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July 16th, 2022, 08:11 #51
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How do you write the effect to add a d6 to damage similar to Giant Killer?
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July 16th, 2022, 09:44 #52
Please open a seperate thread for "How do I...?" questions.
This thread is intended to document things not yet in the Wiki and I'd like to keep it on topic.
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July 17th, 2022, 21:31 #53
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"Extra" Effect
Turns out icecrmman's question is an undocumented answer. :)
FrodoB, as you requested, here's the "Extra" keyword as I have it in my document.
The Extra effect instructs FG to roll an additional (extra) die. The Extra keyword doesn’t use + because it adds an additional specified die; it doesn’t modify the current dice. It can be used with the > prefix. It applies in Combat Tracker, on weapons and powers, on Edges, and on items.
Damage
The Extra keyword combined with the Damage keyword will roll an additional die of the given type with damage rolls. This includes personal weapons, vehicle weapons, and powers.
You can’t indicate specific damage, e.g. [Extra:Ranged Damage =2d]. Specifying an attack type disables the effect.
The @ prefix doesn’t apply. It can’t lower incoming damage because Extra adds a die to a roll.
Notation
[Extra:Damage =xd]
Where the optional > prefix can be used, the Extra keyword is followed by a colon, Damage is that specific keyword, followed by the required = assignment and a die type.
Examples
[Extra:Damage =1d]
Rolls an extra d4 with all damage rolls. This includes weapons on the combat tab, Powers on the powers tab, and vehicle weapons the character is assigned to.
[>Extra:Damage =3d]
Rolls an additional d8 with damage rolls for this specific weapon or power.
Traits
You can indicate all Traits or specific Skills or Attributes to roll an extra die for. When applying to multiple Traits, you must use the Extra: prefix with each | delimiter. Failing to use Extra: after the | delimiter causes unexpected behavior. See examples below.
Notation
[{>}Extra:TRAIT =xd]
Where the optional > prefix can be used, the Extra keyword is followed by a colon, TRAIT is either the keyword Trait or is a Skill or Attribute name, followed by the required = assignment and a die type.
Attack Types
Attack types (Ranged, Melee, Thrown, Bomb) don’t work with this keyword.
Examples
[Extra:Trait =2d]
Rolls an extra d6 with all Trait rolls. This includes attack rolls on the combat tab and Power activation rolls on the powers tab.
[Extra:Trait|Extra:Damage =2d]
Rolls an additional d6 with all Traits and all damage rolls.
[Extra:Notice =3d]
The extra d8 is rolled just for Notice.
[Extra:Fighting|Extra:Shooting =1d]
Rolls an extra d4 for both Fighting and Shooting.
[Extra:Athletics|Extra:Fighting|Extra:Shooting =1d]
Adds an extra d4 to all attack rolls.
Gotchas
[Extra:Psionics|Smarts =3d]
Rolls an extra d8 for Psionics, and sets Smarts rolls to a d4 with no extra die rolled.
[Extra:Ranged =1d]
This does not work because it doesn’t recognize attack types. Use Shooting and/or Throwing instead of Ranged.
[Extra:Athletics|Extra:Fighting|Extra:Shooting =1d]
Adds an extra d4 to all attack rolls.Last edited by Mike Serfass; July 17th, 2022 at 21:32. Reason: disabled smileys
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July 18th, 2022, 12:11 #54
Thank you for the thorough explanation, I'll add it to the first post when I find the time
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July 31st, 2022, 21:40 #55Ultimate License holder.
Over 10 years on Fantasy Grounds !
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January 6th, 2023, 13:59 #56
Has Double Tap been added?
https://www.fantasygrounds.com/forum...l=1#post672790Got a Bug - Click & FOLLOW the procedure here, it will save time
Ultimate Edition Fantasy Grounds - ONLY ON Linux
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January 6th, 2023, 14:08 #57Got a Bug - Click & FOLLOW the procedure here, it will save time
Ultimate Edition Fantasy Grounds - ONLY ON Linux
Twitch Channel
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July 18th, 2023, 01:35 #58
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July 18th, 2023, 01:41 #59
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September 10th, 2023, 02:01 #60
You can have an ITEM with the effect attached. If the weapon is not equipped the attack will not appear in combat tab. The modifier will also not apply. If the item is equipped. It appears on combat tab and the modifier kicks in. Without > the effect will always apply to every roll of that skill. Even if you use a different weapon. This item has an effect in game that improves every roll of any weapon. If the > is used then only attacks from that one weapon is modified
The alterative is there is NO ITEM. For example we have a monk with cool martial arts. An attack is added to the combat tab and will always be there because there is no item to unequip. It the case the > must be used for the effect to apply to that innate attack. Without the > the same effect will not work- So that working to
Possible use cases:
Amulet of Badass [Fighting +1] adds +1 all melee weapons.
Dagger of Badass [>Fighting +1] if you roll to attack with this weapon.
Punch of Badass is also [>Fighting +1] but the effect is on an attack added directly to combat tab. There is nothing to equip because its a punch. However note that it usually better to add +1 directly to the die roll and not bother adding an effect string at all.Ultimate License holder.
Over 10 years on Fantasy Grounds !
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