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  1. #1

    Damage Type Effect

    I have a player with an Order of Scribes wizard. They have a feature (Awakened Spellbook I think) that lets them change the damage type of a spell. I tried giving them a few Effect buttons that applied DMGTYPE: {{ damage type}}, but this only adds the damage type, it doesn't change it. For instance, DMGTYPE: acid would cause fireball to do both fire and acid damage which doesn't really help in overcoming resistances or immunities.

    I know we could just create different damage type damage rolls for his spells, but I was wondering if there's another way to approach this. Is there a way to remove a damage type or is there another effect that will change the type entirely?

    Thanks in advance.

  2. #2
    Trenloe's Avatar
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    There's not a way to change the damage type with the 5E standard effects, only add to the existing type. You could start with no damage type on the spell damage entry and then add the relevant DMGTYPE effect before rolling.
    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  3. #3
    Oh starting with no damage type is a nice simple idea. I think that will work nicely.

    Thanks!

  4. #4
    I need this done for my way of the elements monk. If anyone knows how to use LUA and code into FGU it would be appreciated to make an option to add bludgeoning as a damage type if no other type is selected. Heres a sample code:
    -- Function to add "bludgeoning" as a damage type if no type is specified
    function addBludgeoningIfNoType(damageNode)
    local damageType = DB.getValue(damageNode, "type", "")

    -- Check if there's no damage type specified
    if damageType == "" then
    DB.setValue(damageNode, "type", "string", "bludgeoning")
    ChatManager.Message("Damage type added: bludgeoning", true)
    else
    ChatManager.Message("Existing damage type: " .. damageType, true)
    end
    end

    -- Example usage: Pass the damage node to the function
    local damageNode = getDamageNode() -- Replace this with your actual damage node reference
    addBludgeoningIfNoType(damageNode)

  5. #5
    Why not just create an "Unarmed Strike" weapon record; and set the damage to "bludgeoning" there?

    If you just need an effect to modify a damage roll; you can create a "DMGTYPE: bludgeoning" effect to apply to the character.

    Regards,
    JPG

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