Foundry is very pretty, and it has a lot of automation - but that comes with some caveats. After about a year and a half, I have moved *back* to Fantasy Grounds for PF2e. Thanks in advance!Hey there - just wanted to chime in here a little about moving to Foundry. So basically, what extensions are required to get the most of the ruleset? I'm looking for a similar level of automation and in truth, I'm considering a move to foundry but would rather avoid that as running premade adventures is not their speciality. For 5e I have a bunch of Rob2e extensions + a few others and they've made running games an absolute breeze. I've loved running 5e in FGU and want to shift over to pf2e but I'm completely new to the pathfinder system and not sure how feature complete this is. See the PF2 Wiki here: Refer to the PFRPG2 - PC Feature Automation and PFRPG2 - NPC Ability Automation pages and the "Enabling view/editing of the automation data" section of both of these Wiki pages to control if the automation code for A tagged records is visible. Other automation is programmed by the PC (and NPC) automation, where the coding is entered into the "automation" field of the ability/feat/feature. There's no documentation for this, copying a base ancestry is the recommended approach. There's limited parsing for Ancestry records - based off the feature title if there is not an automation A indicator for the entry. Is there a master list of phrases that get parsed in text blocks? Apart from looking at all the races already in the data sets and looking at the Racial Traits listing, is there a better place to see all parsable wording that can be used what making custom content?Parsing, which was very hit/miss for Pathfinder and only used for spells, is slowly being reworked to have the spell actions embedded within the spell - at this point on the Core Rules and Secrets of Magic have the spell actions pre-coded, otherwise the original parsing attempts to create the actions based off the spell description. When I copy the wording used in such traits and feats verbatim it does not flag it as automated so I am assuming this is something hardcoded inside the PF2E CoreRPG code and is not using the parsing system? They are flagged with a small A in their entries. Once a host creature is augmented, the host part gets covered up and it’s no longer a host creature.I am confused by where some the Heritage Traits and Feats are getting their automation from. You can’t put more than one augment card on a single host creature.Note though that if you augment another player’s host creature, they control the combined creature. You can’t activate augment unless there is a host creature on the battlefield.You can’t choose a different host, but you can activate augment again if there’s another host available. This means if the host is destroyed, the creature with augment stays in your hand. The creature card with augment isn’t put onto the battlefield until the ability resolves.Augment can’t target creatures that aren’t host creatures.Anything covered up in the augment process doesn’t count, so ignore things to the left of the “metal bar” in the art of host creatures. The combined creature will have (at least) two artists and may now have multiple colors. Augment can (and usually does) change the name, card types, subtypes, rules text, and power/toughness.As this ability resolves, if the card with augment is still in your hand, put it onto the battlefield combined with the host creature. To do so, reveal the card, choose a target host creature, and pay the augment cost. Augment is an activated ability that you activate from your hand.Creatures with augment don’t have a mana cost and can’t be cast.
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