#Animation Troubleshooting
1 messages · Page 1 of 1 (latest)
I bet its a workflow error from midi, if you are fully on manual, you really should not have that module installed, its for folks who like to have stuff automated, if you are full on pen and papering things then that module is probably just an obstruction to everything.
naturally, i catch the thread at the end, lulz, i tried
we're waiting for them to post an error message
Original animation is working, no red error messages from the F12 console readout.
weird, you may want to try running with midi disabled(not uninstalled) to see if it trully is not needed, it is not required for automated animations, typically its not required for anything(cept its companion srd module from kandashi)
so it was the empty healing formula .. the error even said it couldn't roll from "" (empty string)
nah, I have the empty setup right now and I have midi on full auto
no errors
and it played animations
I use Midi for things. I think.
i dunno then, it wasn't working until they added healing formula. yours must have something ours doesn't
i don't use midi though
disabling it doesn't kill anything, its a way of testing if you trully need it, cause midi reworks your whole workflow
I suspect it was the changing of those targets on the details page lol
I auto fast forward attack and damage.
i have the same target setup he originally had
ooooh thats a good point, I do not fast forward cause fast forwarding is the debil
Ha!
you fast forward but manually do hps lol?
Kinda funny though when someone botches, but they rolled max damage.
I do.
My friend who's more tech savvy than me ran me through the settings, he said he doesn't like it that way.
What would be the settings to enable to do auto damage?
you already do that don't you?
thats what fast forward is, do you mean auto apply damage?
I think our way of thinking is sometimes we adjust AC's on the fly, might be annoying if the system was applying damage that didn't actually hit because we're running a scenario for a group that rolled super high stats, but we've decided the AC 17 Hobgoblin Captain is actually an AC 18 for this particular group.
Oh, it pops a card up every time?
I auto fast forward attack and damage rolls, but I don't have it set to automatically do damage.
Also, players forget to target the creature often.
This is automation full.
It will give the DM the card above, and players see something else without buttons(the dm won't see this other card, he set it up so its not spammy)
I'm open to trying it out though.
Does it tell the player if they hit or not? I kinda like to preserve that mystery and narrate what's happening. Takes a little of the fun away if they player already knows they've hit.
screenshots pending...
Player view:
DM view:
the settings for whether they hit or miss is in another section of midi settings
if you mouse over the lil icon in the DM's damage card for the token image, it will show you a tooltip of the monsters DR/DI/DV
(damage resistances, Damage immunities, damage vulnerabilities)
Yes sir.
I show the hit and the miss/hit by to the players, cause its a VTT, comms are a limiting factor, I don't want to have to answer if it hits or not
But don't the players straight up know when they see that card that A) they hit and B) the monster has resistance to the damage type they hit it with?
Oh, I like narrating it all old school.
"Your arrow hit the thing, but it shakes the pain off very well for some reason..."
Yes, and in a VTT, I want that, cause talking in discord is hard to deal with where people talk over each other, anything that can be handled with visual clues is better in my book
I see your side.
I still narrate when I can, but to each their own
For sure.
at a certain point you are hiding things that really don't matter
No wrong way to eat a Reese's.
Of course. By like round 2 or 3, any player paying attention's probably figured out the AC. I know I'm that sort of player.
kinda like health bars, who cares if they see the bar, they can see the physical creature, its health bar is a representation of what its health looks like to the character, why gatekeep the bar, you just lead to having to answer how wounded they look
I have a bloody macro for that.
I definitely don't want my players seeing the HP bar though, if they come out great guns and are critting the hell out of the thing, I reserve the right to bump his bar up to max health.
its actually in that damage settings screenshot above
not a fan of fudging, but you can edit the character sheet
I'm not a fan of it either. But I'm even less a fan of boring combat.
And steamrolling is almost always boring.
fudging should always be done on the sheet, between foundrys floating text, midi's settings its hard to hide it
At the end of the day, what's the difference between modding a creature's HP bar on the fly, and deciding there are actually six more goblins hiding behind the trees?
