1. #1

    How do you change Crit threat range on a magic weapon?

    I see in the Combat tacker you can change Crit Threat Range for all weapons for a particular character but if I adjust ONLY on a weapon i have modified it doesn't happen?Could an example be shown where say a Hand Axe that is normal is modified to say +1 with Critical special range of 16 to 20?I love my magic weapons and thought this might be fun.This is using the 2E official ruleset,I have the DMG PH and MM.
    Last edited by seanny; October 25th, 2019 at 05:56. Reason: to specify ruleset

  2. #2
    Zacchaeus's Avatar
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    Hi seanny welcome to FG.

    Add into the weapon properties crit range 16
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  3. #3
    Quote Originally Posted by Zacchaeus View Post
    Hi seanny welcome to FG.

    Add into the weapon properties crit range 16
    Yes that worked well,thanks.

  4. #4
    I wanted to make a new magic weapon that has the wounding/bleeding effect.I looked at Melfs Acid Arrow and wanted something similar but I am not getting it happening.I want ongoing damage after a succesfull hit.So for example a Dagger of Acid Wounding that say does 1d4 initial damage and then say 1d2 damage for 1d3 additional rounds.How would this be done?

  5. #5
    celestian's Avatar
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    Quote Originally Posted by seanny View Post
    I wanted to make a new magic weapon that has the wounding/bleeding effect.I looked at Melfs Acid Arrow and wanted something similar but I am not getting it happening.I want ongoing damage after a succesfull hit.So for example a Dagger of Acid Wounding that say does 1d4 initial damage and then say 1d2 damage for 1d3 additional rounds.How would this be done?
    FG doesn't know if a spell or weapon hits. It does have some mechanics to know if a save was made.

    You'd have to do just like Melf's Acid arrow, have a power that as a ongoing damage effect that is applied by the person playing the character.
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