Thread: 5E - Better Combat Effects Gold
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May 29th, 2022, 20:24 #151
- Join Date
- Nov 2019
- Posts
- 85
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May 31st, 2022, 02:46 #152
- Join Date
- Dec 2018
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- 3
EXPIREADD adds 2 copies of whatever condition I set it to add. Does this in an empty campaign without other extensions.
Edit: It adds two copies if it expires via duration, but only 1 if it is expended via roll or action.Last edited by AmishCyborg; June 2nd, 2022 at 01:13.
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June 9th, 2022, 14:15 #153
I am trying to create an effect that I apply to myself on my turn and the effect should be removed in 1 round at the end of my turn.
I tried this: Lightning Speed;GRANTDISATK; STURNRE
[EFF: Lightning Speed; GRANTDISATK; STURNRE (D:1) (T:SELF)]
This is ending at the beginning of my turn 1 round later not the end.
Am I missing something? Is this working? STURNRE
Or is there another way to accomplish this.
Thanks
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June 11th, 2022, 17:58 #154
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June 11th, 2022, 18:18 #155
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June 14th, 2022, 18:39 #156
Version update: 3.14
Feature - Added SDC (as a tag) SDC: (N). (N) will be added or subtracted from the Actors spell save DC
Added - SDC support for new NPC spellcasting DC (MotM)
Fixed - Duplicate effects added on expire
Fixed - Save mods not working for ongoing saves
Fixed - Rest tags not working for NPCs
Fixed - Ongoing Saves incorrectly built with Effects Builder
Documentation update
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June 23rd, 2022, 04:52 #157
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- May 2020
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- 36
Would it be possible to add effects that do damage equal to a percentage of max hp and a percentage of current hp of the target (or (less important) the actor)? Something akin to "DMG n%MAX" AND "DMG n%CURRENT"? I have no idea if this is difficult or trivial, but it would add some possibilities to automate some interesting items/spells.
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June 23rd, 2022, 14:54 #158
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June 23rd, 2022, 15:20 #159
- Join Date
- May 2020
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- 36
Nothing official. The inspiration is taken from some League of Legends items.
The only one I'm currently using in my game is a custom made "Decimator" great axe that on crits (18,19, or 20 in this case) does an additional 10% of the target's max hp.
I currently have an effect: "DMG: n, critical" and just need to replace the n with the (simply) manually calculated number before rolling damage. Just looking to skip that step.
A new effect could potentially also enable different percentage damage based on what number was rolled for the critical (maybe in conjunction with Theogeek's Nat20 extension).
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