PDA

View Full Version : Extension to handle Protection from Energy/Arrows?



Sudain
March 30th, 2021, 06:49
Hello!

Is there an extension to handle protection from Arrows/Energy?

I didn't think I'd need it but it was the first spell a new player (wizard) cast so I'm guessing it's more important than I gave credit for. :)

Thank you in advance,
Sudain

Asgurgolas
March 30th, 2021, 10:37
Sadly not that I know, but I do remember Kelrugem mentioning he was thinking about adding that someday

bmos
March 30th, 2021, 12:57
That is certainly one of the more fiddly things to track IMO.
At the moment, protection from energy is best handled as RESIST: 120 cold and then with each attack you have to lower 120 by the amount of damage absorbed.
Ranged is tougher.

Kelrugem
March 30th, 2021, 13:05
EDIT: I needed to edit the post, I was first confusing the rules below :D So, if you already read my answer, please read again :D

yeah, I want to do it somewhen but had no time yet :) It is basically like the mirror image handler of Darrenan but with variable increments given by the incoming damage. Since I completely rewrote the Damage script I can also try to add that :) However, it is fiddly as bmos said, not sure about PF1 but in 3.5e such an effect has to come after IMMUNE, FORTIF, HRESIST and RESIST etc. but before anything else, especially before the effects amplifying damage (in order to minimize damage; the RESIST before that enhances the Protection spell). However, there is also the spell "Resist Energy" which explicitly states that it comes after the Protection of Energy effect :D So, I probably need an extra tag for that behaviour since that may not be the only exception :)

Sudain
March 30th, 2021, 15:06
Okay thank you! I'll try to keep the resist trick in mind for now. Mentioning the Mirror image handler gave me an idea to see if I can setup a couple "REMOVE: 1 Prot from Arrow" effects (1x and 10x) effects. I'd love the automated math part, but just having an accurate track (even if manual) the remaining buffer is what I care most about as a DM. Well blind-fight then protection from Energy/Arrow tracking - we had 3 criticals last night that went through because of blind-fight last night. :)

dellanx
April 1st, 2021, 03:34
Kelrugem, what are thoughts on making ranged a "damage type" in your bypass extension, then would this work?



IMMUNE: ranged

Kelrugem
April 1st, 2021, 12:48
Kelrugem, what are thoughts on making ranged a "damage type" in your bypass extension, then would this work?

Once I finally have time again, I can try :) But why would you need that? That is a big range of immunities :D

dellanx
April 4th, 2021, 00:31
Once I finally have time again, I can try :) But why would you need that? That is a big range of immunities :D

I see was thinking of D&D 1.0 or 2.0, this (https://www.d20pfsrd.com/magic/all-spells/p/protection-from-arrows/) is a bit more of a pain.

Kelrugem
April 4th, 2021, 00:48
I see was thinking of D&D 1.0 or 2.0, this (https://www.d20pfsrd.com/magic/all-spells/p/protection-from-arrows/) is a bit more of a pain.

ah, yeah, such things are certainly also in my target (also stoneskin) :)

bmos
April 4th, 2021, 17:30
I see was thinking of D&D 1.0 or 2.0, this (https://www.d20pfsrd.com/magic/all-spells/p/protection-from-arrows/) is a bit more of a pain.This would most easily be fixed by adding "ranged" and "melee" to rAction.tags for the appropriate attack types. Then you could just use "IFTAG: ranged; DR: 10 magic"

Asgurgolas
April 5th, 2021, 00:08
was "adding temporary Hp keyed on attack types" suggested already? Dunno, something like "TEMP: 120 fire" (which would give you 120 temporary hp to scale from when damaged by fire).

We have a regeneration effect already that differentiates damage types (trasforming damage to non-lethal unless the right attack form comes in), so would it be feasible to "copy/alter" that code for using it in this endeavor? Normal damage, but triggering temporary HP on a given attack form. I think the MHP effect (which increases or lowers maximum HP) could also be useful for this

Kelrugem
April 5th, 2021, 00:15
This would most easily be fixed by adding "ranged" and "melee" to rAction.tags for the appropriate attack types. Then you could just use "IFTAG: ranged; DR: 10 magic"

Yeah, right, I actually want to extend IFTAG to such things :) So many plans :D


was "adding temporary Hp keyed on attack types" suggested already? Dunno, something like "TEMP: 120 fire" (which would give you 120 temporary hp to scale from when damaged by fire).

We have a regeneration effect already that differentiates damage types (trasforming damage to non-lethal unless the right attack form comes in), so would it be feasible to "copy/alter" that code for using it in this endeavor? Normal damage, but triggering temporary HP on a given attack form. I think the MHP effect (which increases or lowers maximum HP) could also be useful for this

Yes, that is also something I want to do :) I start to homebrew a lot, where armor gives DR and temp HP based on damage type (such that it also protects more against spells) :) Such an effect would be handy then :) But I may put the homebrew stuff in a separate extension :)