chillpants
February 27th, 2023, 00:45
I've made a few homebrew items n things that are a little awkward to code, it doesn't help I barely understand how it's parsed...
Big one that's been annoying to keep track of is a magic medkit that bandages its carrier every turn as long the holder isn't unconscious and the medkit still has charges (only works 15 times before needing to be refilled with medical supplies). I figure the easiest way to do it is to go via "REGEN: 1d4+3" for the basic healing, but then I don't know how to get it to only work if the person is not unconscious... I tried muddling about with "IF: !Unconscious" but I didn't find that it worked. It either broke the effect entirely or was ignored; though I might have just not put it in the right place.
I'd also prefer if it didn't apply any healing toward damage from psychic, poison, thunder, or force damage but I doubt that it's possible to section off a portion of the damage to not heal. Worst case I can either disable it for a turn if receiving those damage types or remove the incorrect amount manually.
Item's description is as follows:
A breadbox-sized metal medical kit able to sense injury and heal such wounds on those who carry it. Once per round on the holder's turn if the holder of this kit has been injured by damage other than Force, Psychic, Thunder, or Poison, the kit will open slightly and bandage or soothe injuries sustained, healing 1d4+3 health. This effect does not activate after damage that has knocked the holder unconscious, however the holder only needs to make 2 successful death saves to become stable, Rolling a 20 on a death save will recover 5HP instead of 1. This kit's effects can occur up to a total of 15 times before the kit is exhausted. If restocked with more medical equipment, the kit is functional again. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
It's probably busted to hell but I run a tough game. If you have thoughts on how to better word it or have changes you think would be worthwhile please feel free to share. I built the thing ages ago and haven't really touched it up at all so it could probably use some work.
I've also started to implement a bunch of the overlays and underlays from KotOR 1 and 2 as bonuses to apply to armor. Most of them are pretty simple to code in, being flat bonuses. I translated them mechanically to better suit 5e's system given a bunch of them use percentile reductions to things in their original games; as well as thematically so they aren't talking about energy weapons and high-tech stuff. Again, probably pretty broken, and probably needs some work. On the plus side, I haven't used them much yet and I plan to have them be prohibitively difficult to obtain in some cases. Pictures of them attached to post.
I haven't coded most of them simply because I haven't needed to yet. The only thing I'm not sure of is if it's possible to reduce damage down to 1 instead of 0.
First-time poster, don't kill me.
Big one that's been annoying to keep track of is a magic medkit that bandages its carrier every turn as long the holder isn't unconscious and the medkit still has charges (only works 15 times before needing to be refilled with medical supplies). I figure the easiest way to do it is to go via "REGEN: 1d4+3" for the basic healing, but then I don't know how to get it to only work if the person is not unconscious... I tried muddling about with "IF: !Unconscious" but I didn't find that it worked. It either broke the effect entirely or was ignored; though I might have just not put it in the right place.
I'd also prefer if it didn't apply any healing toward damage from psychic, poison, thunder, or force damage but I doubt that it's possible to section off a portion of the damage to not heal. Worst case I can either disable it for a turn if receiving those damage types or remove the incorrect amount manually.
Item's description is as follows:
A breadbox-sized metal medical kit able to sense injury and heal such wounds on those who carry it. Once per round on the holder's turn if the holder of this kit has been injured by damage other than Force, Psychic, Thunder, or Poison, the kit will open slightly and bandage or soothe injuries sustained, healing 1d4+3 health. This effect does not activate after damage that has knocked the holder unconscious, however the holder only needs to make 2 successful death saves to become stable, Rolling a 20 on a death save will recover 5HP instead of 1. This kit's effects can occur up to a total of 15 times before the kit is exhausted. If restocked with more medical equipment, the kit is functional again. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
It's probably busted to hell but I run a tough game. If you have thoughts on how to better word it or have changes you think would be worthwhile please feel free to share. I built the thing ages ago and haven't really touched it up at all so it could probably use some work.
I've also started to implement a bunch of the overlays and underlays from KotOR 1 and 2 as bonuses to apply to armor. Most of them are pretty simple to code in, being flat bonuses. I translated them mechanically to better suit 5e's system given a bunch of them use percentile reductions to things in their original games; as well as thematically so they aren't talking about energy weapons and high-tech stuff. Again, probably pretty broken, and probably needs some work. On the plus side, I haven't used them much yet and I plan to have them be prohibitively difficult to obtain in some cases. Pictures of them attached to post.
I haven't coded most of them simply because I haven't needed to yet. The only thing I'm not sure of is if it's possible to reduce damage down to 1 instead of 0.
First-time poster, don't kill me.