After struggling to find a tutorial that outlined trap making effectively, this video was a breathe of fresh air. Was able to whip up a pit trap in 30 minutes for a session tonight, your videos rock! Super clear and easy to follow, keep doing what your doing.
Good to hear. We did a couple of other videos on traps, as there's a number of ways to do it. I would like to get compendium content packs up and running so I can package a whole bunch of traps, ready to go. No promises... ;)
Hi. I did play with Stop Token Movement, but it did a couple of odd things and stopped the token is a couple of different, unwanted locations. I will be re-doing a Traps series now we're in V12 and have regions to look at for this - but I suspect it's going to stay a MATT solution.
Great to see your progress. Going to point out a cool tip since you are now making more items with monk's active tiles. You enabled a module called "Tokenizer" to use some of the other modules but I want to point out the true power of that module as it will save you a TON of crafting time. Tokenizer lets you "save" pre-fabricated things you will use over and over again such as teleport tile, traps, doors, light sources like campfires, etc... The way it works is once you make your "trap" like in this video you need a default blank starter actor. I named mine "starter token". It has a completely blank image so that it doesn't markup my map view in GM mode. I will duplicate that and label the copy whatever it is I am making so in this case "Spike Trap" and then you can select that token, click the interlinked chain icon below the DFreds button which puts you in quick edit mode, you then place you token roughly next (NOT ON TOP if your tile requires double click to activate, otherwise it can be on top) to you tiles and then attach the tiles to it. Once you have do this exit the quick edit mode [THIS IS IMPORTANT, EXIT BEFORE YOU ASSIGN TOKEN!!!] and then navigate to the actor "Spike Trap" in your character bar (on the right, not on the canvas) and open prototoken and then assign the canvas token to the actor. So, what does this do? It does what it implies. That actor now has those tiles and their triggers attached to the token. Need another spike trap? You don't have to drag the trap to the canvas and then set up everything over and over you simply drag the spike trap actor onto the canvas and boom spike trap on demand. Things to keep in mind when using this method. The triggers you will want to setup to operate using tagger as the target. You would label your spike trap tile as something like "trap-spike" and lets say once the trap is open you want a light source so you drop a light source and label it "trap-light". Your targets on monks would instead of being this token or that token would then be "use tagger" option with the tags "trap-light{#}" & "trap-spike{#}". What the {#} does is when you drag that token to the canvas it replaces the {#} with a number 1, 2, 3, etc. meaning that trigger will only trigger that #1 token or #3 if it was the 3rd spike trap you placed. You can also use this for silly things like if you want a goblin stuck riding on the back of an ancient red dragon? Token attacher and you now have an ancient red dragon with a goblin rider who swears he's the one in control. -Cheers and if you have questions just reach out and I can walk you through a more in-depth explanation
Can I check one thing - did you mean Token Attacher, or Tokenizer? We did a pre-built camp-fire scene with Token Attacher, that sounds pretty similar to what you're saying - so we have a Prefab "actor" for it.
Thanks for the video. I like to watch them to review few options of a modules I use, but I never expermiented with. Recently I used Tile Trigger module to create tile buttons on landing page linked to journals, so players get quick reference to houserules. Way cleaner than map pins!
Nice. I looked at that too, doing it the same way. But decided I didn't really need/want a landing page at this point, and decided to return to it another time.
@Ae0n5105 Drip your idea right here! I can add it to the list if it fits the channel. Just bare in mind Member requests come first, but I'll likely get to it eventually
Great job with these vidyas by the way. I have been using Foundry for years, but good to see someone tripping their way through. Makes me revisit what I do know. Appreciated.
Is there a way to apply specific type of damage? For example, if barbarian walls into pit trap while raging, he would have resistance to piercing damage from the trap.
Umm... the answer from IronMonk is No. The Hurt/Heal option does not allow you to set a damage type of any kind. And therefore, no resistances can be applied. Obviously this means anyone Resistant or Immune to Piercing, still gets hurt by a Spike trap... Which is going to cause an argument 😆 To use actual damage types, we'd need to refer back to the "Attack" option by the Trap Actor - which works fine, but doesn't auto-apply damage - thus giving the player responsibility for reducing their own hit points manually and taking DR etc. in account. No big deal, but it's a shame we have to pick between the 2 options here.
@@clay_golem It's a shame, but thanks for answering! However there is a way to make traps *almost* automatic with "Attack" option. What you need is to add the "Target" action, where you should choose "Change targets" and "Only for the GM". After that you need to add the "Attack" action to tile, choose the "Triggering token" as an object and your actor with it's attack. And now in action type field you choose not the "Attack" option, but the "Use" option. Check the "Fast Forward" box. In this case when player steps on the trap you as a GM would get a prompt where you need to confirm the attack. If you do so, it would automaticly roll the save and apply the damage with set damage type. I still can't figure out how to get rid of the prompt, but otherwise it is a nice way to make a trap. Since you also have the pause game action in the tile it doesn't seem to be to bad.
