Very helpful, but would recommend slowing down the pace of the video so people have enough time to see what you're doing on screen and process that info before moving on to the next step. I had to pause and rewind this video way too often.
I'm glad we can grab modules like this to do what we want but it's frustrating that basic stuff universally used mechanics like this aren't inherently baked into the VTT by default.
I personally wouldn't say this is a universally used mechanic. I'm sure it would be different for say a d6 system, or a d100 system. Or even whatever Edge of the empire uses. But yes things like what drag ruler does should be baseline in the VTT
@@VillainousFoundry You can use passive perception! Use the Following Actions in Monks Active Tiles FIlter By Attribute --Select Entity - Triggering Token --Attribute* - skills.prc.passive Value* - >= 14 (This would be for a DC 14 trap. Check Entity Count Select Entity - Current Tokens Collections - Tokens Could* - > 0 If none exist goto - "You will create a landing for this. Put the name of that landing here" So now you have pulled the passive Perception of your player, and checked to see if it is >= 14. Now you need to decide what happens. If it is less that 14, the logic will go to the landing you named in the "If none exist goto" box. So you will need to set that landing up in your actions to be whatever happens when the trap triggers. If it is more than 14 or more, the logic will continue processing through the actions. So you would need something like Stop Token Movement Chat Message "You see a trap" Personally, for my traps, I check passive perception, if they fail then the trap triggers. If they pass, it asks if they want to investigate the trap and prompts an investigations check. It then asks if they want to try to disarm and prompts a sleight of hand check. The DC for the sleight of hand is based off the results of the investigation check. If they pass the disarm check, the trap disarms, if they fail it triggers.
@@Bam1435 Are you at least able to have it auto attack and determine if the attack hits? I an unable to make this happen. It only shows me the attack roll. I have MIdiQOL set up such that when a character or monster attacks each other it auto detects hits and applies damage but not with this.
Hi! I'm new to Foundry VTT and this is just what I wanted, a way to make the Perception check automathic for the traps ahead. But in my case, a window from TokenBar pops up to select the roll I am asking for. By default it shows what I marked in the triggers (Perception check), but I have to click on the "Resquest with Roll" button of this window for the roll to be made (and the game pause if I am fast enough). I don't see this window in your video, so any idea why this happens? I already have midiQOL by the way.
So, this is the problem with automation of this sort of stuff. If you only have automation for when there are traps, then as soon as a player crosses the trigger, no matter if they roll low, the player knows "Oh, there is a trap ahead" and have to pretend that their character doesn't know. So you have two options, be fine with the knowledge that your players now have to not metagame, or roll in secret for them
This is nice! What I don’t understand is why you created an actor?! You can simply add “harm/heal” line command to the same tile, then add damage roll [[-3d6]].
That's great for when you want to instantly apply the damage and the target gets no save/to hit, but if you want the trap to either be a to hit trap or to cause them to roll a dex save to avoid the damage then you need an actor
Agreed. Monk's has some default features that can make the setup pretty easy. One cool thing you can do with a trap actor is that you can assign animations and apply extra effects. I have a combination of both in one of my games.
Very helpful, but would recommend slowing down the pace of the video so people have enough time to see what you're doing on screen and process that info before moving on to the next step. I had to pause and rewind this video way too often.
True that, but at the same time you can slow down the video
Very helpful thx. What about traps who hit first target(closest) in zone? Cant find solution for it.
Easy, thanks! I never knew how to get the perception part to work properly. Now I do!
Excellent!
The characteristics check does not work for me, it just writes ERROR in the chat
Awesome guide! Thanks!
Glad you enjoyed it and thanks so much for your comment!
I'm glad we can grab modules like this to do what we want but it's frustrating that basic stuff universally used mechanics like this aren't inherently baked into the VTT by default.
I personally wouldn't say this is a universally used mechanic. I'm sure it would be different for say a d6 system, or a d100 system. Or even whatever Edge of the empire uses. But yes things like what drag ruler does should be baseline in the VTT
how i hide the white boxes the tiles become?
