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GM Guide - Gameplay
Reference
 Effects

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Overview
Effect Attributes
Each effect is represented by a number of attribute fields that determine how the effect will be applied within the ruleset.
The remaining sections in this portion of the manual will provide example effects and
go into detail about how the effect attributes will impact your game when effects are applied.
Using Effects in Your Game
Effects in 3.5E can be very complex, once you decide to take advantage of all of the functionality available.
Many features of effects can be handled manually by calculations done by the players and GM, just like sitting around the gaming table.
It is recommended that you slowly add effect capabilities to your game until the comfort level of you and your players has been reached.
While effects can be entered manually, the ruleset was designed to pull some effects directly from spell descriptions.
Just enter the text in the exact same format as the rulebooks, or drop the powers from your own data modules.
The effect system was built to handle 90% of the situations.
With all the complexity of the game system, the primary focus of effects support was to support the core rulebooks;
there will be some effects that will not be able to be represented in the current version of the ruleset.
Examples
Good Examples
- ATK: 2 power
- SAVE: 1
- DMGO: 2d6
- DMG: 1d6 cold
- RESIST: 5 fire; RESIST: 5 cold
Bad Examples
PC Power Effect Examples
- RESIST: 2 [WIS]
- ATK: [-DEX]
- DMG: 2d6+1 [CON]
Application Attribute Examples
- +1 to next d20 roll this turn = "ATK:1, DMG:1, SKILL:1, ABIL:1, SAVE:1" (Duration 1, Apply Roll)
- +2 to your next attack and damage roll before the end of your next turn = "ATK:2; DMG:2" (Duration 1, Apply Single)
Label
The effect label describes any impact that the effect will have on the affected creature while the effect is active.
General Label Notes
- Format = [effect component]; [effect component]; ...
- Components can either be conditions, modifiers, or special tags,.
- Effect components that do not start with a supported tag are treated as text only.
- Effects can only be applied to creatures in the combat tracker.
- Effects on PC character sheet power tabs can contain sub-tags to indicate that a current ability bonus be added to or subtracted from the effect bonus.
Condition Effect Components
- Examples: Blinded, Grappled, ...
- Not case-sensitive
- Condition modifiers do not stack if multiple conditions on same creature.
Modifier Effect Components
- Examples: ATK, DMG, ...
- Format = [tag]: [dice/numbers] [descriptors]
- Case-sensitive
- If colon missing, component is treated as having no dice, modifiers nor descriptors.
- Only one descriptor of each descriptor type is allowed per effect component, except as noted.
- Multiple range types are allowed.
- Multiple energy types are allowed for the DMG tag.
- Modifiers stack as long as their bonus type is blank or unique. If modifiers have the same bonus type, then the larger value will be used. Circumstance and dodge bonuses will always stack.
Label: Conditions
| Condition |
Applied To |
T |
Modifiers Applied |
Notes |
| Actions |
| Climbing |
|
|
GRANTCA |
|
| Kneeling |
|
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AC: -2 melee; AC: 2 ranged |
|
| Running |
|
|
GRANTCA |
|
| Sitting |
|
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AC: -2 melee; AC: 2 ranged |
|
| Squeezing |
|
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GRANTCA; ATK: -5 |
|
| Combat Advantage |
| CA |
Attacker |
Y |
|
Attacks treat defender as flat-footed |
| GRANTCA |
Defender |
Y |
|
Defender is considered flat-footed against attacks |
| Status |
| Blinded |
|
|
AC: -2; GRANTCA; SKILL: -2 strength dexterity; SKILL: -4 search perception |
Attacks treat defenders as if they have TCONC |
| Cowering |
|
|
AC: -2 |
|
| Dazed |
|
|
|
|
| Dazzled |
|
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ATK: -1; SKILL: -1 spot search perception |
|
| Deafened |
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| Entangled |
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ATK: -2; DEX: -4 |
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| Exhausted |
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DEX: -6; STR: -6 |
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| Fascinated |
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SKILL: -4 spot listen perception |
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| Fatigued |
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DEX: -2; STR: -2 |
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| Frightened |
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ATK: -2; SAVE: -2; SKILL: -2; ABIL: -2 |
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| Grappled |
|
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GRANTCA [to non-grapplers] |
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| Helpless |
|
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AC: -4 melee |
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| Invisible |
|
Y |
ATK: 2; CA; TCONC |
|
| Incorporeal |
|
|
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Corporeal attacks have 50% miss chance. |
| Panicked |
|
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ATK: -2; SAVE: -2; SKILL: -2; ABIL: -2 |
|
| Paralyzed |
|
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AC: -4 melee |
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| Petrified |
|
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AC: -4 melee |
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| Pinned |
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GRANTCA, AC: -4 |
In 3.5E mode, AC penalty excludes grapplers |
| Prone |
|
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ATK: -4 melee; AC: -4 melee; AC: 4 ranged |
|
| Rebuked |
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AC: -2 |
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| Shaken |
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ATK: -2; SAVE: -2; SKILL: -2; ABIL: -2 |
