Love you tutorials, they are quite helpful and enjoyable! If that can help, something I just tried and that has worked regarding the versatile weapon issue: instead of duplicating the weapon and tweak it to be versatile, holding the SHIFT key as you do the attack on a regular weapon tagged as versatile will use the higher option of damage (ex: d10 for Warhammer). Maybe I have this option because of a specific module, but I guess it is worth a try! :-)
@clay_golem11 ай бұрын
You absolute Star! So busy looking at all these modules, settings, effects and stuff, and totally forgot that very basic Foundry knowledge. YES! Shift-Click automatically rolls the versatile damage.
@martzgm11 ай бұрын
There is only one snag though - if you do hold the option key to attack with advantage (or control for disadvantage), you cannot hold shift at the same time to have the attack made with the 2nd damage option of versatile. I am still looking for a way to have the damage rolled separately in that midi qol automation so to be able to have the shift key option available. @@clay_golem
@martzgm11 ай бұрын
That feels like a chat at this point :-) - I think I may have found a solution, but obviously, more buttons clicks are involved: 1) In Midi QoL Workflow Settings, under GM (and player) tabs, we need to remove the option to "Auto fast forward damage", and select "Never" under the "Auto roll damage" drop-down. 2) Then, in the Workflow tab, we need to pick the "Enhanced Damage Roll Dialog" option. This way, when an attack succeeds, we'll be presented in the chat combat card with the options "Damage" (regular one-hand attack) or "Versatile" (two-hands). There you have it! You can now do the advantage/disadvantage key combo for attacks, and still keep that versatile option lingering. More clicks, but hey, that works :-)
@clay_golem11 ай бұрын
@@martzgm Yeah, it's a shame to have to remove the auto-damage thingy to do that, but you're right that it's definitely a good option. Thanks for laying that out so clearly.
@clay_golem11 ай бұрын
@@martzgm Having thought about this a bit overnight, I'm not sure this is much of a problem. As my intention is for players to always make their own rolls, they will always have the option to select Adv/Norm/Dis on rolls (with or without keyboard shortcuts) and always have the Damage/Versatile buttons for damage. It's only a DM problem, where I automate rolls. And almost every monster would be setup with just the intended damage/versatile anyway - yes, i may need to tweak them a bit, but really not a big deal and can be done way ahead of time. But for others using fully-automated for players, it would be a more impactful issue.
@smeeth12310 ай бұрын
If you really want to take automation to the next level, strongly recommend Chris's Premades (and its long list of dependancies), Active Auras, and Active Token Effects. Just a huge amount of ready-made automations for everything from spells, to class abilities, to items. Also suggest Tidy5e sheets, better than (even the new) stock Foundry 5e sheets for both Characters and NPCs imo.
@clay_golem10 ай бұрын
Thank you for the suggestion. We have more add on modules to look at, so I'll include this on the list. I did look at Tidy5e sheets, and was a bit on-the-fence about them at the time. Perhaps I should revisit.
@clay_golem10 ай бұрын
Oh Tidy5e sheets are not compatible with the D&D 3.0 game engine. Can't even activate in the module list right now. Was worth a look though.
@freakfire748 ай бұрын
These MidiQoL videos are great! And congrats on reaching 500+ subscribers! Was the Shield Mastery Evasion one of the things solved in Chris's Premades?
@clay_golem8 ай бұрын
You know, I don't think I specifically tested that one. I'll give it a go later today and report back, sir.
@clay_golem8 ай бұрын
Reporting back. Shield of Faith is working perfectly in later versions - cast on others places effect correctly, and caster gets just the 1 concentration, that times out correctly. I think it's probably due to Chris's Premades being installed and THEN pulling the character from DnDBeyond with the Importer. Also checked that I have Concentration turned ON in Midi-QoL - so that's working together without the double-concertation you're currently seeing.
@freakfire748 ай бұрын
@@clay_golem thanks so much! I will check again on my end.
@quasxen10 ай бұрын
latest version of Midi QoL is the first release out of beta for 3.0. tomorrow will be the first usage of it in actual gameplay for me. so far the self-testing checks out
@clay_golem10 ай бұрын
Excellent. The Beta seemed to work perfectly well, so good it's going main-stream now.
@mds00012311 ай бұрын
This is perfect. More Midi QOL deep dive.
@clay_golem11 ай бұрын
Anything specific you want to see? I want to look at the Reactions bit (that silly Shield Master thing is going to bug me!) and a Players Perspective.
@davidc41558 ай бұрын
I've been going through your tutorials and they have been very helpful being new to FoundryVTT. I've followed the MidiQOL and i still cant get it to run like yours especially with the 'reactions' is their any chance you can share your settings .json file? I did come up against one issue with the automation too in that two of my players are a Druid and Sorcerer respectively. Foundry defaults spell casting to the INT modifier so onspells it wasnt adding thier WIS modifier changing the results. I had no idea how to change it on the 5e sheets but Tidy5e Sheets has a drop down on the bottom right that allowed me to change it. 👌
@clay_golem8 ай бұрын
Ah, the tricky Midi-QoL settings. Of course, it's been updated a bit since this video, so it's possible that mine has a couple of issues now too. I'll check mine is still all working, as per this video, and then look at those settings for you. Might be another video, just walking through them, and looking at your INT/WIS/CHR spell modifier issue too.
