Thread: Savage Worlds Effects Help
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August 27th, 2020, 21:13 #31
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I didn't go that far, no... I could try that... still have the other backup if things go awry.
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August 28th, 2020, 16:27 #32
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That does not appear to have worked.
With the NPC Maker and Advanced Library and I have found a better source for the module from which I can copy paste it won't be as painful to recreate the module now. At least my players don't have much in the way of work for their characters.
Thank you for all your help.
Now if the NPC Maker allowed for adding the Keywords to attacks it would save me some extra edit time.
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June 15th, 2021, 06:42 #33
Hey all, I think I may have found a quirk in the way this codes that bears looking at.
So I was trying to code resistances for one of ETU's Strilberk Demons - which take half damage from Nonmagical Sources and are immune to fire and bludgeoning. I tried [@Halve Damage, @Normal Magical, @Immunity Fire], but fire damage was being halved, not eliminated altogether. When I removed the @Halve effect, Immunities work as normal. I've worked around it so far by just using @Halve Nonmagical and labouriously keywording EVERYTHING as nonmagical, which is a little tedious. Hope that's of some help and thanks,
- ToKo.Last edited by Tokolosh; June 25th, 2021 at 16:20.
- ToKo
ULTIMATE LISCENSE HOLDER, BABY!
"Roll20 ruined my first Ambush, and I never looked back..."
Dean - East Texas University - Higher Education Campaign - (SWADE Ruleset) In Progress
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August 29th, 2021, 03:52 #34
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I wanted half damage to blunt and used [@halve #Blunt Damage] it worked just fine of course you will need to label all blunt items as 'blunt'
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March 4th, 2022, 06:46 #35
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I would like to create for the lack of a better name, an underboss. The underboss will have 2 wounds and a d4 wild dice. Is there a way to code this into an effect so that I can drop it onto an NPC for quick encounters?
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March 4th, 2022, 14:06 #36
[Wounds Threshold -1] or [Wounds Threshold = 2] Should change their max wounds. If I remember right, effects only allow for individual traits to be assigned a unique wild die, [Shooting = 1wd] makes shooting use a d4 wild die. One suggestion would be to make the NPC with the Wounds effect and lower wild die built in as a "template" where you then just copied it and then applied the other differences. Beyond that, you may have to open up, then right click the wild card icon to change the die manually.
Last edited by srbongo; March 4th, 2022 at 14:26. Reason: Effects got changed
Games Running:
WePF Second Darkness (Pathfinder 1e)
Raven's Purge - Saturdays (Forbidden Lands)
SavageWorlds Sci-Fi Sundays (SWADE)
Savage Worlds Gameday Thursdays (SWADE)
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March 4th, 2022, 18:18 #37
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If the npc is not a wild die, then this works.
Code:[Trait =1wd]
Do this if you want the underboss to be better at unshaking and soaking:
Code:[Shaken|Soak =2wd]
Code:[Trait =1wd, Wounds Threshold =2]
If the npc is a wild die, then it would be
Code:[Trait -1wd, Wounds Threshold -1]
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March 4th, 2022, 18:39 #38
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March 4th, 2022, 18:44 #39
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March 12th, 2022, 17:25 #40
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Is there a way to create an effect that covers all attribute linked skills as a group?
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