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September 20th, 2018, 06:20 #141
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September 20th, 2018, 15:53 #142
Update 3.1
* bugfix: issues with multipliers and weapon damage corrected.
(see first post for download)---
Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
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October 15th, 2018, 15:27 #143
Just wanted to say this is great work! Now adamantine armor actually works like it's supposed to.
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October 15th, 2018, 16:24 #144If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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October 15th, 2018, 17:57 #145
Supreme Deity
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If I remember right, you can use "IMMUNE: critical" effect to ignore critical damage, which essentially treats critical hits as normal hits in the long run.
Regards,
JPG
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October 15th, 2018, 18:10 #146
Yes, that's exactly how I did it. The player also has heavy armor master so I just made these two effects that are applied when he wears it.
Adamantine Plate Armor;IMMUNE: critical;
Adamantine Plate Armor;RESIST: 3 slashing,bludgeoning,piercing,!magic- Ultimate License Holder
- DMing since 1998
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October 15th, 2018, 18:36 #147If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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October 28th, 2018, 03:03 #148
OK - 2 Questions for you guys!
Is it possible to set something up that only happens on a Nat 1? Similar to like "IF: critical;" - is there an "IF: automatic miss;" or anything similar?
Would it be possible to set it up so, on a critical, it does damage, and also heals the wielder of the weapon with said effect on it?Last edited by ItsCliffGaming; October 28th, 2018 at 03:40.
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October 28th, 2018, 04:01 #149
Nope, to both i’m afraid.
The healing bit can be done by negating the damage (right click on the result in cha and select +/- and drag the result onto the character that gets the heal.If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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October 28th, 2018, 05:06 #150
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It seems like there must be some way to detect a natural 1 on to hit rolls because the built in fumble table works when we roll a natural 1.
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