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Jwguy
March 3rd, 2014, 02:12
So, I've been working on importing some of my previous NPCs into the campaign, including some enemies whose successful implementation would require accurate transcription of certain values, including critical multipliers. I've tried making their attack as follows: (2d8+6 20/x3), since similar entries on existing NPCs seem to have "18-20/x2" with no problems, but the equation causes the rolls to be multiplied by three every time.

How would I word this equation in order to get a critical multiplier of three or higher?

Trenloe
March 3rd, 2014, 02:24
The 2 default settings are: Critical on a 20, with x2 damage. You don't need to specify either of these values if they are using the default.

Separate each value - crit and/or multiplier from the damage dice by a forward slash /

For example, using 1d8 damage each time:

Crit on 20, x3 damage = (1d8/x3)
Crit on 18-20, x2 damage = (1d8/18-20)
Crit on 18-20, x3 damage = (1d8/18-20/x3)

Jwguy
March 3rd, 2014, 03:05
I appreciate the incredibly quick answer!

If you'd humor a second question, is there a way to make compound rolls? For example, one of the NPCs has a Flaming Burst weapon. I'd like to do something to the effect of "Keen Composite Bow +12 Ranged (1d8+4/19-20/x3 piercing 1d6 fire)" but that doesn't appear to work. Is there a way to make that happen without making a second attack?

Trenloe
March 3rd, 2014, 03:15
I'm not at my PC now, so can't test to see if this will work.

Try using "plus 1d6 fire"

EDIT: see some examples here: http://www.d20srd.org/srd/monsters/elemental.htm#fireElemental

Jwguy
March 3rd, 2014, 03:29
I'm not at my PC now, so can't test to see if this will work.

Try using "plus 1d6 fire"

EDIT: see some examples here: http://www.d20srd.org/srd/monsters/elemental.htm#fireElemental

Ah, I suppose I should have picked up that the format was similar to normal statblocks, but for some reason it never came to mind. It works!

Very impressive, sir, and much appreciated. I shall hold you in great esteem and consider you a rather knowledgeable fellow!

damned
March 3rd, 2014, 06:08
Very impressive, sir, and much appreciated. I shall hold you in great esteem and consider you a rather knowledgeable fellow!

he is a bit clever - you can always click the little star beneath his name to send him some "reputation" :)

Callum
March 3rd, 2014, 12:06
The "plus 1d6 fire" addition is exactly what you want for a flaming weapon. However, I don't believe there's a way to automatically add the burst damage on a critical - so you'll have to manually add the extra d10s of fire damage when a crit is scored.

Nickademus
March 3rd, 2014, 12:24
Hmm....

damned
March 3rd, 2014, 12:35
Hmm....

...can I smell something cooking?

Nickademus
March 3rd, 2014, 12:41
I'm considering it.

A 'CRIT: #(d#) <type>' tag for pcs and a 'plus #(d#) crit <type>' entry for npcs.

JohnD
March 3rd, 2014, 12:51
I'm considering it.

A 'CRIT: #(d#) <type>' tag for pcs and a 'plus #(d#) crit <type>' entry for npcs.

Witchcraft I tells yah.

Jwguy
March 3rd, 2014, 17:27
I'm considering it.

A 'CRIT: #(d#) <type>' tag for pcs and a 'plus #(d#) crit <type>' entry for npcs.

That'd be rather interesting.

Since you bring it up, though, is there currently a way to add multiple damage rolls to PCs, a la the "plus 1d6" method? It seems like currently all that can be done is lumping all the rolls into the "damage" box in the weapon's section. Would be nice if it existed~

Trenloe
March 3rd, 2014, 17:43
Since you bring it up, though, is there currently a way to add multiple damage rolls to PCs, a la the "plus 1d6" method? It seems like currently all that can be done is lumping all the rolls into the "damage" box in the weapon's section. Would be nice if it existed~
Use multiple effects. e.g. DMG:1d6 fire would be one effect, just add multiple effects in the combat tracker.

