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  1. #61
    From Discord

    Code:
    Well you could make the damage str!+d# this would increase the strength die by 1, you can add  +2 attack modifier to the dice and +2 to the damage.
    This kinda thing should be in the wiki

    and this:

    Code:
    Str?+d12
    Forces FG to use the d12 for damage.

    https://discord.com/channels/2745828...14733663191090
    Last edited by Jiminimonka; January 1st, 2024 at 12:12.

  2. #62

    Join Date
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    Thanks Jiminimonka! I ran into this very situation last game.

    For clarity, these formulas are put into the damage field of individual attacks on the Combat tab.
    I agree this should be in the wiki.

    btw
    Code:
    Str!?+1d10
    will increase the strength die rolled by one and roll a d12 for weapon damage. So a character with d4 strength could swing a huge weapon for d6+d12 damage.

  3. #63
    Since it came up again on Discord here is the breakdown:

    Outside of Super Powers Companion / Ghost Mountain martial arts settings. Normally a character can't roll anymore that Strength. They are also under the influence of minimum required strength. Where Strength changes so does weapon damage. So it is simply
    Code:
    Str+
    When dealing with these special settings this core rule is just ignored for supers. So you have to get fancy. Ignore weapon strenghth rule and use normal Strength
    Code:
    Str?
    More super than that. Weapon damage will increase strength part rolled by one die.
    Code:
    Str!?
    More power Scotty !!!
    Code:
    Str!!?
    will increase strength part rolled by two die.
    Last edited by Lonewolf; August 1st, 2024 at 19:10.
    Ultimate License holder.
    Over 10 years on Fantasy Grounds !

  4. #64

  5. #65
    Well in the middle of a discussion on the code changes I asked for a change to Ammo to support weapon overcharge ( use 2 shots but bad stuff happens on a 1). Then after a good nights sleep woke up a thought of a way to get around the problem I had by using a fixed command that changes Ammo use along with some die modifier. These commands where already mentioned in passing. However I wanted them add here becuase we might as well document the undocumented in one document

    Quote Originally Posted by Mike Serfass View Post
    Double Tap and Rapid fire are not automatic in that it will figure out which weapons it could apply to and apply it. That's more of a choice edge, in that you decide each attack if you want to double tap and rapid fire.
    It's automated in that you can add effects to sub attacks to do the work for you.

    For a double tap sub attack, add this effect to give +1 shooting, +1 damage, and decrease ammo by 2 each shot.
    [>#DoubleTap]

    For Rapid Fire, there's not an effect because a regular sub attack handles it. A sub attack with the appropriate number of shots will apply recoil penalties and calculate the ammo expenditure and tell you if you lack enough ammo to make the attack. I find this works better than adjusting the main attack's #attacks because you have to do that every attack.

    There' also [>#ThreeRoundBurst] Put this on a sub attack to give +1 shooting, +1 damage, and decrease ammo by 3 each shot. Keep the # Attacks set to 1. Shorthand for this effect is [#3RB].

    [>#ThreeRoundBurst, >#DoubleTap] Put on a sub attack to give +2 shooting, +2 damage, and decrease ammo by 6 each shot. Keep the # Attacks set to 1.

    And, if you have a laser assault rifle or laser gattling:
    [>#3RB, >#DoubleTap, >Ignore #Recoil]

    P.S.
    I don't know what I'm thinking sometimes myself. I doubt a telepathic PC could help. I would probably crash it regularly.
    Ultimate License holder.
    Over 10 years on Fantasy Grounds !

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