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azamboni
April 12th, 2017, 10:09
Hi Guys,

We are actually playing the UltraModern 5E in Fatasy Grounds, and is full of new weapon properties that I wuold like to automate on weapons, but i need your help for some of them:

Super Heavy:
You suffer disadvantage on attack rolls with the weapon.
If your Strength is less than 18, you are knocked prone.

Armor Piercing:
If an opponent has immunity to the weapon’s damage type, the opponent has only resistance to that weapon instead of immunity.

Autofire Attack:
It's uses 5 or 10 rounds of ammunition instead of 1.

Explosive:
Explosive attacks inflict bludgeoning damage, and also deal extra damage to creatures vulnerable to fire as if they dealt that damage type.
If you hit the intended target with an explosive attack, roll all damage dice twice and take the higher values.

Laser
Laser weapons deal fire damage.
If you hit with a laser, you gain a +1 bonus to your next attack roll against the same target.
This is lost if you don’t fire at the same target or if you miss.
If you roll a critical hit, the target is blinded until the beginning of your next turn.

Magnetic
If you roll a critical hit with a magnetic weapon, you inflict additional damage equal to twice the weapon’s tech level.

Mastercraft
A mastercraft weapon deals +1 damage if any of its damage dice result in a maximum result.

Nuclear
Nuclear weapons inflict force damage, and also deal additional damage to creatures vulnerable to necrotic as if they dealt that damage type.
If you hit with a nuclear weapon, every subsequent hit on the same target gains a +1 bonus to damage.
This is cumulative up to the weapon’s tech level and is lost if you don’t hit that same target before the end of your next turn.
If you roll a critical hit, the target is poisoned until the beginning of your next turn.

Pincher
Pincher weapons inflict lightning damage.
If you roll a critical hit on the attack roll and the target is not immune or resistant to lightning damage, the target takes additional damage equal to twice the weapon’s tech level,
and the target has disadvantage on ability checks and attack rolls until the beginning of your next turn.

Plasma
Plasma weapons inflict force damage, and also deal additional damage to targets vulnerable to fire as if they dealt that damage type.
Creatures immune to fire are only resistant to plasma weapons.
If you roll a critical hit with a plasma weapon, you inflict twice the tech level in additional damage on this turn, twice the tech level -1 on the beginning of your next turn, twice tech level -2 on the beginning of the following turn, and so on until 0.

Directed Energy: As many times a day as the weapon’s tech level, you can attempt a directed energy attack—make a single attack, firing a single shot, as an action.
On a hit, roll all damage dice twice and take the higher result, add all relevant modifiers as normal, and add twice the weapon’s tech level.
Each creature within 5 feet of the hit target also suffers damage equal to twice the weapon’s tech level. If you miss, the initial target suffers half damage with no area effect.

Shotgun
Shotguns do +3 damage if fired at targets within 10 feet.
At long range, they inflict half damage.
If you roll a critical hit, the target is knocked prone.

Sniper
Sniper weapons list a bonus.
If you are proficient with the weapon, you can use an action or bonus action to aim, gaining the bonus on your following ranged attack with the weapon against a creature at least 25 feet away. The bonus is lost if you move, are moved, or after you make a ranged attack with the weapon (whether you hit or not).
This bonus is cumulative for up to two actions.

Sonic
Sonic weapons inflict thunder damage, and also deal additional damage to targets vulnerable to bludgeoning as if they dealt that damage type.
If you roll a critical hit, the target is deafened for one minute.

Can you please help me to understand which one of thos properties can be automated, which one not and which one can be used with some workaround?

Many thanks!

Zacchaeus
April 12th, 2017, 11:05
Super Heavy
DISATK:
There isn’t a way to test for a particular ability score and do something based on that
Armour Piercing
VULN: <damage type> Would need to be placed on the NPC before damage was rolled so the player would need to know the creature’s immunities. (I think this might work I haven’t tested it).
Autofire
Can’t automate this – the player would need to mark off additional ammo manually.
Explosive
No way to automate this
Laser
ATK: 1 and SHIFT drag to the target (set the effect to self and expend on next roll)
Can’t test for any particular roll result so can’t automate the critical thing
Magnetic
No way to automate this; you can’t test for any particular roll
Mastercraft
Again this needs a test for a particular roll and there’s no mechanism for it.
Nuclear
Again not really much you can do to automate this. The damage you can do with SHIFT dragging a DMG: 1 to the target as with laser above.
Pincher
You can’t test for a particular result. DISADV: check; DISATK: for the disadvantage
Plasma
Same here
Directed Energy
Suggest you do this as a spell or power action maybe. That way you could regulate the number of uses and set up all the bonuses. Don’t target the creature; roll the damage twice and then drag the highest result to the target.
Shotgun
Create a DMG: 3 effect to place on the target for close range; use the half modifier button when at long range. Can’t test for a particular roll result for the critical part
Sniper
ATK: x where x Is the bonus? Not sure what the rules are saying here
Sonic
Again you can’t really test for this.

A lot of these are way off the standard 5e ruleset ‘rules’ so you’ll have a hard time automating them fully. In many cases where the damage is weird (i.e. is treated as a different kind of damage against different foes) you could probably add another weapon line using that damage type. So, for example for sonic have the normal weapon line dealing thunder damage and have a second line dealing bludgeoning. Use the second line against targets vulnerable to bludgeoning.
Some could be set up as powers rather than as weapons and that gives you more options for effects. For example if the target gets knocked prone on a critical all you need is the prone effect which could be applied to the target manually after a crit is scored.
Moon Wizard just added a max damage option to 5e (https://www.fantasygrounds.com/forums/showthread.php?36552-Test-Release-v3-3-0-(was-v3-2-4)&p=331931&viewfull=1#post331931) which will help in some of the above.

azamboni
April 12th, 2017, 11:13
Many thanks Zacchaeus!

It's useful to know where to focus my efforts and where not!