Search found 82 matches

by Colmarr
Tue Sep 27, 2011 3:45 am
Forum: D&D 4e Frameworks
Topic: [Rumble 5.1.2] System Freezes when Character Editor is open
Replies: 4
Views: 2423

Re: [Rumble 5.1.2] System Freezes when Character Editor is o

For what it's worth, I encountered this problem for the first time a fortnight ago, and it occurred 3 times in the same session.

I didn't think to note whether the token I was editing was the one that had initiative...
by Colmarr
Tue Sep 27, 2011 3:26 am
Forum: D&D 4e Frameworks
Topic: [Rumble 5.1.3] Vhex's custom mods
Replies: 9
Views: 4990

Re: [Rumble 5.1.3] Vhex's custom mods

Welcome aboard! It's great to see that I'm not the only one supporting this awesome framework.

I hadn't noticed that there was no milestone or AP tracking in 5.1.3, so you've certainly hit the road running.
by Colmarr
Fri Sep 16, 2011 1:23 am
Forum: D&D 4e Frameworks
Topic: [Rumble 5.1.3] Sneak Attack 5d6,5d8 damage missing
Replies: 3
Views: 2247

Re: [Rumble 5.1.3] Sneak Attack 5d6,5d8 damage missing

I believe it's also possible to just right-click the token, edit its properties and set sneak attack damage to 5d6/5d8 directly (or 5d6+Str for brutal scoundrels)?

* I might be thinking of a different framework...
by Colmarr
Sat Sep 10, 2011 4:21 am
Forum: D&D 4e Frameworks
Topic: [Rumble 5.1.3]: Custom Mods
Replies: 51
Views: 13390

Re: [Rumble 5.1.3]: Custom Mods

Deadolus wrote:
Deadolus wrote:... can you use the XdYrN method in the equipment section too? Might be a better place for the tip?

Looks like you can. Can anyone confirm this works?


I can. Works fine for Zeitgeist fireams, which all have the brutal property.
by Colmarr
Sat Sep 10, 2011 4:20 am
Forum: D&D 4e Frameworks
Topic: [Rumble 5.1.3]: Custom Mods
Replies: 51
Views: 13390

Re: [Rumble 5.1.3]: Custom Mods

To make up for it, I'll post in the next few days mods that track death saves (and that make you automatically prone when you gain the Dying condition) and that allow you to include skill rolls in powers (useful for my monk PC, whose powers include a lot of "Make an Athletics check with a +5 b...
by Colmarr
Sat Sep 10, 2011 3:54 am
Forum: D&D 4e Frameworks
Topic: [Rumble 5.1.3]: Custom Mods
Replies: 51
Views: 13390

Re: [Rumble 5.1.3]: Custom Mods

Removing the Dying condition Current: I'm not sure whether the problem this mod is aimed at is inherent to Rumble 5.1.3 or if it was in fact introduced by some of the earlier mods. In any event, when a PC is dying and is then revived, it can be difficult to remove the Dying condition, even manually...
by Colmarr
Thu Jul 14, 2011 11:59 pm
Forum: D&D 4e Frameworks
Topic: [Rumble 5.1.3]: Custom Mods
Replies: 51
Views: 13390

Re: [Rumble 5.1.3]: Custom Mods

I'm told that neither of those functions are high on the list of priorities, unfortunately. To make up for it, I'll post in the next few days mods that track death saves (and that make you automatically prone when you gain the Dying condition) and that allow you to include skill rolls in powers (use...
by Colmarr
Thu Jul 07, 2011 6:35 pm
Forum: D&D 4e Frameworks
Topic: [Rumble 5.1.3]: Custom Mods
Replies: 51
Views: 13390

Re: [Rumble 5.1.3]: Custom Mods

It's really a matter of how much time/inclination my coder player has I don't see the aftereffects/failed saves being a common enough issue for it to be high priority for us. We're starting a new campaign and are focusing on the issues we need to get it going. That's not to say it will never happen,...
by Colmarr
Thu Jul 07, 2011 7:11 am
Forum: D&D 4e Frameworks
Topic: [Rumble 5.1.3]: Custom Mods
Replies: 51
Views: 13390

Re: [Rumble 5.1.3]: Custom Mods

Blinded shouldn't apply to close or area powers Current: Currently, the blinded condition applies an across-the-board -5 penalty to attack rolls. That penalty should not apply to area and close powers. Proposed improvement: Ensure that close and area powers don't take the -5 penalty. Method: In the...
by Colmarr
Wed Jun 22, 2011 7:58 am
Forum: D&D 4e Frameworks
Topic: [Rumble 5.1.3]: Custom Mods
Replies: 51
Views: 13390

Re: [Rumble 5.1.3]: Custom Mods

Die at negative bloodied value Current: The framework marks NPC tokens as 'dead' when they reach 0 hp, but never marks PCs as dead, regardless of whether they have -1 or -1000 hp. Proposed improvement: Mark PC tokens as dead when they reach negative bloodied hit points. Method: There are two steps ...
by Colmarr
Wed Jun 22, 2011 7:48 am
Forum: D&D 4e Frameworks
Topic: [Rumble 5.1.3]: Custom Mods
Replies: 51
Views: 13390

Re: [Rumble 5.1.3]: Custom Mods

Back from dying but still bloodied Current: When healing a dying character, the framework correctly removes the dying icon, but does not add the bloodied icon if the healing leaves the token below it's bloodied value. Proposed improvement: Add the bloodied icon if healing does not return the dying ...
by Colmarr
Wed Jun 22, 2011 7:38 am
Forum: D&D 4e Frameworks
Topic: [Rumble 5.1.3]: Custom Mods
Replies: 51
Views: 13390

Re: [Rumble 5.1.3]: Custom Mods

AFK Marker This isn't a functional mod. It's more an online play aid that reminds you when one of the players is AFK (away from Keyboard). This code will create an AFK button that sits in a token's selection window next to End Turn. Clicking it will apply a visual AFK overlay to the token: AFK samp...
by Colmarr
Mon Jun 20, 2011 9:46 am
Forum: D&D 4e Frameworks
Topic: [Rumble 5.1.3]: Custom Mods
Replies: 51
Views: 13390

Re: [Rumble 5.1.3]: Custom Mods

Campaign file in post #1 updated to include bug fixes.
by Colmarr
Mon Jun 20, 2011 9:17 am
Forum: D&D 4e Frameworks
Topic: [Rumble 5.1.1] High Crit Weapon damage
Replies: 12
Views: 4285

Re: [Rumble 5.1.1] High Crit Weapon damage

That worked. Thanks
by Colmarr
Sat Jun 18, 2011 9:39 pm
Forum: D&D 4e Frameworks
Topic: [Rumble 5.1.1] High Crit Weapon damage
Replies: 12
Views: 4285

Re: [Rumble 5.1.1] High Crit Weapon damage

After replacing the macros, I'm now getting this error. It seems to only come up for close and area powers, so I assume it's something to do with the getDamageAoe macro. Invalid condition in IF(matches(dcLine,".*OHCrit.*") && OHHighCrit == 1) roll option.        Statement options (...

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