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Long-term, it sounds like it needs to be something like this:
Step 1 would be for LoneWolf to add Hardness and Hit Points as fields on Equipment. Step 2 would be to expose those fields in the Custom Weapon and Custom Armor forms... strictly manual entry, but they could at least be populated ... and I think it would cover most of the common usage situations. Step 3 would be the adjustment that ShadowChemosh mentioned above... or at least the first 3 of his 5 items in it. Later enhancements could build out the other values. Step 4 would be for LoneWolf to add support for the hardness and hit points of special materials (addressing point #5 in ShadowChemosh's list above). Step 5 would be to expose these new fields in the Editor (probably grouped with Cost and Weight, as they are really common to all item types). Defaulting the values on some types of Magic Items (potions, wands, etc.) would be workable. Step 6 would be a large, but low-priority and slow, data entry effort to "back-fill" the hardness and hit points of existing items. For anything with a missing hit point value, the field used in #4 of ShadowChemosh's list would provide the Max value for the counter. I think changing the livename when the item becomes 'Broken' is more important than showing the gradual depletion of hit points. If it could be both without becoming too long, that would be best, of course. |
#11 |
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Adding "Broken" to the livename when appropriate sounds like an excellent idea to me. It provides an immediate explanation to the user as to why their to-hit and damage went down. A HP counter does that too, but only if you happen to remember that weapons are considered broken at 1/2 HP or below, and that comes up infrequently enough that most players probably don't know that by heart.
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#12 |
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Quote:
The wrinkle is that there are some things (the example I mentioned above was the Babau Demon's slime) that give the broken condition if ANY damage is done to the weapon ... at least, that's how it reads to me. So leaving it to the user to manually add the "Equipment Broken" adjustment seems like the most effective short-term answer. Naturally, if the same effect could be achieved with the counter, that would be better. |
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#13 |
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I wouldn't turn it down but if it makes it easier not to do, I would be ok with it also? I'm just kind of concerned with the length of the weapon name, they already don't wrap and can scroll off the side in some panels. -Jamz RPTools.net | MapTool Discord Invite Download Latest MapTool Release | Download Latest TokenTool Release |
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#14 |
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By RAW acid damage vs objects is half damage and it only does 1d8 damage to start with. Metal starts at hardness 10 which reduces elemental damage like DR. So even if NOT half damage the slime could not hurt the weapon anyways. LOL I assume most DMs play it that its not half dmg and bypasses hardness. IMHO the most was is full damage and it treats weapons as half hardness leaving Adamatine immune. But its not what it actually says in the statblock. Sorry couldn't resist as it came up during the RotW AP. Hero Lab Resources: Pathfinder - d20pfsrd and Pathfinder Pack Setup 3.5 D&D (d20) - Community Server Setup 5E D&D - Community Server Setup Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources. 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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#15 |
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Thanks for the feedback. Always good to hear other thoughts on the matter. Especially before I go and create anything. Hero Lab Resources: Pathfinder - d20pfsrd and Pathfinder Pack Setup 3.5 D&D (d20) - Community Server Setup 5E D&D - Community Server Setup Hero Lab Help - Hero Lab FAQ, Editor Tutorials and Videos, Editor & Scripting Resources. 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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#16 |
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#17 |
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Join Date: Sep 2010
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The "similar note" is in the footnotes of the "Common Armor, Weapon, and Shield Hardness and Hit Points" Table - The same +2/+10 applies.
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#18 |
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Cool thanks. I knew it applied to armor but couldn't remember "where" in Pathfinder it said.
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#19 |
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The note I am referring to is the explicit paragraph in the description of Magic Weapons (p.468 of the Core Rulebook). "Hardness and Hit Points". The text here re-states that each +1 of enhancement adds +2 to Hardness and +10 hit points. It then refers the reader to the table 7-12. However, there is no such paragraph in the description of armor. Because the rule is that when the text and table don't agree, the text takes precedence, it is at best unclear... and a strict reading would say it does not apply to armor the same way. |
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#20 |
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