Hey all,
seeing as Ikael is very busy right now and the documentation rework might be a bit further into the future, I thought it might be a good idea to start a thread where we can collect all the Features the SWADE ruleset has which are not already documented on the Effects page in Confluence. Things only explained by Doswelk or others in videos are fair game - I want to have it all in written form. Plenty of the stuff described here was actually covered in or even directly gathered from his Videos.
Here is what I have so far:
Effects
Rolling additional dice
These effects will roll an additional die whenever a roll is made. The result will be added to all dice rolled.
Does not with the keywords Attack, Melee, Ranged or Thrown. Supports Attack specific effects.
Expression Notation Description Extra:Trait ASSIGNd Add the specified die to all Trait rolls. Extra:Damage ASSIGNd Add the specified die to all Damage rolls.
Example Description Extra:Notice =2d Adds an additional d6 to all Notice rolls. Extra:Fighting|Extra:Damage =1d Adds an additional d4 to all Fighting and Damage rolls. >Extra:Fighting|Extra:Damage =1d Adds an additional d4 to all Fighting and Damage rolls made with the attack this effect is assigned to. Extra:Fighting|Extra:Shooting =4d Adds an additional d10 to all Fighting and Shooting rolls. Extra:Fighting|Shooting =1d Careful! This rolls an additional d4 with all Fighting rolls, but sets the Shooting die to a d4!
Effect naming
Please do not add this to the Wiki until Ikael has confirmed I got this right! I tested and dove into the source code, but I am not entirely sure I got this right!
When adding an effect, it can be given a NAME. Examples can be found in the ruleset itself and is as simple as writing the name before the brackets, like this: Defend [Parry +4]
It is also possible to assign a TYPE to an effect. Instead of writing the NAME, instead it is written as TYPE, QUALIFIER.
- When referencing the effect, it should be done as #QualifierType.
Example: #DimIllumination will apply "Illumination, Dim".- When ignoring effects (see below), it is possible to ignore a whole type.
Example: [Ignore #Illumination] will ignore "Illumination, Dim"; "Illumination, Dark"; and "Illumination, Pitch Black".- Some pre-defined effects can be referenced by just the qualifier, if the qualifier was deemed unique enough.
Example: #Dim will apply "Illumination, Dim", but #Heavy will not apply "Cover, Heavy".- This also means that when using a self-defined effect, that shortcut will not work.
Example: #Strength will not apply a custom effect "Boost, Strength [Strength> +1]" - only #StrengthBoost will do that.
All effects in "Effects" and "Modifiers" can be referenced or ignored this way (see below).
Minor Bugs
- In 4 places the Wiki talks about "Ganging Up", both in description and Effect name. The correct name is "Gang Up", like "@Gang Up -2".