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December 7th, 2022, 12:39 #11
No. I cant see how we would go about that.
Here is a Level 7 Changeling, Rogue, Scout, Gunslinger.
These are the Talents that do (or can) give Boons.
How would you automate their use?
Im interested in any suggestions you might have.
talents-auto.png
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December 7th, 2022, 12:52 #12
Some like Alertness are easy - you make a simple effect.
talents-alert.png
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December 7th, 2022, 14:19 #13
Yes, it can get tedious if done manually every time. Fortunately, most of it is semi-automated. Here are some examples.
Weapon Training When attacking with a weapon, you make the attack roll with 1 boon.
FORETELL
Target One creature you can see within short range
Duration Concentration, up to 1 minute
For the duration, whenever the target makes an attack roll or challenge roll and can hear you, it makes the roll with 3 boons.
Dodge You can use an action or a triggered action on your turn to choose one creature you can see within short range. Until the end of the round, the target makes attack rolls against you with 1 bane and you make challenge rolls to resist its attacks with 1 boon.
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December 7th, 2022, 14:24 #14
This is done with effects. In some cases you need to turn off or on the effect since FG cannot determine when it applies. But for example, the Reveal Weakness talent is easy. The GM drops an effect with 1 in the AtB slot on the NPC. This will grant one boon to anyone that attacks that NPC.
For Trickery, my Rogue players set up two weapons, one with the extra boon and one without. Then then roll with the corresponding weapon.
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January 20th, 2023, 15:17 #15
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January 22nd, 2023, 08:33 #16
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February 26th, 2023, 16:46 #17
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February 26th, 2023, 21:53 #18
Sadly no updates. We have finished building it but it hasnt worked its way thru the SmiteWorks system yet...
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March 15th, 2023, 12:04 #19
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August 2nd, 2023, 20:04 #20
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a few lingering questions that we need help with. We are aiming to implement a consistent effect where each attack benefits from one additional boon. However, this doesn't seem to be functioning as expected.
For example, we successfully created an effect for 'Forceful Strike' that, when activated, adds an extra die to the damage. We attempted to replicate this effect for 'Weapon Training', yet it isn't operating in the same manner. Could there be an error in our approach? We appreciate any guidance you can provide.
Screenshot 2023-08-02 200255.jpg
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