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March 4th, 2018, 07:29 #21
I'm afraid that I would never agree to that ruling. It is a first level spell and all the damage is simultaneous.
- Robert
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March 4th, 2018, 08:56 #22
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March 4th, 2018, 13:15 #23
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Is cool, people can homebrew / nerf whatever they want in the game. It is still worth noting for those who play the game RAW/RAI though.
I do wonder though, do you keep this consistent across all attacks in the game? like if a fighter hit 3 times it would be one save? Or eldritch blast / scorching ray.
And in that case do you also nerf hunters mark / hex and similar buff spells so that they only apply once?
Or are you only applying it this way because it is an auto hit spell (something I would say is countered by it only being 1d4+1 per missile and being fully countered by shield)
Something to keep in mind, magic missile becomes mighty weak when it comes to triggering concentration saves if you nerf it in this manner. Mathematically you need to cast it in a level 5 slot to be able to reliably increase the concentration save DC to 12 (with a max of 17 if they get 4's on all 7 of the dice).
Still, as I said originally people run all sorts of homebrew content and rules.
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March 4th, 2018, 16:38 #24
I think it is the word simultaneously that is the problem. A fighter doesn't hit three times simultaneously, nor does eldritch blast or scorching ray. The others you mention just add to damage rather than being separate attacks.
I've never used Magic Missile as a sort of big hit by combining the missiles in one clump, and I agree that you would need extraordinary bad luck to fail a concentration check by getting hit with 5 or less points of damage. Combining them however does skew things considerable making the potential saving throw much higher than I think is intended.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
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March 4th, 2018, 19:19 #25
Actually, it's about average luck to fail a concentration check against 1 point of damage since the DC of the Con save is at least 10 for any concentration check due to damage.
I never claimed to be sane. Besides, it's more fun this way.
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March 4th, 2018, 21:47 #26If 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
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March 5th, 2018, 21:50 #27
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March 11th, 2018, 12:41 #28
I have found another way to do it you can Right Click on the Damage Button select Add Action then select Add Damage and then you have setup the different damage types for the spell.
So I have three different damage types setup: 1d4 + 1 ^ 2d4 + 2 ^ 3d4 + 3.
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March 11th, 2018, 13:34 #29If 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
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March 11th, 2018, 13:59 #30
That approach also just adds dice, not modifiers so you end up with 2d4+1 instead of +2 etc....
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