Open davidR1974 opened 1 month ago
Otyugh Tentacle Slam > Save Activity has damage based on Con modifiier (should be Str) Giant Centipede => Bite / Save wrong damage (should be 3d6 not 1d4+mod) Giant Poisonous Snake => Bite / Save wrong damage (should be 3d6 not 1d4+mod) Giant Scorpion => Sting / Save wrong damage (4d10 poison not 1d10+mod) Giant Spider => Bite / Save (2d8 not 1d8+mod) Giant Wolf Spider => Bite / Save (2d6 not 1d6+mod) Poisonous Snake => Bite / Save (2d4 not 1) Scorpion => Sting / Save (1d8 not 1) Swarm of Poisonous Snakes => Bites > Save (4d6 not 2d6) Wyvern => Stinger > Save (7d6 not 2d6+mod) Imp => Sting > Save (3d6 not 1d4+mod) Imp => Bite > Save (3d6 not 1d4+mod) Pit Fiend => Bite > Save (6d6 not 4d6+mod) Succubus => Draining Kiss Save > Mod should be base on Dex (not Con) Assassin > Light Crossbow > Save (7d6 not 1d6+mod) Assassin > Shortsword > Save (7d6 not 1d6+mod) Guardian Naga > Bite > Save (10d8 not 1d8+mod) Phase Spider > Bite > Save (4d8 not 1d10+mod) Purple Worm > Bite > Save (6d6 not 3d8+mod) Purple Worm > Tail Stinger > Save (12d6 not 3d8+mod) Mummy > Rotting Fist > Save (3d6 not 2d6+mod) Mummy Lord > Rotting Fist > Save (3d6 not 3d6+mod)
Aboleth => Tentacle > Save (Disease / special) Otyugh => Bite > Save (Poisoned / special) Boar => Charge > Save (Prone) Dire Wolf => Bite > Save (Prone) Elk => Charge > Save (Prone) Giant Boar => Charge > Save (Prone) Giant Crocodile => Tail > Save (Prone) Giant Elk => Charge > Save (Prone) Giant Goat => Charge > Save (Prone) Giant Rat (Diseased) => Bite > Save (Disease / special) Giant Sea Horse => Charge => Save (Prone) Mastiff => Bite / Save (Prone) Rhinoceros => Charge / Save (Prone) Wolf => Bite > Save (Prone) Couatl > Bite > Save (Poisoned / special) Solar => Slaying Longbow > Save (Die / special) Clay Golem => Slam > Save (Reduce HP Max / special) Air Elemental => Whirlwind > Save (Damage + prone) Balor => Whip > Save (Pulled / special) Bearded Devil => Beard / save (poisoned / special) Bearded Devil => Glaive / save (infernal wound / special) Bone Devil => Sting / Save (Poisoned) Erynies => Longbow / Save (Poisoned) Horned Devil => Tail / Save (+ Utility should be Damage ?) (Lose HP / special) Ice Devil => Wall of Ice => Save inflict 10d6 damage (+ utility should be damage ?) (Damage) Quasit => Claw / Save (poisoned) Deep Gnome > Poisoned Dart > Save (Poisoned) Drow > Hand Crossbow > Save (Poisoned + unconscious) Gladiator > Shield Bash > Save (Prone) Bulette > Deadly Leap > Save (Prone + push / special) Cockatrice > Bite > Save (restrained + petrified) Darkmantle > Crush > Save (blinded / special) Death Dog > Bite > Save (poisoned / special) Minotaur > Charge > Save (prone + push / special) Tarrasque > Tail > Save (prone) Winter Wolf > Bite > Save (prone) Lich > Paralyzing Touch > Save (paralyzed) Minotaur Skeleton > Charge > Save (prone + push / special)
These all highlight issues with the 4.0 migrations. Honestly, the migrations really could use an update with how many people haven't transitioned, it's an opportunity to save more pain and data loss.
These all highlight issues with the 4.0 migrations. Honestly, the migrations really could use an update with how many people haven't transitioned, it's an opportunity to save more pain and data loss.
Unfortunately there isn't a lot we an do in most of these cases, because the old data model lacked the necessary information to make a proper decision, so we erred on the side of avoiding data loss.
