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May 16th, 2014, 01:35 #1
How to do a Magic Weapon (in 3.5e/Pathfinder at least)
First thing is get this excellent extension Nickademus's EXT: Expanded Effect Tags
The Effects wont work right without it.
Attachment 6483
It works 97% of the time. Sometimes it will stuff up (due to various rule exception etc) but not oftenLast edited by Willot; May 16th, 2014 at 05:04.
"When questing once in noble wood of gray medieval pine, I came upon a tomb, rain-slicked, rubbed cool, ethereal, its inscription long vanished, yet still within its melancholy fissures."
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May 16th, 2014, 01:49 #2
Cool - good example.
A little bit of this will get easier in 3.0.4 (currently in testing) where multiple damage types can be entered for a weapon:
Last edited by Trenloe; May 16th, 2014 at 01:52.
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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May 16th, 2014, 01:56 #3
Ahhh nice!
"When questing once in noble wood of gray medieval pine, I came upon a tomb, rain-slicked, rubbed cool, ethereal, its inscription long vanished, yet still within its melancholy fissures."
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May 16th, 2014, 04:32 #4
Is that for Pathfinder only or is that CoreRPG?
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May 16th, 2014, 04:40 #5
Supreme Deity
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The multiple damage types is not relevant to CoreRPG at this point. It's really a D&D construct tied to the whole damage automation system. It's being implemented for 3.5E and 5E rulesets. 4E doesn't typically use split damage types; but typically is additive instead.
Cheers,
JPG
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May 16th, 2014, 04:40 #6Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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May 16th, 2014, 04:43 #7
Ok... but for Castles&Crusades there could be!
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May 16th, 2014, 06:39 #8
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There are several features that could be ported to C&C ruleset from 3.5E that are game system specific.
I just did a big update to layer on the CoreRPG layer, which added a bunch of game system agnostic improvements.
With my workload, I'm going to have to let one of the community devs take over from here. I know there were a couple people looking at enhancing, but not sure if they are actively enhancing ruleset.
There are some new C&C reference modules in development that I know of.
Cheers,
JPG
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May 16th, 2014, 14:15 #9
Will the 3.0.4 enhancement allow for conditional additional damage (the classic example in 3.5E/PFRPG being burst weapons)?
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May 16th, 2014, 20:33 #10
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No. Those will still need to be added as effects.
JPG
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