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January 1st, 2024, 12:02 #61
From Discord
Code:Well you could make the damage str!+d# this would increase the strength die by 1, you can add +2 attack modifier to the dice and +2 to the damage.
and this:
Code:Str?+d12
https://discord.com/channels/2745828...14733663191090Last edited by Jiminimonka; January 1st, 2024 at 12:12.
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January 1st, 2024, 15:45 #62
Thanks Jiminimonka! I ran into this very situation last game.
For clarity, these formulas are put into the damage field of individual attacks on the Combat tab.
I agree this should be in the wiki.
btw
Code:Str!?+1d10
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May 6th, 2024, 17:15 #63
Since it came up again on Discord here is the breakdown:
Outside of Super Powers Companion / Ghost Mountain martial arts settings. Normally a character can't roll anymore that Strength. They are also under the influence of minimum required strength. Where Strength changes so does weapon damage. So it is simply
Code:Str+
Code:Str?
Code:Str!?
Code:Str!!?
Last edited by Lonewolf; August 1st, 2024 at 19:10.
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July 29th, 2024, 14:18 #64
- Join Date
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tyvm
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April 10th, 2025, 16:54 #65
Well in the middle of a discussion on the code changes I asked for a change to Ammo to support weapon overcharge ( use 2 shots but bad stuff happens on a 1). Then after a good nights sleep woke up a thought of a way to get around the problem I had by using a fixed command that changes Ammo use along with some die modifier. These commands where already mentioned in passing. However I wanted them add here becuase we might as well document the undocumented in one document
For a Overcharge use double tap sub attack, add this effect to block the +1 shooting, +1 damage. Since we just want to decrease ammo by 2 each shot.
[>#DoubleTap, Shooting -1, Damage -1]
It is a ugly solution but it works.Last edited by Lonewolf; May 19th, 2025 at 11:58.
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April 28th, 2025, 21:09 #66
RTFM update notes
# Savage Worlds features
## Versus effects
Effects that only applied when rolling against target with specific keyword
```
[EFFECT vs KEYWORD MOD]
[EFFECT vs KEYWORD]
```
Where
- `EFFECT` is effect notation
- `KEYWORD` is any keyword
- `MOD` is effect modifier notation
| Example | Description |
|--------------------------------|-------------------------------------------------------------------------------------|
| [Attack\|Damage vs Orc +1] | +1 modifier for attack and damage rolls against targets with "Orc" keyword |
| [Double Damage vs Orc] | Cause double damage against targets with "Orc" keyword |
| [Halve Armor vs Orc] | Cause armor value to be halved when rolling against targets with "Orc" keyword |
| [Ignore #Range vs Orc] | Ignore range penalties when rolling against targets with "Orc" keyword |
| [@Double Armor vs Bullet] | Double your armor value when damage rolls against you have "Bullet" keyword |
## Challenge effects
New `Effect` field in attack and weapon record sheet. Use to define what effects challenge roll causes
### Supported notations
```
EFFECTS
Raise: EFFECTS
EFFECTS Raise: EFFECTS
```
Where `EFFECTS` can be combination of following:
- `[EFFECT]` - Cause these effects. These may have following special notations:
- Two modifiers may be expressed and separated with `/` to indicate to use first modifier on success and second on raise. For instance:
- `[Agility -1d/-2d]` - Use `-1d` modifier in case of success and `-2d` in case of raise
- Two effect references may be expressed and separated with `/` to indicate to use first modifier on success and second on raise. For instance:
- `[#Entangled / #Bound]` - Use `#Entangled` in case of success and `#Bound` in case of raise
- You can define duration for the effect by providing number within `()` after the effect, for instance: `[Agility +1d/+2d](5)` means effect will have duration of 5 turns
- If the duration is prefixed with `:` the effect will progress on inflicted's turn and cannot ge maintained even if it is from power
- `{EFFECT TASK}` - Effect task, see below
- `Heal per Raise` - Heal wound per each raise
- `Heal X` - Heal X wounds
- `Shaken` - Cause Shaken status
- `Fatigued` - Cause single point of fatigue unless opponent already has more than that
- `Exhausted` - Cause two points of fatigue unless opponent already has more than that
- `Incapacitated` - Cause incapacitated status
- `Damage` - Cause damage roll to be made
- `Wound per Raise` - Cause wound per each raise
- `Wound` - Cause single wound
- `Fatigue per Raise` - Cause fatigue per each raise
- `Fatigue` - Cause single fatigue
- `Terror MOD` - Cause extras to panic and roll fear table for wild cards with `MOD` modifier
- `Table(Y) MOD` - Roll on table `Y` with `MOD` modifier
- You can provide two different sets of effects: One for success and another for raise by separating raise effect to start after `Raise:` notation
- For instance `[#Distracted](:1) / Raise: [#Distracted, #Vulnerable](:1)`
- If the `Effect` field start with `Raise:` it means there are no effects for success but raise will cause all following effects
For instance
```
Terror +0/+2
[#Distracted] / Raise: [#Prone]
[#Entanged / #Bound]
[Agility +1d/+2d](5)
[Agility -1d/-2d] {<- Spirit}
[#Distracted](:1) / Raise: [#Distracted, #Vulnerable](:1)
Raise: Wound
```
## Attack effects
New `Effects` field can be used to express effects that would be caused by attack roll would cause. You can use the same notations as `Challenge effects`
```
EFFECT
Opposed TRAIT: EFFECT
Check TRAIT: EFFECT
Damaged = EFFECT
Damaged = Check TRAIT: EFFECT
```
Where,
- `EFFECT` define effects using `Challenge effects` notation
- `TRAIT` defines which trait to roll to make and if there are any modifiers for the roll. For instance `Spirit -2`
- This may also contain `; Raise MOD` to provide `MOD` modifier in case attack gets raise
- `Damaged =` Indicates that challenge should be started only after target is shaken or wounded by the attack
For instance
```
[#Distracted] / Raise: [#Prone]
Opposed Agility: [#Entanged / #Bound]
Check Vigor -2: Fatigued
Damaged = Check Vigor: [#Stunned]
```
## Challenge slash commands
New `/challenge` slash command to initiate challenge for PCs.