@@TheEmirist You've sent me down a rabbit hole 😆 Just about to pop yet another Traps video looking at the Attack/Use options for Weapons/Spells to see which actually does what we want for a given "problem". But it DOES include the use of damage type, and successfully takes into account DR, such as Barbarians' Rage. Hope it helps. And thank you for your tips here - they really helped.
Hi. There's a couple of ways, but Monk's Token Bar adds a few options to the very bottom of the Actions tabs for Monk's Active Tile Triggers - including Request Roll :)
Foundry V12? If you right-click the tile, you get the tile options (just like for a character token) and hit the top-left button to Hide. Ensure that you login with a "player" to check it's actually working - in V12 especially the tiles don't fade-out as much for the DM, so don't look hidden, when they are for the players. At 1:05 in the video you can see the settings for the trap-tile. Or rather, the Actions. I created a separate "reset" button that basically does the opposite of these actions when clicked: Hide the trap Tile; Activate the trap Tile. In game I don't need to reset the traps really - but for demo'ing and trying it out, it's much quicker to have a reset that just puts it back again. Let me know if that solved it for you. This was done in V11, and there are a couple of V12 stuff that works slightly different, but this should be fine.
Hi. Bit tricky to answer that without seeing your setup. You're using MidiQoL as well? That's what's powering the auto-rolls for me. Ensure that your MidiQoL is updated too! Only recently released an update. If that doesn't help, let me know and I'll see if there's something else I can do to help.
After struggling to find a tutorial that outlined trap making effectively, this video was a breathe of fresh air. Was able to whip up a pit trap in 30 minutes for a session tonight, your videos rock! Super clear and easy to follow, keep doing what your doing.
Good to hear. We did a couple of other videos on traps, as there's a number of ways to do it.
I would like to get compendium content packs up and running so I can package a whole bunch of traps, ready to go. No promises... ;)
Excellent video! It's also useful the option 'stop token movement' for players dragging the token with the mouse
Hi. I did play with Stop Token Movement, but it did a couple of odd things and stopped the token is a couple of different, unwanted locations.
I will be re-doing a Traps series now we're in V12 and have regions to look at for this - but I suspect it's going to stay a MATT solution.
Great to see your progress. Going to point out a cool tip since you are now making more items with monk's active tiles.
You enabled a module called "Tokenizer" to use some of the other modules but I want to point out the true power of that module as it will save you a TON of crafting time. Tokenizer lets you "save" pre-fabricated things you will use over and over again such as teleport tile, traps, doors, light sources like campfires, etc...
The way it works is once you make your "trap" like in this video you need a default blank starter actor. I named mine "starter token". It has a completely blank image so that it doesn't markup my map view in GM mode. I will duplicate that and label the copy whatever it is I am making so in this case "Spike Trap" and then you can select that token, click the interlinked chain icon below the DFreds button which puts you in quick edit mode, you then place you token roughly next (NOT ON TOP if your tile requires double click to activate, otherwise it can be on top) to you tiles and then attach the tiles to it. Once you have do this exit the quick edit mode [THIS IS IMPORTANT, EXIT BEFORE YOU ASSIGN TOKEN!!!] and then navigate to the actor "Spike Trap" in your character bar (on the right, not on the canvas) and open prototoken and then assign the canvas token to the actor.
So, what does this do? It does what it implies. That actor now has those tiles and their triggers attached to the token. Need another spike trap? You don't have to drag the trap to the canvas and then set up everything over and over you simply drag the spike trap actor onto the canvas and boom spike trap on demand.
Things to keep in mind when using this method. The triggers you will want to setup to operate using tagger as the target. You would label your spike trap tile as something like "trap-spike" and lets say once the trap is open you want a light source so you drop a light source and label it "trap-light". Your targets on monks would instead of being this token or that token would then be "use tagger" option with the tags "trap-light{#}" & "trap-spike{#}".
What the {#} does is when you drag that token to the canvas it replaces the {#} with a number 1, 2, 3, etc. meaning that trigger will only trigger that #1 token or #3 if it was the 3rd spike trap you placed.
You can also use this for silly things like if you want a goblin stuck riding on the back of an ancient red dragon? Token attacher and you now have an ancient red dragon with a goblin rider who swears he's the one in control.
-Cheers and if you have questions just reach out and I can walk you through a more in-depth explanation
Can I check one thing - did you mean Token Attacher, or Tokenizer?
We did a pre-built camp-fire scene with Token Attacher, that sounds pretty similar to what you're saying - so we have a Prefab "actor" for it.
Sorry you are correct token attacher. But I use tokeizer and mass edit with the wild card character to make my campfires vary in token image. 😂
Phew! I've just been playing with that, prompted by your comment. We now have the pit-trap as a Prefab. And a Dart Trap to go with it.
