Page 1 of 2 12 Last
  1. #1
    Larsenex's Avatar
    Join Date
    Sep 2018
    Location
    Ventura, California
    Posts
    151

    Effects issue, HellKnight Hill (spoiler)

    Spoiler alert.

    The players found and equipped the silver sword found in room A9. I decided to add a +1 magical effect. When the players went against the imps in A10 the hits from the Silver sword were still being resisted with -3. The imps would normally not be resistant to silver weapons.

    Is FG calculating the resist right or was it missing the fact the player was using the silver sword?

  2. #2
    Larsenex's Avatar
    Join Date
    Sep 2018
    Location
    Ventura, California
    Posts
    151
    To clarify, the imps have dmg reduction against physical attacks of 3. All physical attack dmg is being reduced in Fantasy grounds by 3. However it should not reduce damage from a silver weapon. As the tag line for the imp is physical 3 (except silver).

    I have tried modifying Shades imp thinking it was a tag issue or the sword but it does not seem to work. Is this currently working as intended in FG and I just need to 'back out' the reduction manually for now?

  3. #3
    Lars: The problem is in the weapon. What you need is silver to be added to type (along with slashing) for the !silver exclusion on physical damage to take effect. That property should probably be included in the base module, though, you are right.
    Ultimate License Owner since 2011 and FG GM since 2008
    Game Systems: 5E, Pathfinder, Starfinder, Call of Cthulhu, RoleMaster, C&C, Pathfinder 2

  4. #4
    Larsenex's Avatar
    Join Date
    Sep 2018
    Location
    Ventura, California
    Posts
    151
    Ok cool. I thought the only properties were the striking ones. I will put it in now.

  5. #5
    Larsenex's Avatar
    Join Date
    Sep 2018
    Location
    Ventura, California
    Posts
    151
    Yea I have tried. I put silver in the properties> nothing. I put silver in traits > nothing , I put silver in damage type still nothing. The imp resists the physical dmg by 3 every time. Is the 'except silver' condition working on other targets?

    Keep in mind my players still overcame this encounter but let them know I was going to see if it was a bug or something I did wrong with the sword.

  6. #6
    Larsenex's Avatar
    Join Date
    Sep 2018
    Location
    Ventura, California
    Posts
    151
    Ok I see the issue. I solved the problem. On the effect page wiki it says 'exceptions currently not operational' meaning that the creature who is resist physical 5 (except cold iron) will still resist 5 on all rolls regardless of excepted weapon material. The rule is not yet in fantasy grounds.

  7. #7
    Did you not get it to work? this confuses me. It works for me:


    You can see in the weapon entry on the Action Tab, it has piercing, silver. When damage is dealt, it deals TYPE: piercing, silver. The imp has RESIST: 3 physical, !silver. Because the weapon is dealing 3 physical damage (piercing) but also silver damage, it does the full damage to the imp (4), instead of 1 damage which it would have done if the silver type wasn't in the type field.
    Attached Images Attached Images
    Ultimate License Owner since 2011 and FG GM since 2008
    Game Systems: 5E, Pathfinder, Starfinder, Call of Cthulhu, RoleMaster, C&C, Pathfinder 2

  8. #8
    Larsenex's Avatar
    Join Date
    Sep 2018
    Location
    Ventura, California
    Posts
    151
    Ok got it to work. The issue I had was I was editing the item. Unlocking it, adding silver to it thinking it would change the tag. You have to enter 'silver' on that weapon on the actions page using the magnifying glass. Just type it directly next to the 'slashing' and it will show up in the damage type tags.

    Further update> I was modding the HK hill sword. I could not get the 'dmg' type to show silver even after I unlocked it.

    So I took a regular longsword and made a copy per the wiki and added the traits > silver, +1, and copy and pasted the text block entries all in a fresh copy. This had the correct tags right off the bat.

    Note to self. If you are going to mod or change a modules loot, use clean copies.
    Last edited by Larsenex; November 17th, 2019 at 04:56.

  9. #9
    So is the module wrong is this conclusion?

  10. #10
    No, it seems he is tweeking the module. I do this on a large scale to make my adventures unique.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

Log in

Log in