For example, if you have a feature with the "Attack" action type, some piercing and some poison damage, and a save, we don't know how that damage is associated with the save.
Is this a creature that does the weapon damage on attack, and then the poison damage is only applied if you fail your save? Or is this a creature that does all the damage if the attack hits and then the save is for the poisoned condition? Is something else happening? There simply isn't enough information in the original item to know (which is why activities were added).
totally agree with the huge work done and difficulties to automatiza this approach with such a big change in data model.. That's why i did a manual review (and i probably also may have missed or misunderstood some things)..
from what i sorted out :
Case 1 : Damage on Save activity needs to be updated to reflect poison damage from rules.. there's not a lot of cases so i can update with correct damage on each activity if needed..
Case 2 : Damage on Save needs to be removed. Ideally effect applying condition needs to be added (same i can add the condition for each creature not a long work if i can automate this)
Case 3 and 4 : @mod modifier on swarm and 1-damage attacks needs to be removed.
others => each is a different case
From @Bradeck in https://github.com/foundryvtt/dnd5e/issues/4609
After upgrading a world from v3.3.1 to v4.0.4, I checked everything. Whenever an SRD actor had some problems, I checked the actor in the compendium, and whenever they also had the errors, I write what I did, so here it is. It may not be the "proper" way to implement the features / activities, but at least it points out the monsters I found that had problems. I'm sorry I don't know how to contribute, otherwise I would have implemented all of this myself.
All dragons
Wing Attack
(legendary action) , damage are wrong almost all wrong, because they use the Dexterity bonus of the Save, instead of the Strength bonus. Added applied Prone conditionAir Elemental
whirlwind
. Damage activity: remove consumption (done by the save feature), Set damage of Damage activity to 1d6Whirlwind
, Save activity 'flung at creature'Bulette
Deadly Leap
, removed the Damage activity. Added applied Status Prone to Save activity, rename it Save Str, added a Save Dex activityCloaker
Moan
. Save activity: targetint set to emmanation 60 feet. Added Frightened condition as an applied effect.Bite
. Added a Utility activity to add the blind adn suffocating statuses. Added a check feature to detach the cloakerChain Devil
Chain
, Replace the Utility activity by a damage activity. Added a check activity to escape the grapple.Unnerving Mask
, Removed the Utility activity. Changed the Save activity to apply the frightened condition.Couatl
Bite
remove damage from the Save activity, added the applied effect Uncounscious.Constrict
Attack activity, added the applied effect Grappled.Darkmantle
Crush
. Removed the Save activity. Added a Attach Utility activity to apply Blinded and Suffocation conditions. Added a Detach Check activity for the target to try and remove the Darkmantle.Death Dog
Bite
, Remove the damage for the save activity, and add the poisoned and diseased condition instead.Deep Gnome
Poisoned Dart
. Remove the damage for the save activity, and add the poisoned condition instead.Djinni
Scimitar
, changed Attack activity, the additional damage can be Lighning or thunder.Drider
Bite
. Per statblock the bite don't have a +3 bonus (it's 1d4 piercing + 2d8 poison)Dust Mephit
Blinding Breath
, removed the utility activity, changed the save activity to apply the Blinded condition, set range to selfDeath Burst
, removed the utility activity, changed the save activity to apply the Blinded conditionEttercap
Bite
. Add an activity for the save against poisonWeb
. Changed the save
activity for a Check
activityFire Elemental
Water Susceptibility
. Add a damage activity for 1 cold damageTouch
. Changed the Attack activity to give a burning condition. Add a Damage activity for the burning damage.Flesh Golem
Berserk
, addec a check activity to calm itGargoyle
Claws
, set the Attack ability to be Str to make the damage 1d6+2Gelatinous Cube
Engulf
, removed the Utility activity. Added Restrained and Suffocation condition to the Save activity. Added a Damage activity for engulfed creatures. Added a check activity to escape.Pseudopod
, reworked the Attack activity to remove the +2 bonus on damage.Ghoul
Claw
, added Save activity for the paralysis effect.Giant Boar
Charge
, removed the damage from the save activity, added the applied contition Prone.Giant Crocodile
