DICE PACKS BUNDLE
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  1. #11
    What a neat idea! Good luck!

    One function that I have not seen yet is the ability to add an effect based on Combat Tracker turn # (or on turn change). I'm looking to add a specific effect as each turn progresses. An example could be Exhaustion, each turn a character gets more and more exhausted, so it would add a new effect each round for each level of exhaustion. Round 2 = apply Exhaustion 2 to all friendlies. etc.

  2. #12
    This has some huge potential and a number of great things already in place. One thing I'd like to do is add temp hp (5E) for half of the damage taken in certain conditions...anyway to make that happen?

    Edit: Also, how about the feature (can't recall its name) that re-rolls damage dice for each die that results in a 1 roll? Any way to do that?
    Last edited by DM_BK; April 13th, 2022 at 06:13.

  3. #13
    Quote Originally Posted by paladinlee View Post
    What a neat idea! Good luck!

    One function that I have not seen yet is the ability to add an effect based on Combat Tracker turn # (or on turn change). I'm looking to add a specific effect as each turn progresses. An example could be Exhaustion, each turn a character gets more and more exhausted, so it would add a new effect each round for each level of exhaustion. Round 2 = apply Exhaustion 2 to all friendlies. etc.
    Round/Turn Start/End events have been added to the list for future updates, thanks for the suggestion
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  4. #14
    Quote Originally Posted by DM_BK View Post
    This has some huge potential and a number of great things already in place. One thing I'd like to do is add temp hp (5E) for half of the damage taken in certain conditions...anyway to make that happen?

    Edit: Also, how about the feature (can't recall its name) that re-rolls damage dice for each die that results in a 1 roll? Any way to do that?
    First, do you mean for the attacker to gain temporary hitpoints equal to have of the damage taken by the defender? If so, Check out Constitutional Amendments.

    Second, that should be possible (depending on which feature in particular, there are a couple at least) with the current capabilities. Make a copy of the "We Hate Ones" trigger in the CoreRPG Example module and add in the conditions appropriate to the feature. Probably something like Roll Is Type to check for damage rolls and either Creature Has Trait or Combatant Has Effect.
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  5. #15
    That worked for #2! Amazing! Thanks!

    As for #1...its the opposite, target takes damage and same target receives half of the damage value, just taken, in temp HP. I'm not seeing how to do that with Constitutional Amendments.

  6. #16
    I'm looking to trigger a save on hit, in particular force a save on the target on when the PC crits (technically rolls a 20). It has an effect like this:

    When you attack a creature with this magic bow and roll a 20 on the attack roll, the creature must make a DC 13 Constitution saving throw. On a failure, it takes 2d8 radiant damage and is blinded until the end of your next turn. On a success, it takes only half as much damage and isn't blinded.

  7. #17
    Quote Originally Posted by DM_BK View Post
    That worked for #2! Amazing! Thanks!

    As for #1...its the opposite, target takes damage and same target receives half of the damage value, just taken, in temp HP. I'm not seeing how to do that with Constitutional Amendments.
    Ok, yeah, then that will be possible in the future when support is added for actions that can behave like powers from the character sheet. That is a rather "big" feature, so it could be a little while; though it is also rather high on my priority list, which helps.
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  8. #18
    Quote Originally Posted by Tatas View Post
    I'm looking to trigger a save on hit, in particular force a save on the target on when the PC crits (technically rolls a 20). It has an effect like this:

    When you attack a creature with this magic bow and roll a 20 on the attack roll, the creature must make a DC 13 Constitution saving throw. On a failure, it takes 2d8 radiant damage and is blinded until the end of your next turn. On a success, it takes only half as much damage and isn't blinded.
    Very much on my radar, though I haven't fully wrapped my head around how I want to implement the consequences for triggered saving throws. Though fwiw I believe this functionality is possible with Advanced Effects and Better Combat Effects working in tandem.
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  9. #19
    Thanks. Parts of it definitely are. Just not automating the target save on hit/crit/20. Very excited for this extension!

  10. #20
    How about something as simple as: on a roll of... it prints a message to the chatbox.

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