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  1. #51
    How do you write the effect to add a d6 to damage similar to Giant Killer?

  2. #52
    Please open a seperate thread for "How do I...?" questions.
    This thread is intended to document things not yet in the Wiki and I'd like to keep it on topic.

  3. #53

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    "Extra" Effect

    Turns out icecrmman's question is an undocumented answer. :)
    FrodoB, as you requested, here's the "Extra" keyword as I have it in my document.

    The Extra effect instructs FG to roll an additional (extra) die. The Extra keyword doesn’t use + because it adds an additional specified die; it doesn’t modify the current dice. It can be used with the > prefix. It applies in Combat Tracker, on weapons and powers, on Edges, and on items.

    Damage
    The Extra keyword combined with the Damage keyword will roll an additional die of the given type with damage rolls. This includes personal weapons, vehicle weapons, and powers.
    You can’t indicate specific damage, e.g. [Extra:Ranged Damage =2d]. Specifying an attack type disables the effect.
    The @ prefix doesn’t apply. It can’t lower incoming damage because Extra adds a die to a roll.

    Notation
    [Extra:Damage =xd]
    Where the optional > prefix can be used, the Extra keyword is followed by a colon, Damage is that specific keyword, followed by the required = assignment and a die type.

    Examples
    [Extra:Damage =1d]
    Rolls an extra d4 with all damage rolls. This includes weapons on the combat tab, Powers on the powers tab, and vehicle weapons the character is assigned to.

    [>Extra:Damage =3d]
    Rolls an additional d8 with damage rolls for this specific weapon or power.

    Traits
    You can indicate all Traits or specific Skills or Attributes to roll an extra die for. When applying to multiple Traits, you must use the Extra: prefix with each | delimiter. Failing to use Extra: after the | delimiter causes unexpected behavior. See examples below.

    Notation
    [{>}Extra:TRAIT =xd]
    Where the optional > prefix can be used, the Extra keyword is followed by a colon, TRAIT is either the keyword Trait or is a Skill or Attribute name, followed by the required = assignment and a die type.

    Attack Types
    Attack types (Ranged, Melee, Thrown, Bomb) don’t work with this keyword.

    Examples
    [Extra:Trait =2d]
    Rolls an extra d6 with all Trait rolls. This includes attack rolls on the combat tab and Power activation rolls on the powers tab.

    [Extra:Trait|Extra:Damage =2d]
    Rolls an additional d6 with all Traits and all damage rolls.

    [Extra:Notice =3d]
    The extra d8 is rolled just for Notice.

    [Extra:Fighting|Extra:Shooting =1d]
    Rolls an extra d4 for both Fighting and Shooting.

    [Extra:Athletics|Extra:Fighting|Extra:Shooting =1d]
    Adds an extra d4 to all attack rolls.

    Gotchas
    [Extra:Psionics|Smarts =3d]
    Rolls an extra d8 for Psionics, and sets Smarts rolls to a d4 with no extra die rolled.

    [Extra:Ranged =1d]
    This does not work because it doesn’t recognize attack types. Use Shooting and/or Throwing instead of Ranged.

    [Extra:Athletics|Extra:Fighting|Extra:Shooting =1d]
    Adds an extra d4 to all attack rolls.
    Last edited by Mike Serfass; July 17th, 2022 at 21:32. Reason: disabled smileys

  4. #54
    Thank you for the thorough explanation, I'll add it to the first post when I find the time

  5. #55
    Quote Originally Posted by Lonewolf View Post
    Liquid Courage [Vigor +1d, Agility> -1, Smarts> -1, Ignore Wounds -1, Toughness +1]
    Quote Originally Posted by FrodoB View Post
    I'm afraid I don't understand what you're trying to tell me...?
    Is this another pre-defined effect that is not in the list of global effects?
    The Liquid Courage edge does not have a listed pre-defined effect. However this fixes it. It also provided an example of mutiple traits being modified by a single line in the combat tracker.
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    Over 10 years on Fantasy Grounds !

  6. #56

  7. #57
    Quote Originally Posted by Mike Serfass View Post
    Turns out icecrmman's question is an undocumented answer.
    FrodoB, as you requested, here's the "Extra" keyword as I have it in my document.

    The Extra effect instructs FG to roll an additional (extra) die. The Extra keyword doesn’t use + because it adds an additional specified die; it doesn’t modify the current dice. It can be used with the > prefix. It applies in Combat Tracker, on weapons and powers, on Edges, and on items.

    Damage
    The Extra keyword combined with the Damage keyword will roll an additional die of the given type with damage rolls. This includes personal weapons, vehicle weapons, and powers.
    You can’t indicate specific damage, e.g. [Extra:Ranged Damage =2d]. Specifying an attack type disables the effect.
    The @ prefix doesn’t apply. It can’t lower incoming damage because Extra adds a die to a roll.

    Notation
    [Extraamage =xd]
    Where the optional > prefix can be used, the Extra keyword is followed by a colon, Damage is that specific keyword, followed by the required = assignment and a die type.

    Examples
    [Extraamage =1d]
    Rolls an extra d4 with all damage rolls. This includes weapons on the combat tab, Powers on the powers tab, and vehicle weapons the character is assigned to.

    [>Extraamage =3d]
    Rolls an additional d8 with damage rolls for this specific weapon or power.

    Traits
    You can indicate all Traits or specific Skills or Attributes to roll an extra die for. When applying to multiple Traits, you must use the Extra: prefix with each | delimiter. Failing to use Extra: after the | delimiter causes unexpected behavior. See examples below.

