Thread: 5E Automatic Effects
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September 17th, 2021, 07:56 #261
Good catch Snowene. I have work to do
Focused on the archetypes, I overlooked the Xanathar option in the warlock feature list.
I'll try to make these tonight.
I see the same, some missing and some new invocations in the list. Probably best to make a new list under Eldritch Invocations (Xanathar).
Thanks for this valuable feedback.
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September 17th, 2021, 08:03 #262
I just found an issue with the way my Nat20 extension works with effects. Until these Automatic Effects, I always added multiple effects (like damage effects) separately instead of all as one clause. Thanks to this extension, I created a sword with multiple critical damage effects - 1d4 on a normal critical hit, 1d6 on a nat20, and created those effects with one custom effect. That uncovered a bug in the way the Nat20 extension handled multiple "special" criticals in the same effect.
I'm working on a fix and it should be updated in on the forge on the 17th.
So, double thanks! Not only for your awesome mod, but your awesome mod uncovering an error in my Nat 20 extension.
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September 17th, 2021, 08:19 #263
Glad to help
The moment I start with my 3rd party extension update, I'll contact you. Do you happpen to know where your extension is useful for official 5e features/items? I'm positive I've encountered some features with different damage dices on crit, but can't remember where.
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September 17th, 2021, 08:32 #264
The Nat20 extension adds new "special" critical damage types - "nat20" (for a natural 20), "normalcrit" (for non-nat20 criticals), and "supercrit" (for crits that penetrate crit immune targets).
So, for example, a sword of sharpness only applies extra damage on a natural 20, not a mere critical. Some actors have a crit range of say 18-20, and without the Nat20 extension, a sword of sharpness would apply the extra 14 damage on an 18, 19, or 20 when it is only supposed to apply the 14 damage on a natural 20. So, adding an effect of "DMG: 14 nat20" causes the Nat20 extension to only include that damage if the attack roll was a natural 20.
I don't think there are any official 5E things that would use either "normalcrit" or "supercrit", but they are fun to play around with so I added them.
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September 17th, 2021, 10:55 #265
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September 18th, 2021, 22:14 #266
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September 19th, 2021, 07:34 #267
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I'm not sure if it was intentional or not, or whether it is a quirk of DMsGuild, but FYI the names of both of these mods now have an underscore before the "S" (ie Players_s_Handbook... and Xanathar_s_Guide...) where as they did not before this update. It's easy enough to rename, but it does mean that if you don't notice it, you will not see the updates if you had the old version activated.
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September 19th, 2021, 09:35 #268
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September 19th, 2021, 12:33 #269
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- Jan 2012
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- 189
Ignore was doing something wrong
Last edited by graphil; September 19th, 2021 at 12:37.
Graphil
There are two secrets to life: 1) Don't tell everything you know...
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September 20th, 2021, 15:36 #270
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