PDA

View Full Version : How do you change Crit threat range on a magic weapon?



seanny
October 25th, 2019, 04:54
I see in the Combat tacker you can change Crit Threat Range for all weapons for a particular character but if I adjust ONLY on a weapon i have modified it doesn't happen?Could an example be shown where say a Hand Axe that is normal is modified to say +1 with Critical special range of 16 to 20?I love my magic weapons and thought this might be fun.This is using the 2E official ruleset,I have the DMG PH and MM.

Zacchaeus
October 25th, 2019, 09:55
Hi seanny welcome to FG.

Add into the weapon properties crit range 16

seanny
October 25th, 2019, 11:47
Hi seanny welcome to FG.

Add into the weapon properties crit range 16
Yes that worked well,thanks.

seanny
October 26th, 2019, 00:36
I wanted to make a new magic weapon that has the wounding/bleeding effect.I looked at Melfs Acid Arrow and wanted something similar but I am not getting it happening.I want ongoing damage after a succesfull hit.So for example a Dagger of Acid Wounding that say does 1d4 initial damage and then say 1d2 damage for 1d3 additional rounds.How would this be done?

celestian
October 26th, 2019, 00:43
I wanted to make a new magic weapon that has the wounding/bleeding effect.I looked at Melfs Acid Arrow and wanted something similar but I am not getting it happening.I want ongoing damage after a succesfull hit.So for example a Dagger of Acid Wounding that say does 1d4 initial damage and then say 1d2 damage for 1d3 additional rounds.How would this be done?

FG doesn't know if a spell or weapon hits. It does have some mechanics to know if a save was made.

You'd have to do just like Melf's Acid arrow, have a power that as a ongoing damage effect that is applied by the person playing the character.

Topdecker
December 13th, 2019, 04:09
SPEAKING of Melf's Magic Arrow (which is evidently a troublesome spell).... It is supposed to attack as a fighter the same level as the mage. I am not sure how to make that happen.

Thanks,

Top

celestian
December 13th, 2019, 06:22
SPEAKING of Melf's Magic Arrow (which is evidently a troublesome spell).... It is supposed to attack as a fighter the same level as the mage. I am not sure how to make that happen.

Thanks,

Top

Figure out the math to adjust a 1/1 from 1/3 thaco progression (something like 0.66667) then you can do an ATK:[$ARCANE*0.66] and have the user apply a 1 round duration effect before they attack?

In theory that would adjust the ATK adjustment for what would be the "remaining" to hit for a fighter considering the mage gets 1/3.

5th level fighter would have a THACO of 16, a wizard 19. and 5*0.66 is +3... so the thaco would be 16 after that.

I just watch the AC they hit and tell them if they did or not.

Walking through this I might add it to the PHB version unless someone can point to how wrong I am and am missing it.

Topdecker
December 13th, 2019, 12:36
So rounding of numbers is always to the nearest whole number? If it is rounded down, it will pretty much always be 1 lower than what it should be.

EDIT: This attack should also receive any dex modifiers that the caster has.

Top

celestian
December 13th, 2019, 15:44
So rounding of numbers is always to the nearest whole number? If it is rounded down, it will pretty much always be 1 lower than what it should be.

EDIT: This attack should also receive any dex modifiers that the caster has.

Top

Did you test it? Cause when I did for level 5 wizard the values were right. There will more than likely be some rounding that just is going to have to happen and it will be slightly different in those cases but thats what happens when you have non-whole numbers.

Make the attack ability base dex.

https://i.imgur.com/vmUi2Rp.png

Topdecker
December 14th, 2019, 01:35
Ok, thanks celestian! I will give it a try.