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| Sickened |
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ATK: -2; DMG: -2; SAVE: -2; SKILL: -2; ABIL: -2 |
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| Slowed |
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ATK: -1; AC: -1; REF: -1 |
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| Stunned |
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AC: -2, GRANTCA |
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| Turned |
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AC: -2 |
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| Unconscious |
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AC: -4 melee |
Prone effect applied separately |
Fields Legend
T = Effects can be targeted to only apply to conditions against certain opponents
Label: Modifiers
| Mod |
Applied To |
D |
N |
T |
Descriptors |
Notes |
| Combat |
| ATK |
Attacker |
Y |
Y |
Y |
[bonus type], [range], opportunity |
Attack rolls |
| CC |
Attacker |
|
Y |
|
[bonus type] |
Critical confirmation rolls |
| AC |
Defender |
|
Y |
Y |
[bonus type], [range], opportunity |
AC defense |
| CMB |
Attacker |
Y |
Y |
Y |
[bonus type], opportunity |
Combat maneuver rolls |
| CMD |
Defender |
|
Y |
Y |
[bonus type], opportunity |
Combat maneuver defense |
| DMG |
Attacker |
Y |
Y |
Y |
[bonus type], [range], [energy]* |
Damage rolls |
| HEAL |
Healer |
Y |
Y |
|
|
Healing rolls |
| SAVE |
Defender |
|
Y |
Y |
[bonus type], [save type] |
If save type not specified, modifier added to all saving throw types. |
| INIT |
|
Y |
Y |
|
[bonus type] |
Initiative checks |
| Abilities |
| STR |
|
|
Y |
|
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Strength modifier. |
| DEX |
|
|
Y |
|
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Dexterity modifier. |
| CON |
|
|
Y |
|
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Constitution modifier. |
| INT |
|
|
Y |
|
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Intelligence modifier. |
| WIS |
|
|
Y |
|
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Wisdom modifier. |
| CHA |
|
|
Y |
|
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Charisma modifier. |
| Damage |
| DMGTYPE |
|
Y |
Y |
|
[damage type] |
Adds damage type to all damage rolls. |
| DMGO |
|
Y |
Y |
|
[energy]* |
Ongoing damage |
| FHEAL |
|
Y |
Y |
|
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Fast Healing |
| REGEN |
|
Y |
Y |
|
[special] |
Regeneration. Use and/or clause to specify damage types which can overcome regeneration. |
| DR |
Defender |
|
Y |
Y |
[special] |
Damage resistance. Use and/or clause to specify damage types which can overcome DR. |
| RESIST |
Defender |
|
Y |
Y |
[energy] |
Resistance to damage type. (all if not specified) |
| VULN |
Defender |
|
Y |
Y |
[energy] |
Vulnerability to damage type. (all if not specified) |
| IMMUNE |
Defender |
|
Y |
Y |
[energy], all |
Immunity to damage type. |
| Situational |
| CONC |
Defender |
|
|
Y |
[range]* |
Concealment: Attacks have 20% miss chance |
| TCONC |
Defender |
|
|
Y |
[range]* |
Total Concealment: Attacks have 50% miss chance |
| PCOVER |
Defender |
|
|
Y |
[range]* |
Partial Cover: Applies -2 penalty to attacks. |
| COVER |
Defender |
|
|
Y |
[range]* |
Cover: Applies -4 penalty to attacks. |
| SCOVER |
Defender |
|
|
Y |
[range]* |
Superior Cover: Applies -8 penalty to attacks. |
| Traits |
| Construct traits |
|
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Immunity to nonlethal damage. |
| Swarm traits |
Defender |
|
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Informational only |
| Undead traits |
|
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|
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Immunity to nonlethal damage. |
| Misc |
| SKILL |
|
Y |
Y |
|
[bonus type], [skill name], [ability name] |
Skill checks |
| ABIL |
|
Y |
Y |
|
[bonus type], [ability name] |
Ability checks |
| SPEED |
|
|
Y |
|
[bonus type] |
Speed. Informational only. |
| NLVL |
|
|
Y |
|
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Negative levels. Per negative level, the following modifiers are applied: ATK: -1; SAVE: -1; SKILL: -1; ABIL: -1; CMD: -1 |
Fields Legend
D = Dice phrases supported (NdN)
N = Number values supported
T = Effects can be targeted to only apply to modifiers against certain opponents
Descriptor Legend
[bonus type] = racial, power, feat, shield, item, proficiency, enhancement
[range] = melee, ranged, area, close
[energy] = acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder
[ability name] = strength, constitution, dexterity, intelligence, wisdom, charisma
[skill name] = any skill name
* = Multiple entries of this descriptor type allowed.
Other Attributes
Active
-
On: The effect will be visible as defined by visibility tag, and any components of the effect will be applied as appropriate.
-
Off: The effect will only be visible in the effect details of the CT, and the effect will not have any impact on the game.
Visibility
-
All: The effect can be seen by everyone (players and GM).
-
GM: The effect can only be seen by the GM.
Application
-
All: All effect components are applied as long as the effect is active.
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Once: If any effect component is applied, then the effect expires.
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Sngl: If any effect component is applied, then that effect component expires. All other effect components will remain active.
Targeting
The targeting attribute is only available for effects located on the PC Actions tab.
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Trgt: If double-clicked, the effect will be applied to the current target(s) of the originating PC.
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Self: If double-clicked, the effect will be applied to originating PC.
Duration
The duration in rounds of the effect. If set to zero, then effect does not expire.
Effect initiative
The initiative upon which the duration is decremented by one. If duration is decremented to zero, the effect expires. This field is only available for effects located in the CT.
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