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daplunk
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Join Date: Jan 2016
Location: Adelaide, Australia
Posts: 2,294

Old November 24th, 2016, 02:11 PM
You're a legend Shadow And happy turkey day... i think... maybe try some shrimp on the bbq... way better than turkey.

Thanks for the custom ability. That's perfect. They added some giants into the new module that are effectively the same giants with one added ability. This will be perfect for those situations. Or when we just wanna add something to mess with the players.

As for what Size impacts. This appears in the DMG.

Quote:
Hit Die - Page: 276
Tiny: d4
Small: d6
Medium: d8
Large: 410
Huge: d12
Gargantuan: d20
Quote:
Damage Output - Page: 277
Big monsters typically wield over sized weapons that deal extra dice of damage on a hit. Double the weapon dice if the creature is Large, triple the weapon dice if it's Huge, and quadruple the weapon dice if it's Gargantuan. For example, a Huge giant wielding an appropriately sized great axe deals 3d12 slashing damage (plus its Strength bonus), instead of the normal 1d12. A creature has disadvantage on attack rolls with a weapon that is sized for a larger attacker. You can rule that a weapon sized for an attacker two or more sizes larger is too big for the creature to use at all.

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ShadowChemosh
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Old November 25th, 2016, 12:25 PM
Quote:
Originally Posted by daplunk View Post
You're a legend Shadow And happy turkey day... i think... maybe try some shrimp on the bbq... way better than turkey.
Hmmm... not a big sea food eater..

Quote:
Originally Posted by daplunk View Post
Thanks for the custom ability. That's perfect. They added some giants into the new module that are effectively the same giants with one added ability. This will be perfect for those situations. Or when we just wanna add something to mess with the players.
Great!


Quote:
Originally Posted by daplunk View Post
As for what Size impacts. This appears in the DMG.
Let me check to see if that works. Nope. Hard to say if this is not a CORE bug if that is the impact of size HL should be adjusting the dice size automatically.

Looking to see if I can change it via scripts....

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ShadowChemosh
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Old November 25th, 2016, 01:18 PM
Quote:
Originally Posted by daplunk View Post
Hit Die - Page: 276
Tiny: d4
Small: d6
Medium: d8
Large: 410
Huge: d12
Gargantuan: d20
This is now working for the adjustment. In addition I created the procedure 5CSizeChg to wrap all the logic into a single place for doing size changes. Note these scripts DO NOT change equipment on a character. You would need to go one step further to get this to work for say Enlarge Person where the gear would need to increase...

In example to increase a characters size by one do the following script:
First/20000
Code:
    ~ Sizemod is the +/- change to character's size.
    var sizemod as number
    sizemod = 1
    Call 5CSizeChg
In addition I added the new procedure 5CSetSize which allows you to set a specific size to the character no matter what it's starting size is.

Example Script:
First/20000
Code:
    ~       Tiny: -2
    ~      Small: -1
    ~     Medium:  0
    ~      Large:  1
    ~       Huge:  2
    ~ Gargantuan:  3

    ~ sizetarget is the new characters size
    var sizetarget as number
    ~ Force our new size be Gargantuan
    sizemod = 3
    Call 5CSetSize
To give valid credit the above concepts where done by Mathias years ago for Pathfinder when we where working on spell adjustments. I have heavily changed them to match 5e logic.

Quote:
Originally Posted by daplunk View Post
Damage Output - Page: 277
Big monsters typically wield over sized weapons that deal extra dice of damage on a hit. Double the weapon dice if the creature is Large, triple the weapon dice if it's Huge, and quadruple the weapon dice if it's Gargantuan. For example, a Huge giant wielding an appropriately sized great axe deals 3d12 slashing damage (plus its Strength bonus), instead of the normal 1d12. A creature has disadvantage on attack rolls with a weapon that is sized for a larger attacker. You can rule that a weapon sized for an attacker two or more sizes larger is too big for the creature to use at all.
As far as I can figure out this only applies to Manufactured weapons NOT natural attacks. Which that logic seems to be in HL already and working.

I base this on the fact that I am playing around with a Bone Devil which is size large and its Natural Claw attacks only do 1d8 damage not 2d8 damage. But if put a battlaxe onto the Bone Devil the battle axe does 2d8 damage.

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Created by the community for the community
- Realm Works kickstarter backer (Alpha Wolf) and Beta tester.
- d20 HL package volunteer editor.
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