Version Update: 2.50.1
Hotfix: ActionDamage.applyDamage header change in 5E Ruleset
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Version Update: 2.50.1
Hotfix: ActionDamage.applyDamage header change in 5E Ruleset
Version Update: 2.51
Fixed: 5E script error when using advanced effects from ruleset change
Support: 35E/PF1E Support for advanced effects extension
Well, not exactly. If it was the same amount of damage each round, then yes, DMGO would work great. But the damage changes from 0 on the first round (perhaps not so important to track, but a fast acting ally could dispel the effect before it gets to the second round), goes to 1d4 the second, then 2d4 for the next 3 rounds, then back down to 1d4 then to 0
I can keep doing the way I am, just track the rounds manually and roll the appropriate damage. Just thought it would be cool to have the spell be fire-and-forget, doing the scaling damage each round automatically. There's only a few spells that do this, so not a big deal.
I could simplify it:
Heat Metal; EXPIREADD:Heat Metal R2 (duration 1 round)
Heat Metal R2; DMGA: 1d4 fire; EXPIREADD: Heat Metal R3 (duration 1 round)
Heat Metal R3; DMGO: 2d4 fire; EXPIREADD: Heat Metal R6 (duration 3 rounds)
Heat Metal R6; DMGA: 1d4 fire
However, I still have the problem of all the effects going off all at once rather than round-by-round.
Heat Metal; DMGO:1d4 fire EXPIREADD:Heat Metal R2 (duration 1 round)
Heat Metal R2; DMGO: 1d4 fire; EXPIREADD: Heat Metal R3 (duration 1 round)
Heat Metal R3; DMGO: 2d4 fire; EXPIREADD: Heat Metal R6 (duration 3 rounds)
Heat Metal R6; DMGO: 1d4 fire
I mean something like this? I might not have it quite right and I haven't tested it but I think it should be close to what you want if it works.
Heat Metal; EXPIREADD:Heat Metal R2 (duration 1 round)
Heat Metal R2; DMGO: 1d4 fire; EXPIREADD: Heat Metal R3 (duration 1 round)
Heat Metal R3; DMGO: 2d4 fire; EXPIREADD: Heat Metal R6 (duration 3 rounds)
Heat Metal R6; DMGO: 1d4 fire (duration 1 round)
Version update: 2.52
Fixed: Changed ongoing saves to fall within the pipeline. Fixes Evasion/Avoidance issue. Should also prevent/solve other corner case issues. This is how I wanted to originally implement ongoing saves but at the time I didn't know enough to do it correctly.
Removed: Add Prone on unconscious as now native in ruleset
Documentation update: SAVE tags format changed from SAVE: ABILITY (N) to SAVE: (N) ABILITY
On the last point, you can write the Ongoing Save tags either way and it will stay that way for the foreseeable future The new format falls more in line with how FG works so it is highly recommended that the SaveDC be placed before the ability rather than after to avoid any unforeseen issues
Version Update: 2.53
Fixed: Save handler not overridden just registered for
Version Update 2.54:
Fixed: SAVEADD not working with requested rolls and rolled from a client