5E Product Walkthrough Playlist
Page 1 of 2 12 Last
  1. #1

    Magic Weapon Damages

    I did not see another thread on this but it could exist. I am wanting to know about how to apply the code for weapons like Mace of Disruption or Frost Brand. I have found the 5e Effects but I am not sure where to put it in the weapon info. I am very confused by this and would appreciate the help.

    Thanks

  2. #2
    Zacchaeus's Avatar
    Join Date
    Dec 2014
    Location
    Scotland
    Posts
    20,826
    For mace of disruption create an effect like this IFT: TYPE(undead, fiend); DMG: 2d6 radiant.

    For Frostbrand Create an Effect RESIST: fire and add another line of damage in the weapon for the 1d6 cold.

    You'll find some help in the creating character section of the wiki here and here
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  3. #3
    So this is not created in the weapon but as a separate power? That seems counter intuitive. Am I understanding this right?

  4. #4
    So I am still confused. I pulled both weapons from the DMG, I even tried using the forge for the Frost Brand. I have made two new powers but I am not sure what field to put the code into.

  5. #5
    If you pull the Frost Brand shortsword from the DM guide into inventory for a character, it should show up as "Gelid Shortsword". If you look on the action tab, it should already have the weapon. Next to the attack dice, you should see 1d6+modifier, magic. If you need to change anything, click on the magnifying glass next to the box where it shows the 1d6+modifier, magic and you can add anything you need to under "type" which is a text box. Right now it should show "piercing, magic". Does that help? You should not need to create a power.

  6. #6
    El Condoro's Avatar
    Join Date
    May 2011
    Location
    Melbourne, Australia
    Posts
    597
    You will need to create the effect for the "you have resistance to fire damage" part of Frost Brand though. The damage affects the weapon, the resistance affects the character. RESIST:fire - see image. Click it to apply to the character in the Combat Tracker indefinitely.
    Attachment 14689

  7. #7
    So for the Frost Brand do I have to apply the Fire Resistance each time the character is pulled to a map? Is it something that will persist?

    What about the Mace of Disruption effects, how are those applied?

  8. #8
    Zacchaeus's Avatar
    Join Date
    Dec 2014
    Location
    Scotland
    Posts
    20,826
    Quote Originally Posted by warderbrad View Post
    So this is not created in the weapon but as a separate power? That seems counter intuitive. Am I understanding this right?
    Yes, the mace of disruption is set up as a power which will be applied to the character. You can't create an effect which applies to a weapon. So the effect which I noted above should be created as a power. Set the targeting to SELF and then it can be clicked on by the player. The effect will then sit on the character and when he damages any of the correct npc types it will deal the additional damage.

    For the Frostbrand, as El Condoro says you need an effect on the player to deal with the resistance to fire, just like above. For the damage as warderbrad says you create a new line in the Weapons section of the powers tab. Equip the weapon and then click the magnifying class to the right of the weapon line. Click the brown button with the white slash and then the green one to add a new line. In that line type cold and then drag a d6 into the dice box on the left. The weapon will now automatically deal the additional damage.

    EDIT: to answer the questions you asked whilst I was typing this. Effects are applied by clicking on the small effect button on the powers tab - once it has been created. Set the targeting to SELF and it will apply to the character. The effect won't persist if the character is removed from the Combat Tracker and will have to be applied again when re-placed on the CT. Normally though in a campaign the characters are never removed from the tracker.
    Last edited by Zacchaeus; July 11th, 2016 at 21:53.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  9. #9
    Quote Originally Posted by Zacchaeus View Post
    Yes, the mace of disruption is set up as a power which will be applied to the character. You can't create an effect which applies to a weapon. So the effect which I noted above should be created as a power. Set the targeting to SELF and then it can be clicked on by the player. The effect will then sit on the character and when he damages any of the correct npc types it will deal the additional damage.
    So if a character has multiple weapons and one is the mace of disruption how would they be sure that only the mace is affected by the increased damage? Is there a way to set it up to be automatically applied when using the mace?

  10. #10
    As another issue, If you are using a pair of Gauntlets of Ogre Power, is there a way to make a effect to set the Str stat to 19 if it is not already equal to or over that? I am concerned that if the original score is just overwritten that should the gauntlets be removed I would not know what the score would revert to.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
STAR TREK 2d20

Log in

Log in