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  1. #11
    Samarex's Avatar
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    Quote Originally Posted by Samarex View Post
    Ok, I will look at that and add the effect.
    As for multiable effects I will look into it. I have to see what happens if I put more than one effect in the damage string. But in the end what it will probally do is the same I have done with wounds. It will add both effects to the target and you remove the one you dont want.
    This may improve later.
    Now that I read your post again, You could for nw create the weapon too have two different damage strings one for each type of critical then just use the one you want.
    For now it will require two seperate weapons. I have on my improment list to add a second damage string box to weapons to handle issues like this one. When done your damage editor will have a second damage area, you will be able to put one damage in the first one and a different damage in the second, it will roll only the damage fron the string you select. Of course you will still be able to put multi damage types in one section and it will roll all at the same time as it does now.
    But thats on the todo list.
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  2. #12
    Samarex's Avatar
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    Quote Originally Posted by Blacklamb View Post
    The weapon in question is the electrovore gloves (alien archive, pg:45). The recharge critical effect is explained on the bottom of that page. Speaking of charges there is also now a fusion in the Armory that gives you back the charge/ammo if you miss. On the topic of fusions a lot of them give you an alternative critical effect that you pick at the time of the damage roll do you have handling for that?

    As for testing charges my computer that I have setup to test on I left at work so I’ll check tomorrow.
    I was looking and remembered.
    The reason that the it does not use a Usage is because it is a Powered Weapon, so I have it set to be manual control of Uses for weapons with this special property
    .
    Powered (Page 181 Core Rules)
    A melee weapon with an internal battery that must be charged
    to function has the powered special property, which lists its
    capacity and usage. Unlike with a ranged weapon, the usage is
    for 1 minute of operation rather than per attack
    , though using
    a powered weapon for less than 1 full minute still expends 1 full
    usage. The number of charges expended is equal to the usage
    × the number of minutes the weapon is used, rounded up to
    the nearest minute. You can activate the power of the weapon
    as part of the action used to make an attack with it, and it
    automatically deactivates after 1 minute.
    As with ranged weapons, you can recharge the battery of
    a powered melee weapon using a generator or a recharging
    station, or you can purchase new batteries for it. If you try to
    attack with a powered weapon that’s out of charges, it functions
    as an improvised weapon (see page 169).

    And with that in mind the Effect Recharge right now does not apply to the Target. which is good because it should not. It does report to chat that there is a Critical Effect Recharge 2 and since the Usage is manual for Powered Weapons the Player can take off 2 Uses.
    Last edited by Samarex; August 21st, 2018 at 08:48.
    Discord User : Samarex#0318
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