@davidc41558 ай бұрын
@@clay_golem yeah I think the modifier issue is with the foundry character creation. You would think it would default to the correct modifier at class creation, but I guess not. You may be able to modify it with the new 5e sheets but I couldn't find it and Tidy5e just put it somewhere that I could notice
@clay_golem8 ай бұрын
@@davidc4155 That could be the issue. It maybe that the spell needs updating either on the specific character, or in the compendium to ensure it acts correctly when added to actors.
@freakfire747 ай бұрын
Hello Clay, hope you are doing well! I have another question about QoL. My group is playtesting many things but many things which I assumed were automated, do not seem to be. I updated some of my characters with the Chris' Premade icon. For instance, I 'patched' the barbarian and the chat engine said his rage ability was patched. However, when I select the rage ability, it only shows up in the chat engine as a card. The effect is not added to the character effects. It is a 'self' target, but even when I select the barbarian with T it does not apply the ability. It doesnt really seem to do anything. Do you have any idea what is up with that? I must be doing something wrong. Sorry for spamming all these questions in old videos every time. Do you have any plans to make a Discord server at some point or is that too much work? With the number of videos you are churning out I can understand time is a factor here. :)
@clay_golem7 ай бұрын
Hi Mike. All questions are good questions, sir. Even if they hurt my brain ;) Still rocking V11? DFreds will do that for you - kzbin.info/www/bejne/npuxnWWPp9V3jJYsi=uGDV3SRvmSn3QcjW BUT, for the DnD 3.2 game engine, it should work anyway! Okay, just checked this. Yes, I'm in V12, but it's the DnD game engine that matters for this. Stripped Rage from Sorryman, and re-added it from the SRD Compendium. Zero mods installed, and I'm in 3.2.1 for DnD. So there's nothing but core DnD bits. Sorryman can rage, it's adds the effect to him. Boar rolled 5 damage, but when I hit Apply (the damage) it actually only did 2hp - because of the Rage DR. So definitely working as it should, with no mods. The chat text is pretty awful and doesn't tell you it's happening, but mechanically it is.
@clay_golem7 ай бұрын
And I do have a Discord server, but I've elected to keep that for my actual players, and Members. As you say, time is a serious factor, and any time there chatting is time not making videos, keeping up with mods, petting the dog, being with my wife... ;)
@freakfire746 ай бұрын
@@clay_golem Thank you for checking! We are still using V11 yes. Do you recommend switching over to 12? Ive got a session coming up tomorrow so for now I will stick to 11 but I might take the leap later on this weekend. I will share your findings with my group! :)
@freakfire746 ай бұрын
@@clay_golem Very understandable! :)
@clay_golem6 ай бұрын
@@freakfire74 Stick with V11 for now, as that's working for you. Until DFreds, Chris's Premades (CPR) and Gambits are ready, there's not any point. Unless you know all the Mods have been updated and are working - but again, there's no advantage for you, but potentially re-work of your scenes/checking/etc.
@Rikrockn18 ай бұрын
Hello, I'm trying to set up my DnD game in Foundry with the Midi QoL and Dynamic Effects modules to automate combat. However, I'm having difficulty setting up a parrying reaction that players could use to hope to turn attacks into misses. I have added a Parrying feature to an actor and made it require a reaction, but how do I set it up so that the temporary effect only lasts for the attack? The AC bonus either becomes a passive effect instead of a temporary one or doesn't apply at all, even though the reaction window is promoted and opens up if another actor hits them. Suggestions? Is there a manual of this?
@clay_golem8 ай бұрын
Ooooh. Umm. I don't know. Not looked at that specific issue. But I will! Leave it with me, and I'll see if I can puzzle it through and do a video showing you my solution - others will have exactly that problem too :)
@clay_golem8 ай бұрын
Me again! I've been looking at the Parry as a Battlemaster Manoeuvre and can't even get that to work... Just uploading a video now with my settings, and posing that problem. Hopefully someone in this community may be able to help. Regarding your specific Temporary Effect issue, you may want to check this video: kzbin.info/www/bejne/d5WumWiXqatkpMk You can add the Effect to the "item" (we used a Mace). At 5:38 in that video, you can see the option for Special Duration. There you can pick things like "until end of players turn", etc. Probably find your answer in there :)
@davidc41559 ай бұрын
How did you get the wounded condition in midiQOL? It doesnt appear in my drop down?
@clay_golem9 ай бұрын
Do you have DFres Convenient Effects installed? Just checking you're in the same place, too - Midi-QoL settings, Workflow Settings, Mechanics tab, and it's the very top option. It's called Wounded (CE).
@davidc41559 ай бұрын
@@clay_golem yeah I do but it's not an option 🤷🏼♂️ ***Disregard I found it. I hadn't gone into DFreds settings and selected 'add' 🤦🏼♂️***
@clay_golem9 ай бұрын
@@davidc4155 Horrah! Glad you found it. Was having a head-scratch on that one.