    Notation
    [{>}Extra:TRAIT =xd]
    Where the optional > prefix can be used, the Extra keyword is followed by a colon, TRAIT is either the keyword Trait or is a Skill or Attribute name, followed by the required = assignment and a die type.

    Attack Types
    Attack types (Ranged, Melee, Thrown, Bomb) don’t work with this keyword.

    Examples
    [Extra:Trait =2d]
    Rolls an extra d6 with all Trait rolls. This includes attack rolls on the combat tab and Power activation rolls on the powers tab.

    [Extra:Trait|Extraamage =2d]
    Rolls an additional d6 with all Traits and all damage rolls.

    [Extra:Notice =3d]
    The extra d8 is rolled just for Notice.

    [Extra:Fighting|Extra:Shooting =1d]
    Rolls an extra d4 for both Fighting and Shooting.

    [Extra:Athletics|Extra:Fighting|Extra:Shooting =1d]
    Adds an extra d4 to all attack rolls.

    Gotchas
    [Extra:Psionics|Smarts =3d]
    Rolls an extra d8 for Psionics, and sets Smarts rolls to a d4 with no extra die rolled.

    [Extra:Ranged =1d]
    This does not work because it doesn’t recognize attack types. Use Shooting and/or Throwing instead of Ranged.

    [Extra:Athletics|Extra:Fighting|Extra:Shooting =1d]
    Adds an extra d4 to all attack rolls.
    Can you do [Extra : Damage =2d+1] ?

  8. #58
    Here is really good post from Mike

    Quote Originally Posted by Mike Serfass View Post
    Immunity negates all or some damage from a damage type.
    Invulnerability negates all damage from all sources, except any specified.

    Code:
    [@Invulnerability]
    makes the character invulnerable to everything.

    Code:
    [@Invulnerability, @Normal Silver Damage]
    makes the character impervious to everything except silver.

    Code:
    [@Invulnerability, @Halve Arcane Damage]
    makes the character impervious to everything, but take half damage from arcane (spells).

    Code:
    [@Invulnerability, @Double Melee Damage]
    makes the character impervious to everything, except melee damage, which causes double damage.

    Immunity is like the flip of that.
    Code:
    [@Immunity Frost]
    makes the character take no damage from frost, and take damage as normal from everything else.

    Code:
    [@Immunity Arcane|Frost]
    the character is immune to spells and frost. So a frost blade only tickles, and powers ruffle her hair, but no harm is done.

    Note that
    [@Immunity]
    makes the character immune to all incoming damage because you didn't specific what the character is immune to, so it defaults to everything.

    If a character is unharmed by everything except silver and sunlight, it's easier to use @Invulnerability.
    If the character is unharmed only by a couple of damage types, use @Immune.

    Immunity takes damage type keywords.
    Invulnerability uses the keywords @Normal, @Halve, @Double.
    There's no @Quarter or @Triple. @Halve@Halve doesn't quarter. @Double @Double doesn't quadruple damage. I tried those.

    I hope that clarifies.
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    Over 10 years on Fantasy Grounds !

  9. #59
    More examples nicked from another thread

    Quote Originally Posted by Mike Serfass View Post
    Toughness has some variations.

    Code:
    [Toughness +4]
    adds 4 to general Toughness, of course.

    Code:
    [Arcane Toughness +4]
    adds 4 Toughness only against powers.

    Code:
    [Arcane Toughness -2]
    lowers Toughness against spell damage by 2. This makes a nice cursed item for an annoying character.

    [Ranged Toughness +4]
    makes the character tougher against shot weapons.

    You recognize those built-in attack / damage keywords?

    Code:
    [Arcane Defense +2]
    makes powers harder to affect. The caster must make a TN 6 against this character.

    Code:
    [Arcane Defense -2]
    makes powers easier to affect. The caster must make only a TN 2 against this character.

    Code:
    [@Arcane Damage -2]
    decreases incoming arcane damage by 2 points

    Code:
    [@Arcane Damage +2]
    increases incoming arcane damage by 2 points (another nice cursed item or heritage weakness effect)

    Code:
    [>Arcane Damage +2]
    increases the outgoing power / spell damage. Put this on a power or wand / arcane device, for example.

    Arcane can be replaced by Melee, Ranged, Thrown.
    Are you starting to see the pattern?

    That should get you on your way.
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    Over 10 years on Fantasy Grounds !

  10. #60
    You can have an ITEM with the effect attached. If the weapon is not equipped the attack will not appear in combat tab. The modifier will also not apply. If the item is equipped. It appears on combat tab and the modifier kicks in. Without > the effect will always apply to every roll of that skill. Even if you use a different weapon. This item has an effect in game that improves every roll of any weapon. If the > is used then only attacks from that one weapon is modified

    The alterative is there is NO ITEM. For example we have a monk with cool martial arts. An attack is added to the combat tab and will always be there because there is no item to unequip. It the case the > must be used for the effect to apply to that innate attack. Without the > the same effect will not work- So that working to

    Possible use cases:
    Amulet of Badass [Fighting +1] adds +1 all melee weapons.
    Dagger of Badass [>Fighting +1] if you roll to attack with this weapon.
    Punch of Badass is also [>Fighting +1] but the effect is on an attack added directly to combat tab. There is nothing to equip because its a punch. However note that it usually better to add +1 directly to the die roll and not bother adding an effect string at all.
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