If you're not familiar with effects, see the user guide here: https://www.fantasygrounds.com/userguide35E/ref_effects_35E.xcp Look at the left hand sidebar entries under "Effects" at the bottom of the sidebar, particularly "Label: Modifiers".

Also search the 3.5e forums for "effects" there are numerous threads with examples...

Jwguy
March 3rd, 2014, 23:02
Use multiple effects. e.g. DMG:1d6 fire would be one effect, just add multiple effects in the combat tracker.

If you're not familiar with effects, see the user guide here: https://www.fantasygrounds.com/userguide35E/ref_effects_35E.xcp Look at the left hand sidebar entries under "Effects" at the bottom of the sidebar, particularly "Label: Modifiers".

Also search the 3.5e forums for "effects" there are numerous threads with examples...

That's a nice thing, and certainly helpful, but I feel like it doesn't seem to cover all scenarios, you know? Say a character is using two weapons, one with a Flaming Enchantment, and the other with some other Enchantment or damage. That'd mean for a full attack you'd be switching back and forth a lot, compared to just having it tagged on to a weapon, specifically... unless there's a way to differentiate, that is. I looked over the list briefly, since I was at work, but I didn't seem to see any parameter with that capability.

Trenloe
March 3rd, 2014, 23:12
That's a nice thing, and certainly helpful, but I feel like it doesn't seem to cover all scenarios, you know? Say a character is using two weapons, one with a Flaming Enchantment, and the other with some other Enchantment or damage. That'd mean for a full attack you'd be switching back and forth a lot, compared to just having it tagged on to a weapon, specifically... unless there's a way to differentiate, that is. I looked over the list briefly, since I was at work, but I didn't seem to see any parameter with that capability.
If you want to do that then enable specific effects for one roll or one round - depending how they get used. You can change different damage types together within the same single application of an effect. e.g. DMG: 1d6 fire; DMG:1d8 cold So you could put all of the effects you need for a specific weapon into one entry and if you hit, press the "Effect" icon to apply the single effect entry you've created before you roll damage. One click to apply effect, double-click to apply damage which will then include the effect you've just added.

The weapon entries and effects have never been designed to cover all scenarios - that would be a huge undertaking. But, it's amazing what you can do with effects - and community members are expanding what you can be done. I'd hazard a guess that in excess of 90% of most scenarios can be covered by what is available now...

Nickademus
March 3rd, 2014, 23:26
I feast on that 10%. :ogre:

I'm considering whether it would be worth it to have an effect field in each weapon entry that when you used it would remove a previous weapon effect and apply the new weapon's effect. In essence, you would be clicking to swap weapons.

Though, this is no more or less clicks than Roll effects for each weapon so the only benefit I see is that it would be in the weapon section of the character sheet. Not too motivated to do this yet.

Moon Wizard
March 4th, 2014, 00:05
Nickademus,

From what I've been thinking about, I think it should really be a more elaborate damage definition subwindow. Basically, the user would start with a blank list of damage entries for a weapon. Then, they hit add an entry (dice, modifier, damage type, and normal vs. crit). The damage handler would also need to be updated to handle this. I haven't figured out in my mind whether it should be inline, or a separate details window. (was thinking latter though).

Just haven't had the time to experiment.

Cheers,
JPG

Nickademus
March 4th, 2014, 00:40
Understandable.

I'm almost done with this. I did find a bug in the 3.5e code that causes non-dice DMG: modifiers to sometimes use the dice from other DMG: modifiers. So the two effects "DMG: 1d6 fire" and "DMG: 2 good" might result in, on the roll of a 3 on the d6, [TYPE: piercing,slashing,good (0D+5=5)] [TYPE: piercing,slashing,fire (1D+0=0)] when using a dagger for instance. Not a problem for raw damage, but when resistances and immunities come into play this will cause the wrong damage.

I fixed it in my extension (soon to be updated) as I had to for the CRIT: tag.

Nickademus
March 4th, 2014, 01:15
Here you go. (http://www.fantasygrounds.com/forums/showthread.php?20547-EXT-Expanded-Effect-Tags&p=169250#post169250)

Witchcraft is ready. :P