a Hit or CritHit; keep the button PRESSED, so the IFT code for the Sneak Damage worked more reliably.

    People often forget to do it twice.

    7) Activities tab in PC sheets copied to NPC sheets. I know it takes some time to even load it and it might be overbearing for the program but the DM is supposed to use the Trips and Grapples and Feints etc for the creatures too (because attacking 3 times is a waste of a turn and leads to very BORING encounters).

    8) Functionality for switching between 1h and 2h on some weapons.

  5. #5
    Trenloe's Avatar
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    Quick answer to this:
    Quote Originally Posted by HuseyinCinar View Post
    7) Activities tab in PC sheets copied to NPC sheets. I know it takes some time to even load it and it might be overbearing for the program but the DM is supposed to use the Trips and Grapples and Feints etc for the creatures too (because attacking 3 times is a waste of a turn and leads to very BORING encounters).
    Adding all the activities to each NPC sheet would overload the combat tracker. We've designed the activities to be usable from the campaign activities list with NPCs, which will use the NPC currently active in the combat tracker initiative order.
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  6. #6
    Quote Originally Posted by Trenloe View Post
    usable from the campaign activities list with NPCs

    Can I get a screenshot to understand what you mean? It would help the flow of my game a lot.

  7. #7
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    Quote Originally Posted by HuseyinCinar View Post
    Can I get a screenshot to understand what you mean? It would help the flow of my game a lot.
    1) Open up the campaign activities list window and find the activity you want to use.
    2) Open the activity and scroll down to the activity actions.
    3) Any activities used in this way (i.e. from the campaign activity list) will use the currently active entry in the combat tracker - in this case the Decourer.
    4) The Skill check roll button was pressed within the Grapple activity and the check was made against the currently active creature's target. The result was a success.
    5) The "Apply All Actions" button in the activity was pressed and the "Success" effect is applied.

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  8. #8
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    Quote Originally Posted by HuseyinCinar View Post
    8) Functionality for switching between 1h and 2h on some weapons.
    Enable/disable a DMG2H effect on the weapon in question. At some point we'll implement a 1 or 2 handed button, similar to what is implemented in the D&D 5E ruleset, but for now use the DMG2H effect to use the weapon's 2 handed damage die when rolling damage.
    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!

  9. #9
    Quote Originally Posted by Trenloe View Post
    Enable/disable a DMG2H effect on the weapon in question. At some point we'll implement a 1 or 2 handed button, similar to what is implemented in the D&D 5E ruleset, but for now use the DMG2H effect to use the weapon's 2 handed damage die when rolling damage.
    If i Know that that worked ..
    Its Mindblowing. no more 2 Weapons to manage in inventary or in the Attack window. Thats Great news

    Permanent effect on PC and with 2 Mous clicks i can change ON/OFF
    Last edited by Birger Tucholski; December 17th, 2024 at 12:43.
    Text Translated by Deepl ;-)

  10. #10
    I don't have all the answers but I do have some recommendations for some of these that you might consider

    For number 1, I see what you are saying, but you can also accomplish that by leaving the Initiative values alone and using decimals. For example, assume a goblin's initiative is 18, player A's is 19, and player B's is 20. Player B wants to Delay until just after Player A. Simply change Player B's initiative to 18.9 in the Combat tracker. This is what I do, and it works very well. In a nutshell, you don't need to just use Integers for the initiative! I believe that like Eidolons, familiars and animal companions should already have the same initiative as their owner, as long as they are correctly Linked to their PC masters.


    For number 2, I play with the GM Enhancements extension, which shows you everyone's Hero Points in the Party Sheet, and has a handy "Set to 0" and "Give 1 Hero Point" button as well. But I wish that was part of the base program!

    For number 5, I like your idea - the CHOICE functionality already supports stuff like this when you create your character! Until something like that gets implemented though, for familiars (since their abilities can change day to day), I create a (prepared, not spontaneous) Spell Class on the Actions tab and make each ability a Cantrip, and give them a number of Cantrip Spell Slots equal to the number of familiar abilities they get to choose.

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