jimweaver
February 27th, 2022, 23:57
Heya! Two things I couldn't get to work quite right in a FG session today:
- Smite +2 Damage. I drug the "effect" for damage +2 onto the weapons that were targeted by the power. An annotation (something like [>Smite] - don't remember exactly the syntax, but there may have been a # sign in there somewhere) was added on a line of that weapon's description. But, when damage was rolled for those weapons, the +2 was not automatically added. I had to do it manually. Did I drag the Effect to the wrong place somehow?
- The Double Tap Edge. One of the PCs elected this Edge at the end of the last session. I didn't see any direct support for it, so I created a "sub attack" for the weapon he's currently using especially for Double Tap. This seems like a good approach, since using it is a choice, and you might not want to use it all the time due to ammo consumption. This worked in that the +1 was added to hit and also to damage. However, I could not find a way to make it consume 2 bullets of the weapon, so the player had to track current ammo manually. Not a big deal. I thought about upping rate of fire or number of attacks on the sub-attack to get the bullets consumed, but these are different things from a double tap (no recoil, for example). Just curious if there's a way to make a sub-attack use up more ammo on the gun it's listed under without modifying rate of fire or number of attacks.
- Smite +2 Damage. I drug the "effect" for damage +2 onto the weapons that were targeted by the power. An annotation (something like [>Smite] - don't remember exactly the syntax, but there may have been a # sign in there somewhere) was added on a line of that weapon's description. But, when damage was rolled for those weapons, the +2 was not automatically added. I had to do it manually. Did I drag the Effect to the wrong place somehow?
- The Double Tap Edge. One of the PCs elected this Edge at the end of the last session. I didn't see any direct support for it, so I created a "sub attack" for the weapon he's currently using especially for Double Tap. This seems like a good approach, since using it is a choice, and you might not want to use it all the time due to ammo consumption. This worked in that the +1 was added to hit and also to damage. However, I could not find a way to make it consume 2 bullets of the weapon, so the player had to track current ammo manually. Not a big deal. I thought about upping rate of fire or number of attacks on the sub-attack to get the bullets consumed, but these are different things from a double tap (no recoil, for example). Just curious if there's a way to make a sub-attack use up more ammo on the gun it's listed under without modifying rate of fire or number of attacks.