Bite
, added the Grappled status as an applied conditionTail
, removed damage for the Save activity, and added the Prone status as an applied conditionGiant Frog
Swallow
, the Damage activity should not cost an action.Giant Scorpion
Claw
, added the Grappled
status as an applied condition effect to the attack activitySting
, removed the utility activity. Changed the Save activity to apply the poison damage.Ghast
Claws
, added a Save activity for the paralysis effect.Ghoul
Claws
. Added a Save activity for the paralysis effect of the attack.Ghost
Horifying visage
, added the Frightened status as an applied condition to the save activity.Possession
, added a possession AE to the save activityGorgon
Trampling Charge
, removed the Utility activity. Added the Prone applied effect to the Save activity.Petrifying Breath
, added Restrained as an applied condition of the Save activity.Imp
Bite
, changed the Save activity to add 3d6 poison damage / half on save ; removed the utility activitySting
, changed the Save activity to add 3d6 poison damage / half on save ; removed the utility activityManticore
Tail Spike
. Instead of having charge, make it consume its Tail Spike Regrowth
feature.Otyugh
Bite
, removed the damage on the Save activity. Added the Diseased & Poisoned applied condition on the Save activity.Tentacle Slam
, removed the Attack activity. Added the Stunned applied status to the Save action, and set it's damage bonus to 3.Quasit
Claw
. Removed the Utility activity. Modified the Save activity to add poison damage and poisoned status.Scare
. Removed the Utility activity. Modified the Save activity to add the Frightened condition.Remorhaz
Swallow
feature, added a utility activity to add the blinded and restrained conditionsRug of Smothering
Smother
. Changed the Attack activity to reflect the grappel part of the attack (remove the damage, applies grappled, restrained, blinded and suffocation conditions). Added a damage activity.Shadow
Strength Drain
. Add a Utility activity for the Strength Drain rollSpirit Naga
Bite
. Replaced the piercing damage from the Save activity with the Poison damage from the Attack activity. Removed the poison damage from the Attack activity. Sprite
Longsword
. Changed the attack activity to use "none" as an attack ability to reflect the statblock.Shortbow
, Changed the attack activity to reflect the statblock. Changed the save activity to remode damage and add the Poisoned status as an applied effect.Swarm of Instects, possibly all swarms
Bites
. Remove the +1 on it's attack, it's only '4d4 | Pierce'.Bites
. Add an attack activity for when the swarm is at half HP or less (2d4 | Pierce)Shambling Mound
Engulf
save activity. Changed damage bonus to 4, set damage on save to "no damage".Engulf
, added a Utility activity to add the Blioned, Restrained and Suffocation statuses to the targetTriceratops
Trampling charge
, added the Prone applied condition on the save activityWill-o-Wisp
Shock
, Attack : the damage are 2d8 | lightning, not 2d8+2.Consume Life
: added a Heal activityWinter Wolf
Cold Breath
. Removed the Attack activity.Bite
, added Prone as an applied condition for the Save activity.Wraith
Wraith - Life Drain
, Save activity, remove the damages.Wyvern
Stinger
, modified the damage of the Save activity to 7d6 Poison.Color Spray
Nine Lives Stealer weapons
Save
, remove the damage, add the Dead status.
Stumbled up on odd things while reviewing SRD monster data & features
i sum up first the use cases will add creatures in the comments after..
Many "Poisonous" creatures have the poison damage of their "Save" activity repeating the base damage and with the mod coming from the ability of the save. Example : Wyvern Stinger > Save activity is 2d6+CON mod (because DC is based on CON) instead of 7d6
Saves activities that apply conditions have the damage repeated (this may be intentional). Example : Boar > Charge > Save has 1d6 as damage when the rule for that save is just "knock prone"
Swarm creatures : bites for swarm creatures includes a mod when the rules says they don't. Could include a 1/2 damage activity on the swarm to take into account their 1/2 HP status
Attacks that deals 1 damage sometimes includes a mod Example : Weasel > Attack deals 5 damage instead of 1
Others : Ankheg Bite > Miss Save Activity against grappled Spirit Naga > Correct Poison damage correctly in the Attack (but without Save) and not in the Save Winter Wolf > Cold Breath > Has Attack and Save (Save should be enough) Specter > Life Drain is odd