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View Full Version : Looking for effect: Dice manipulation on next roll.



Pendrake
June 29th, 2025, 17:00
So playing 5E and last session I gave my characters an experimental potion. Knowing them they will just drink it to see what happens and... that character's teeth will turn purple. Ha ha.

Well next damage done I would like that character to do critical damage, and that damage to be max damage (and their teeth return to normal). As if the critical and maximum buttons were pressed on the modifier.

Anybody know what extensions or what is needed to have such effect? I don't want to spoil a surprise with instructions to have the player modify the roll, or have me make the roll for them... Having a hidden "If CUSTOM(Purple Teeth) DMG: Critical,MAX" effect on the player would really catch them off guard.

Nylanfs
June 30th, 2025, 04:09
Why not just drag their damage dealt to the target, to the target again simulating a critical roll?

nephranka
June 30th, 2025, 13:37
So playing 5E and last session I gave my characters an experimental potion. Knowing them they will just drink it to see what happens and... that character's teeth will turn purple. Ha ha.

Well next damage done I would like that character to do critical damage, and that damage to be max damage (and their teeth return to normal). As if the critical and maximum buttons were pressed on the modifier.

Anybody know what extensions or what is needed to have such effect? I don't want to spoil a surprise with instructions to have the player modify the roll, or have me make the roll for them... Having a hidden "If CUSTOM(Purple Teeth) DMG: Critical,MAX" effect on the player would really catch them off guard.

Better Combat Effects Gold extension will do the trick:

CDMG (-) [damage type] *,all,[range],[attack type] Critical damage. Works the same as the modifier button
MDMG (-) [damage type] *,all,[range],[attack type] Maximum damage. Works the same as the modifier button

Pendrake
June 30th, 2025, 13:42
Well that's just half of it.

So the party member who has the potion is using the sunsword, 1d8, or 2d8 against undead. + 1d4 with crusader's mantel, + what ever other bs the party comes up with for that strike... say another D8.

so 3d8 + 1d4, crit => 6d8 + 2d4 right... Now make that max value on the roll... the dice will roll, but it will guaranteed outcome for that one roll be:

8, 8, 8, 8, 8, 8, 4, 4 56 Damage!

And knowing the party, they will use it early against a lacky, not the BBEG... and spend the rest of the campaign trying to find another purple potion (the inventor said he made it in his sleep, doesn't know how he made it).


Better Combat Effects Gold extension will do the trick:

CDMG (-) [damage type] *,all,[range],[attack type] Critical damage. Works the same as the modifier button
MDMG (-) [damage type] *,all,[range],[attack type] Maximum damage. Works the same as the modifier button

Sweet!

Thanks man!

MrDDT
July 1st, 2025, 20:11
Why not just drag their damage dealt to the target, to the target again simulating a critical roll?

This would also trigger the wrong concentration checks (it would cause 2 checks and not at the right DC).