Boom - that did it, works like a charm, nice job!
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Update 3.1
* bugfix: issues with multipliers and weapon damage corrected.
(see first post for download)
Just wanted to say this is great work! Now adamantine armor actually works like it's supposed to.
If I remember right, you can use "IMMUNE: critical" effect to ignore critical damage, which essentially treats critical hits as normal hits in the long run.
Regards,
JPG
Yes, that's exactly how I did it. The player also has heavy armor master so I just made these two effects that are applied when he wears it.
Adamantine Plate Armor;IMMUNE: critical;
Adamantine Plate Armor;RESIST: 3 slashing,bludgeoning,piercing,!magic
OK - 2 Questions for you guys!
Is it possible to set something up that only happens on a Nat 1? Similar to like "IF: critical;" - is there an "IF: automatic miss;" or anything similar?
Would it be possible to set it up so, on a critical, it does damage, and also heals the wielder of the weapon with said effect on it?
Nope, to both i’m afraid.
The healing bit can be done by negating the damage (right click on the result in cha and select +/- and drag the result onto the character that gets the heal.
It seems like there must be some way to detect a natural 1 on to hit rolls because the built in fumble table works when we roll a natural 1.