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Group Initiative not pulling NPC Dex Mod

1590770090

Edited 1590770238
Hi folks,&nbsp; Complete newb here, just starting to explore APIs. Have had good luck with TokenNameNumber, now trying to get Group Initiative working. (Using the version that appears in the list of Roll20 options for the game.) I'm playing 5e with the standard Roll20 5e character sheets. Here's what I've done: 1. I applied the "D&amp;D 5E by Roll20" configuration. 2. I ran this: Aww crap, I don't know the command to put code snippets. But, effectively I did: !group-init --del-group 1 !group-init --add-group --Bare initiative_bonus --Bare pcinit !group-init --add-group --Bare npc_dex_mod I did this based on Aaron's post here:&nbsp; <a href="https://app.roll20.net/forum/post/3976462/group-initiative-is-pulling-dexterity-and-not-dexterity-modifier/?pageforid=3976875#post-3976875" rel="nofollow">https://app.roll20.net/forum/post/3976462/group-initiative-is-pulling-dexterity-and-not-dexterity-modifier/?pageforid=3976875#post-3976875</a> I tried running this on a group of PCs and goblins. All inits roll, PCs work great, but all of the goblins have +0 modifier, when they should get +2 for dex. Interestingly, I just tried running Init directly from the NPC character sheet, and even in that case it's not giving them a dex bonus, so that's probably the root of the problem, but I don't know why. (Specifically checked; the goblins have +2 dex.)&nbsp; This is test game I created using the official version of Lost Mine of Phandelver when it was free. Just checked on a wolf in another game (also +2 dex), and his initiative calculates fine. So it seems like it's something wonky with the goblin in my LMoP game. Wonder if there is some setting in that game I'm missing... So, in retrospect, this probably isn't a problem with group init at all, but ideas still welcomed! What information can I provide to help troubleshoot? Any ideas? Thanks!
1590776697
The Aaron
Roll20 Production Team
API Scripter
If you're using version&nbsp;0.9.34, and the 5th Edition by Roll20 Character Sheet, you should only need to do: !group-init-config --apply-standard-config|dnd5eogl If you aren't using 0.9.34, you should just install it via the 1-click and do the above.&nbsp; =D If that doesn't work for you for some reason, let me know and I can help you further sort it out.
The Aaron said: If you're using version&nbsp;0.9.34, and the 5th Edition by Roll20 Character Sheet, you should only need to do: !group-init-config --apply-standard-config|dnd5eogl If you aren't using 0.9.34, you should just install it via the 1-click and do the above.&nbsp; =D If that doesn't work for you for some reason, let me know and I can help you further sort it out. I am, indeed, using 0.9.34. So, in general, you're saying that I shouldn't need to run those commands, because the config for 5e Roll20 sheet should take care of it? (Still hasn't resolved the problem with my goblins, but it seems to work fine in my "actual" games, just not my test game. I'm now convinced this has nothing to do with Group Init.) Thank you!
1590777617

Edited 1590778199
Hey TheAaron, So, weird times. I just loaded up one of my "actual" games to which I recently added Group Init. I swear I tried this earlier today, and it worked. But now it's showing the same behavior. Roll Group Init for a goblin, he gets a 10 (+0). Instead of +2. The only other API I have installed, BTW, is TokenNameNumber. I tried deleting all groups and rerunning the DnD 5e config, same result. When I roll the monster init from their sheet individually, I get the dex bonus. Very confused! Suggestions?