Thanks for the video. I like to watch them to review few options of a modules I use, but I never expermiented with. Recently I used Tile Trigger module to create tile buttons on landing page linked to journals, so players get quick reference to houserules. Way cleaner than map pins!
Nice. I looked at that too, doing it the same way. But decided I didn't really need/want a landing page at this point, and decided to return to it another time.
@@clay_golem I also moved to TheRipper's Simple Quest to handle player facing journals, really smooth system agnostic solution.
@@stJules Not come across that one. I'll add it to the list of ones to look into. Thanks.
Great Video, I have been messing with Traps for months now and this was super helpful. would you be open to video ideas? if so where?
@Ae0n5105 Drip your idea right here! I can add it to the list if it fits the channel.
Just bare in mind Member requests come first, but I'll likely get to it eventually
Great job with these vidyas by the way. I have been using Foundry for years, but good to see someone tripping their way through. Makes me revisit what I do know. Appreciated.
Thanks. I appreciate your appreciation :)
Is there a way to apply specific type of damage? For example, if barbarian walls into pit trap while raging, he would have resistance to piercing damage from the trap.
That is a great question... I'll have to have a play with it and get back to you.
Umm... the answer from IronMonk is No. The Hurt/Heal option does not allow you to set a damage type of any kind. And therefore, no resistances can be applied.
Obviously this means anyone Resistant or Immune to Piercing, still gets hurt by a Spike trap... Which is going to cause an argument 😆
To use actual damage types, we'd need to refer back to the "Attack" option by the Trap Actor - which works fine, but doesn't auto-apply damage - thus giving the player responsibility for reducing their own hit points manually and taking DR etc. in account. No big deal, but it's a shame we have to pick between the 2 options here.
@@clay_golem It's a shame, but thanks for answering!
However there is a way to make traps *almost* automatic with "Attack" option.
What you need is to add the "Target" action, where you should choose "Change targets" and "Only for the GM". After that you need to add the "Attack" action to tile, choose the "Triggering token" as an object and your actor with it's attack. And now in action type field you choose not the "Attack" option, but the "Use" option. Check the "Fast Forward" box.
In this case when player steps on the trap you as a GM would get a prompt where you need to confirm the attack. If you do so, it would automaticly roll the save and apply the damage with set damage type.
I still can't figure out how to get rid of the prompt, but otherwise it is a nice way to make a trap. Since you also have the pause game action in the tile it doesn't seem to be to bad.
@@TheEmirist You've sent me down a rabbit hole 😆
Just about to pop yet another Traps video looking at the Attack/Use options for Weapons/Spells to see which actually does what we want for a given "problem". But it DOES include the use of damage type, and successfully takes into account DR, such as Barbarians' Rage. Hope it helps. And thank you for your tips here - they really helped.
which addon is required for the request roll action? it's not available by default in my version of the addon
Hi. There's a couple of ways, but Monk's Token Bar adds a few options to the very bottom of the Actions tabs for Monk's Active Tile Triggers - including Request Roll :)
It's not hiding for me. How did you set it up in the first place? I'm missing something. Also, how are you resetting it?
Foundry V12?
If you right-click the tile, you get the tile options (just like for a character token) and hit the top-left button to Hide. Ensure that you login with a "player" to check it's actually working - in V12 especially the tiles don't fade-out as much for the DM, so don't look hidden, when they are for the players.
At 1:05 in the video you can see the settings for the trap-tile. Or rather, the Actions. I created a separate "reset" button that basically does the opposite of these actions when clicked: Hide the trap Tile; Activate the trap Tile.
In game I don't need to reset the traps really - but for demo'ing and trying it out, it's much quicker to have a reset that just puts it back again.
Let me know if that solved it for you. This was done in V11, and there are a couple of V12 stuff that works slightly different, but this should be fine.
@@clay_golem Just spent the better part of an hour trying to work that out... read the comments first.. this will help..sigh. Thanks for the video
TY VERY NICE!!
For some reason I don't see the "request roll" option. Any ideas why?
Nevermind. I just needed to install Monk's Token bar.
Sweet! Glad you sorted it!
Any idea why auto roll isn't working for me?
It's not showing the rolls at all, even when I manually do them....
also, any way to turn off that sound?
Hi. Bit tricky to answer that without seeing your setup. You're using MidiQoL as well? That's what's powering the auto-rolls for me.
Ensure that your MidiQoL is updated too! Only recently released an update.
If that doesn't help, let me know and I'll see if there's something else I can do to help.
Err... yeah. That's a good point. A little invasive. Not sure... I'll have to take a look.
@@clay_golem you shouldn't need Midi. Apparently, the auto roll is a bug right now of some kind (from what I'm told on their discord).