OfMiceAndDM
April 25th, 2017, 21:13
Okay, I thought I was pretty handy with a computer until I tried to create homebrew actions and effects on Fantasy Grounds character sheets based off items. I'm not going to lie, I keep trying with FG but it is really starting to make me feel stupid. :(
I know about this wiki 5E Effects (https://www.fantasygrounds.com/wiki/index.php/5E_Effects) but my brain just cant figure out how to make it work in practice though because of inputting the syntax and other bits in the correct places. :cry:
So here goes.
I need to create the following actions and effects and please don't shout at me for being completely incompetent if it's actually much simpler than I think:
1) A weapon attack for the Alchemist's Fire item which is in the Adventuring Gear items (can also be applied to things like the acid flask):
It states, "This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames."
Creating a thrown weapon that deals 1d4 damage is nice and easy... but how do I make it so it deals the damage at the start of every turn unless they succeed the save? Or is that not possible? I wondered if it would be better to set it up as a spell but then how do I account for ammo?
2) A magic thrown item that shatters so the enemy needs to check against the players save DC (eg. 8+stat+prof) or avoid all damage. Player will have a choice of 3 damage types and limited ammo (so the same problem as above really). Again, would it be better to set it as a power/spell to account for the different damage types rather than a weapon... and if so, how?
3) ... and this is the one that is driving me insane at the moment... a power that applies a poison to a weapon for a limited period of time. The poison will do something like 2d4 damage on a failed con check against a save DC and can be applied to either a melee weapon or a set number of ammo which will last for a minute.
I couldn't quite figure out if this should be posted here, the workshop or the 5e thread either sorry.
I know about this wiki 5E Effects (https://www.fantasygrounds.com/wiki/index.php/5E_Effects) but my brain just cant figure out how to make it work in practice though because of inputting the syntax and other bits in the correct places. :cry:
So here goes.
I need to create the following actions and effects and please don't shout at me for being completely incompetent if it's actually much simpler than I think:
1) A weapon attack for the Alchemist's Fire item which is in the Adventuring Gear items (can also be applied to things like the acid flask):
It states, "This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames."
Creating a thrown weapon that deals 1d4 damage is nice and easy... but how do I make it so it deals the damage at the start of every turn unless they succeed the save? Or is that not possible? I wondered if it would be better to set it up as a spell but then how do I account for ammo?
2) A magic thrown item that shatters so the enemy needs to check against the players save DC (eg. 8+stat+prof) or avoid all damage. Player will have a choice of 3 damage types and limited ammo (so the same problem as above really). Again, would it be better to set it as a power/spell to account for the different damage types rather than a weapon... and if so, how?
3) ... and this is the one that is driving me insane at the moment... a power that applies a poison to a weapon for a limited period of time. The poison will do something like 2d4 damage on a failed con check against a save DC and can be applied to either a melee weapon or a set number of ammo which will last for a minute.
I couldn't quite figure out if this should be posted here, the workshop or the 5e thread either sorry.