```
/challenge EFFECT
/challenge Check TRAIT: EFFECT
/challenge Opposed TRAIT (TARGET): EFFECT
```
Where,
- `EFFECT` define effects using `Challenge effects` notation
- `TRAIT` defines which trait to roll to make and if there are any modifiers for the roll. For instance `Spirit -2`
- This may also contain `; Raise MOD` to provide `MOD` modifier in case attack gets raise
- `TARGET` is target number for opposed roll
## Effect tasks
Notations expressed inside `{}` that will invoke automated tasks on specific timing. Effect tasks must be defined
in combat tracker effects or in global effects
### Shake-off tasks
Notations to shake-off effects. `Auto-roll: Effect recovery` option must be enabled to use this feature
```
{ < TRAIT (TIMING) }
```
Where,
- `<` is indicator of Shake-off notation
- `<` defines the effect is removed after successful roll
- `<-` defines to reduce effect modifiers by one step with success and each raise
- `<--` defines to reduce effect modifiers by two steps with success and each raise
- `TRAIT` defines which trait to roll to make and if there are any modifiers for the roll. For instance `Spirit -2`
- `(TIMING)` defines when the roll should be made. Options are:
- `(Start of Round)` or `(SOR)`
- `(Start of Turn)` or `(SOT)`
- `(End of Turn)` or `(EOT)` this is the default option is nothing is defined
- `(End of Round)` or `(EOR)`
For instance `Lowered Agility [Agility -1d/-2d] { <- Spirit }` means roll Spirit at end of turn and reduce effect modifier by one step per success & raise.
If effect modifier is reduced to zero the whole effect will be removed
### Damage tasks
Notations to roll damage on you
```
{ DICE KEYWORDS Damage (TIMING) }
```
Where,
- `DICE` is dice express, such as `2d6+1`
- `KEYWORDS` can be combination of
- `AP X` - Armor piercing `X`
- `HW` (or `Heavy Weapon`) - Heavy Weapon damage
- Any other word will be included into damage keywords
- `(TIMING)` defines when the roll should be made. Options are:
- `(Start of Round)` or `(SOR)`
- `(Start of Turn)` or `(SOT)`
- `(End of Turn)` or `(EOT)` this is the default option is nothing is defined
- `(End of Round)` or `(EOR)`
For instance `Fire! { 2d6+1 damage (EOR) }` means roll 2d6+1 damage on you at the end of round
### For others tasks
Notation to grant effects and tasks for others
```
{ TARGET > EFFECT}
```
Where,
- `TARGET` defines who are subjects for effects. Can be combination of following:
- `All` - target all other characters
- `Adjacent` - target adjacent characters
- `X"` - target characters within `X` inches radius
- `SBT` - target characters within 2" radius
- `MBT` - target characters within 4" radius
- `LBT` - target characters within 6" radius
- `Wild Card` - target only wild card characters
- `Extra` - target only extras
- `Ally` - target only characters from the same faction
- `Enemy` - target only characters from the different faction
- `Y` - target only characters with `Y` keyword
- `EFFECT` defines effects for the targets. Supported notations are:
- Effect framework notation
- Damage effect task notation
For instance
```
Damage Field { Adjacent > 2d4 fire damage }
Command { 5" Ally Extra > Shaken|Stunned +1 }
```Ultimate License holder.
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April 29th, 2025, 15:22 #67"Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness
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