The players choices wind up not mattering
I don't see it that way.
If 5e's CR system actually mattered, that wouldn't be a thing in the first place.
I recommend reading the section of the DMG on the adventuring day. Not all encounters are meant to be hard, easy, or just right, the challenge is in surviving ones adventuring day.
and you can always drop creatures in on a second round
Yeah, sometimes my players get to steamroll. Sometimes they're fighting a big bad ass, and it would be boring if they killed him in two rounds because he rolled a 1 on initiative, and they rolled a bunch of crits.
Are you hosting oneshots or a campaign?
Campaign.
It would be awesome if they killed it in two rounds, specially if they used awesome resources
Sometimes they do.
I had players on Monday completely break one of my combat encounters using Conjure Animals and passing a good deception check to make all my hungry wolves attack the fake deer the druid conjured. That choice mattered. They blew a level 3 spell slot, and I gave them their money's worth for spending the resource. But I reserve the right to do whatever I want behind the screen.
but fudging takes the fate out of their hands and becomes a choice of the DM, its a violation of the social contract at the table to add hps to a boss. Let it play out, over time you will learn how to better balance things. The CR system is fine, imo its all those crutch cr calculators that wind up being the problem. I live and die by the Xanathars entry for multiple monsters encounter tables.
The CR system is meaningless.
Its not, you are just using poor tools to help you interpret it
I threw three priests at six level 2 players Tuesday. Those priests should have killed them twice over. They routed them in three rounds.
CR is just barely a guideline.
Dude, for all you know, I've been DM 5e games since it dropped in 2014.
There's two schools to this hobby.
One is you roll in public, and you play a game.
The other school is you're not playing a game at all. It's a collaborative storytelling exercise that just closely resembles a game. That's my school. I'm not breaking any social contract.
Also, I'm sure your games are fun.
I for one, follow the school of thought that I don't reserve a right to do whatever I want behind the screen, I have a player DM trust relationship to maintain, but you do your table, I'll do mine. I want the players to decide the story, not me.
Trust is the most important thing there is to this hobby. That's why the screen exists. Because players shouldn't know how the sausage gets made sometimes.
Would you tell them after the fact?
Hell no. It's none of their business.
Otherwise, I'd just roll in public.
And we'd play an actual game.
My players do decide the story. Their choices matter.
And notice, I haven't once told you that you're doing it wrong.
It was actually a midi error blocking things Otigon, its all fixed now
Ah, good to know lol
Here's what I'd like to know, assuming you're still interested in talking shop. Why do you think adding more monsters to the map is fine, but bumping up HP isn't?
My suggestion to you, is to make sure you have floating text turned off in foundry, as your fudging is spoiled by that setting, you will also need to disable midi's settings if you tried to mirror mine as that will also spoil fudging, and really, you should probably use the character sheets to modify hp if you are going to fudge. And you shouldn't tell anyone you fudge, because your players and others will react to it the same way, its an uncomfortable topic that is a violation of social contracts, you can do it, but don't tell others unless you are ok with being told how they feel about it too.
I'm not arbitrarily raising their HP. Just moving to max. Adding monsters IS arbitrary.
I appreciate the technical advice, but I don't appreciate you lecturing me that I shouldn't tell my players I fudge. I've already told you I'd never do that.
I thought this was two DMs talking shop. But it feels more like you're just talking down to me.
Understood 👍
My suggestion to you is not to talk to DMs who've done this for ten years like they're some rookie who doesn't understand what trust is or how important it is to this game.
balancing by action economy is a wiser choice to take than just adding hps(or controlling the players damage rolls)
Depends on the scenario. Sometimes I want them to fight an army. Sometimes I want them to fight Strahd.
And sometimes, even before the battle starts, I triple or quadruple a monster's HP bar. Because I can do anything I want behind the screen. Because my players know everything I do is so that they'll have a good time. And when you've been running three tables with people who show up every week, you know you're giving them that good time.
Excuse me. Three tables for years straight.
Did appreciate the troubleshooting though. Thanks again.