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Yakumig
June 4th, 2025, 22:01
Hello,

I'm trying to represent weapons mastery inside my game to simplify the life of my players.

Some like Sap or Topple are quite simple to implement

However, I'm having an issue with Cleave.
From what I understand : The damage on the second hit = weapon damage without the ability modifier.
In most of the case it's quite simple to implement as well.

However, One of my player is using a [Defender] weapon.
Which allows to select how much you have in Attack rolls/damage rolls vs some additional AC.

I've thus translated that into a specific Effect to handle this Magic Weapon feature

Defender Weapon; ATK: 2,melee; DMG: 2,melee

However, my implementation of the Cleave doesn't seem to take into account that bonus on the damage. (But it handles the bonus on ATK)

I've defined the Cleave ability as follow :
Cast
Attack
Type: Melee
Base: Group Atk +
Dmg
1D12
Type: slashing,magic

Here the damage stay a plain 1D12, without adding the +2 bonus.
Since I don't find a way to add the "melee" flag on the damage.

If I remove the melee from the defender weapon effect

Defender Weapon; ATK: 2,melee; DMG: 2
This work but it means it will also work on ranged attack which is not really what I expect.

Does someone have guidance about how I could implement this feature?

If not I will implement "Multiple Cleave" abilities one for each of the combinatiosn, and I don't find that really handy.

Regards,

Zacchaeus
June 4th, 2025, 23:11
What have you set the expend to? In order for the damage part to fire I suspect you’ll want the expend to be once per modifier. However, having said that, if you combine the effect into one line then you will get an incorrect result if the attack misses (and so no damage is rolled, and thus the effect will stick around but the attack bonus won’t fire for the next attack). So I think your best plan might be to separate the effects one for the attack and one for the damage. Note not at my computer to test this so I could be talking rubbish :D

MrDDT
June 5th, 2025, 07:44
Hello,

I'm trying to represent weapons mastery inside my game to simplify the life of my players.

Some like Sap or Topple are quite simple to implement

However, I'm having an issue with Cleave.
From what I understand : The damage on the second hit = weapon damage without the ability modifier.
In most of the case it's quite simple to implement as well.

However, One of my player is using a [Defender] weapon.
Which allows to select how much you have in Attack rolls/damage rolls vs some additional AC.

I've thus translated that into a specific Effect to handle this Magic Weapon feature

Defender Weapon; ATK: 2,melee; DMG: 2,melee

However, my implementation of the Cleave doesn't seem to take into account that bonus on the damage. (But it handles the bonus on ATK)

I've defined the Cleave ability as follow :
Cast
Attack
Type: Melee
Base: Group Atk +
Dmg
1D12
Type: slashing,magic

Here the damage stay a plain 1D12, without adding the +2 bonus.
Since I don't find a way to add the "melee" flag on the damage.

If I remove the melee from the defender weapon effect

Defender Weapon; ATK: 2,melee; DMG: 2
This work but it means it will also work on ranged attack which is not really what I expect.

Does someone have guidance about how I could implement this feature?

If not I will implement "Multiple Cleave" abilities one for each of the combinatiosn, and I don't find that really handy.

Regards,

You are close, instead of putting "Cleave" as a power, put it as a weapon.


Defender Weapon; ATK: 2 melee; DMG: 2 melee

You can use the commas like you had but you don't need them.

Yakumig
June 5th, 2025, 18:37
Thank you for your answers.

By implementing the "Cleave" as a fake weapon I've been able to do what I was expected. :D