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Thread: Release v2.8.1

  1. #11
    Quote Originally Posted by moon_wizard
    The DMG effect adds to all damage rolls, it does not differentiate between weapons and spells. You can try having the character use single use DMG effects.
    Okay. I can't think of any effect in 3.5E that adds bonus damage to spells as well as weapons, though. The spells Crushing Despair, Divine Favor, Eyebite, Good Hope, Prayer, and Solid Fog all add to (or subtract from) weapon damage only (as well as Holy Sword, Magic Fang, Magic Stone, Magic Weapon, and Shillelagh, obviously). In my experience, I'm mainly wanting to use this with spells like Good Hope and Prayer, which affect multiple targets for multiple rounds, where single-use DMG effects would be a real pain. Is there any chance the DMG effect could be changed to only affect weapon damage rolls?

    Quote Originally Posted by moon_wizard
    The 3.5E spell book was not correct, but I thought I addressed with the 2.8.1 release. Can you point me to examples of spell entries that contain links to other spells which do not work?
    Yes, I saw you had fixed the 3.5E spell book. I was hoping you'd be able to apply the same fix to the d20 spell book, as I'm still using that version, because I've added lots of non-core spells to it.

  2. #12
    Quote Originally Posted by moon_wizard
    Quick update to the 3.5E ruleset (v2.8.1A):

    • [3.5E] Ability damage field can be set to negative value again.
    • [3.5E] Effects not applying when only a single target selected. Fixed.
    • [3.5E] Sometimes when casting spells, attack entry sent to chat window when no roll specified. Fixed.


    Cheers,
    JPG
    Is this update available? It doesn't seem to be showing up for me.

  3. #13
    Can anybody think of any effect that increases spell damage?

    If not, I think I can add some logic to only add DMG effects to non-spell damage rolls.

    I have no plans to update the old d20 modules. I can barely get the updates to the active modules going, with all the other coding on the main client.

    Cheers,
    JPG

  4. #14
    Quote Originally Posted by moon_wizard
    Can anybody think of any effect that increases spell damage?

    If not, I think I can add some logic to only add DMG effects to non-spell damage rolls.
    I wonder if the whole set of range descriptors needs looking at? I'm not sure what "area" or "close" mean in this context, or why they would be used to control what ATK, AC, DMG, CONC or COVER modifiers would affect. On the other hand, I can see that sometimes these modifiers could apply to melee or ranged attacks only. Would it be possible to have the default be all weapon attacks, with the ability to use a descriptor to specify only melee or ranged?

    The bonus descriptors listed in the 3.5E User Guide also look like they might be from 4E. A list of the 3.5E modifier types can be found here:

    https://www.d20srd.org/srd/theBasics.htm#modifiers

    The energy descriptors also have a 4E look about them. These are the 3.5E spell descriptors:

    https://www.d20srd.org/srd/magicOver...htm#descriptor

    Quote Originally Posted by moon_wizard
    I have no plans to update the old d20 modules. I can barely get the updates to the active modules going, with all the other coding on the main client.
    Fair enough - I didn't know if it was a lot of work to change, or just a line of code.

    Will doing a find & replace in my "Extra spells" xml file to change "d20 Spells" to "3.5E Spells" be sufficient to make it work with the 3.5E spells module?

  5. #15
    I'm still interested in seeing if anyone can think of effects that boost spell damage in 3.5E, since that will direct any changes and I haven't played in many years.

    The 3.5E effects subsystem was derived from the 4E effects subsystem, so that's why it has the 4E flavor.

    When I was looking through the 3.5E information, I thought I had noticed effects that differentiated between melee and ranged, but I can't remember if there were any effects that boosted spell damage. While close and area are in the notes, I don't think that they are used in the 3.5E ruleset. They are differentiation of spell area of effect types in 4E.

    I think you should be able to link to the new modules my simply changing the links from d20 Spells to 3.5E Spells; however, I have not done a comparison of the db.xml files in the 2 modules to see what differences there are if any. You could extract each db.xml and compare in a text editor, if you want to make sure; or just backup your module and give it a whirl.

    Regards,
    JPG

  6. #16
    Quote Originally Posted by moon_wizard
    Quick update to the 3.5E ruleset (v2.8.1A):

    • [3.5E] Ability damage field can be set to negative value again.
    • [3.5E] Effects not applying when only a single target selected. Fixed.
    • [3.5E] Sometimes when casting spells, attack entry sent to chat window when no roll specified. Fixed.


    Cheers,
    JPG
    I just wanted to say thanks for putting this patch out so quickly - it made our last session run really smoothly!

  7. #17
    I don't know if I'm talking about the right thing here but I think this is answering your question correctly.

    Effects which boost spell damage in 3.5:
    Metamagic Feats: Empower Spell, Heighten Spell, Black Lore of Moil, Energy Admixture
    There is also a feat which allows a multi-class character to cast at character level rather than at class level so a 4Ftr/4Wiz could cast as an 8th Level caster (although only 1st and 2nd level spells).

    Plus I'm certain there are prestige classes who must have an ability such as the metamagic feats listed - I just can't be bothered trying to search through them all.

    Does that help or am I completely off base?

  8. #18
    While those feats do increase the damage dealt by spells, I don't think any of them would be implemented using the DMG modifier, as none of them provide a simple bonus, but instead multiply, are level-dependent, or alter Caster Level.

  9. #19
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    I can't think of anything either, besides the feats already mentioned.

    Could you just add 'spell' as a range option to DMG:, but make it off by default? That way it's still possible if there is a case that nobody has thought of.

    ~P

  10. #20

    Issues with v2.8.1

    I upgraded to v2.8.1 and now my ultimate hosted install, won't let any of my clients attack and damage rolls apply correctly to their targets, in the 4E rule set.

    When i attack and roll damage as a DM everything applies correctly, but even as a local client joined to a hosted game on the same computer ( with the same install ), when I roll to hit as a player, it won't determine if i hit or not, and if I roll damage, it won't apply it to the target hit.

    Is anyone else having this problem?

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