This is great, but shouldn't trap detection be using passive perception unless they are actively searching?
Technically yes, but currently with MATT and Monk's Token bar can't set it up to use passive perceptions of the token walking into the trigger
@@VillainousFoundry You can use passive perception! Use the Following Actions in Monks Active Tiles
FIlter By Attribute
--Select Entity - Triggering Token
--Attribute* - skills.prc.passive
Value* - >= 14 (This would be for a DC 14 trap.
Check Entity Count
Select Entity - Current Tokens
Collections - Tokens
Could* - > 0
If none exist goto - "You will create a landing for this. Put the name of that landing here"
So now you have pulled the passive Perception of your player, and checked to see if it is >= 14. Now you need to decide what happens.
If it is less that 14, the logic will go to the landing you named in the "If none exist goto" box. So you will need to set that landing up in your actions to be whatever happens when the trap triggers.
If it is more than 14 or more, the logic will continue processing through the actions. So you would need something like
Stop Token Movement
Chat Message "You see a trap"
Personally, for my traps, I check passive perception, if they fail then the trap triggers. If they pass, it asks if they want to investigate the trap and prompts an investigations check. It then asks if they want to try to disarm and prompts a sleight of hand check. The DC for the sleight of hand is based off the results of the investigation check. If they pass the disarm check, the trap disarms, if they fail it triggers.
How do you get the dice to roll automatically like that? Mine pops up the attack and damage buttons, but then I have to roll them manually.
If you followed everything exactly then I believe you'll also need the Midi-qol mod, which allows automation of attacks and such
@@VillainousFoundry I followed exactly and get prompted as well. What setting on Midi-qol skips this?
Great stuff as always 👍
Thanks! Means a lot coming from you!
HI There, great tutorial. However I cannot figure out why my trap is not auto applying damage, if attack hits. Any Idea Why?
same problem did you find a fix?
@@embreeslifts9077 unfortunately no :(
@@Bam1435 Are you at least able to have it auto attack and determine if the attack hits? I an unable to make this happen. It only shows me the attack roll. I have MIdiQOL set up such that when a character or monster attacks each other it auto detects hits and applies damage but not with this.
This was helpful thanks! !!!
Glad it helped!
Hi! I'm new to Foundry VTT and this is just what I wanted, a way to make the Perception check automathic for the traps ahead. But in my case, a window from TokenBar pops up to select the roll I am asking for. By default it shows what I marked in the triggers (Perception check), but I have to click on the "Resquest with Roll" button of this window for the roll to be made (and the game pause if I am fast enough). I don't see this window in your video, so any idea why this happens? I already have midiQOL by the way.
Great video! Thanks! However, I dont really like the whope, "the players wont even know they're rolling" bit
So, this is the problem with automation of this sort of stuff. If you only have automation for when there are traps, then as soon as a player crosses the trigger, no matter if they roll low, the player knows "Oh, there is a trap ahead" and have to pretend that their character doesn't know. So you have two options, be fine with the knowledge that your players now have to not metagame, or roll in secret for them
This is nice! What I don’t understand is why you created an actor?! You can simply add “harm/heal” line command to the same tile, then add damage roll [[-3d6]].
That's great for when you want to instantly apply the damage and the target gets no save/to hit, but if you want the trap to either be a to hit trap or to cause them to roll a dex save to avoid the damage then you need an actor
Agreed. Monk's has some default features that can make the setup pretty easy. One cool thing you can do with a trap actor is that you can assign animations and apply extra effects. I have a combination of both in one of my games.
@@shayulghul yes, and the very best animations can be found in the JB2A module Just go their DND 5E folder
@@roberttschaefer Yep, I'm a JB2A patron. I use their animations for almost everything.
Now with automated saving throw and damage rolling, please
Good video, but I had to watch it at a reduced speed to understand the instructions
would love to give this a good comment but OP decided to not actually show what he was doing near the end and just speed run through.
Dont listen to them, i love ur short videos. Timestamps maybe for people can help
Might want to go a little slower as this is hard to follow even if you pause it
Way too fast and either the new version is different or I still missed a step.