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Community
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*Pathfinder & Starfinder
Help me create rules for "realistic" acid damage...
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<blockquote data-quote="Aluvial" data-source="post: 674892" data-attributes="member: 6862"><p>At least this is a start, thanks for the help... </p><p></p><p>I'm going to develop this a little further...</p><p></p><p>I would start with whether the acid does damage alone (straight)or damage that allows for a save for half or none...</p><p></p><p>Acid damage straight would follow the over 1/2 max damage rule from above. If the damage was over half the maximum then one item would be affected. Its save bonus would be determined by the rules + any spells or items that improve saves for the character including cover. </p><p></p><p>Acid that allows for a save would be handled just a tad different.</p><p></p><p>IF the save is failed then an random item is affected...</p><p>IF the save is passed and still scores over 1/2 maximum damage then an item would still be affected but only by the amount rolled...</p><p>IF the save is passed but damage is under 1/2 maximum then no items would be affected...</p><p></p><p>All items that require saves that pass their saves would take no damage as if they had improved evasion... </p><p>Items that failed their saves would take the appropriate amount of damage up to the amount to destoy it. </p><p></p><p>Any leftover damage would be applied to a second item which would then make its save, then another, etc. until all of the damage is applied. </p><p></p><p>At any point that an item passes the acid would be considered to be shed off or become neutralized...</p><p></p><p>How does this sound for a start?</p><p></p><p>Aluvial</p></blockquote><p></p>
[QUOTE="Aluvial, post: 674892, member: 6862"] At least this is a start, thanks for the help... I'm going to develop this a little further... I would start with whether the acid does damage alone (straight)or damage that allows for a save for half or none... Acid damage straight would follow the over 1/2 max damage rule from above. If the damage was over half the maximum then one item would be affected. Its save bonus would be determined by the rules + any spells or items that improve saves for the character including cover. Acid that allows for a save would be handled just a tad different. IF the save is failed then an random item is affected... IF the save is passed and still scores over 1/2 maximum damage then an item would still be affected but only by the amount rolled... IF the save is passed but damage is under 1/2 maximum then no items would be affected... All items that require saves that pass their saves would take no damage as if they had improved evasion... Items that failed their saves would take the appropriate amount of damage up to the amount to destoy it. Any leftover damage would be applied to a second item which would then make its save, then another, etc. until all of the damage is applied. At any point that an item passes the acid would be considered to be shed off or become neutralized... How does this sound for a start? Aluvial [/QUOTE]
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Help me create rules for "realistic" acid damage...
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