Author Topic: accounting for death save bonuses from items  (Read 533 times)

Legacy_Terrorble

  • Sr. Member
  • ****
  • Posts: 370
  • Karma: +0/-0
accounting for death save bonuses from items
« on: July 19, 2011, 05:47:31 pm »


               MySavingThrow(SAVING_THROW_FORT,oTarget,GetSpellSaveDC(),SAVING_THROW_DEATH,fDelay);

This function returns 0, 1, or 2, but what I am looking for is a version that will return the value of  roll that was made.  If the player rolled a 27 vs. DC 36, I want a function that returns the 27.

I can mimick it by manually piecing together the parts, but I am drawing a blank about how to account for item bonuses to death magic (the SAVING_THROW_DEATH part).

Ex. 
nTargetRoll = GetFortitudeSavingThrow(oTarget) + d20(1);

This gets a basic fort save, but I want the modified fort save versus death magic that includes item bonuses vs. death.

Any advice about how to do that?

And a side questing, does anyone know offhand if GetFortitudeSavingThrow() accounts for other non-specific item bonuses like universal saving throw bonus or bonuses to fort saves?

Thanks,
T
               
               

               
            

Legacy_Xardex

  • Sr. Member
  • ****
  • Posts: 414
  • Karma: +0/-0
accounting for death save bonuses from items
« Reply #1 on: July 19, 2011, 07:17:34 pm »


               MySavingThrow returns 0,1,2 depending on the result of the roll.
IIRC
0 the roll failed
1 the roll succeeded
2 oTarget is immune to the effect

These functions, as far as I know, do consider all bonuses to the roll... So I can't really see the need for you to, basically, rewrite the function.
               
               

               


                     Modifié par Xardex, 19 juillet 2011 - 06:19 .
                     
                  


            

Legacy_Failed.Bard

  • Hero Member
  • *****
  • Posts: 1409
  • Karma: +0/-0
accounting for death save bonuses from items
« Reply #2 on: July 19, 2011, 07:34:33 pm »


               I could see it useful at times to be able to know what the roll is, if you wanted to have an effect scale based on how badly they failed the roll, for example.
 You could do some interesting things with spells if you could explore the grey areas between success and failure.
 In the Ravenloft setting, for instance, failed saves against horror and madness effects are determined entirely by the amount the save failed by.  Saves failed by 16+ having even further ill effects.
               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
accounting for death save bonuses from items
« Reply #3 on: July 19, 2011, 07:47:13 pm »


               The only way to do that except nwnx plugin (which AFAIK doesnt allow this yet) is to loop all equipped items and try to get these save bonuses there which is very not practicable however. The default functions Fortitude/Reflex/WillSave does calculates everything, but they are hardcoded, the MySavingThrow just uses them, and make a visual effect based on their value.
               
               

               
            

Legacy_Terrorble

  • Sr. Member
  • ****
  • Posts: 370
  • Karma: +0/-0
accounting for death save bonuses from items
« Reply #4 on: July 19, 2011, 07:58:43 pm »


               

Failed.Bard wrote...

I could see it useful at times to be able to know what the roll is, if you wanted to have an effect scale based on how badly they failed the roll, for example.


Exactly.  I am toying around with a rewrite of our death magic spells and effects which requires knowing how badly something failed a roll.  What I want to get around is how our death magic becomes essentially useless at higher levels, because we allow auto-fail on 1s, and every hard NPC must be death immune or risk being easily deafeated by a finger of death spamming sorceror.

The stance I am taking is that death magic attempts to rend the soul from the body, a traumatic event that causes considerable pain (in the form of damage).  However, incomplete rending of the soul can and does occur - represtented by a target being damaged by the spell, but living thru it.  Also, lower hitdice (or caster level, I haven't entirely decided yet) will suffer penalties as they attempt to rend the souls of stronger opponents.  The actual roll they make in conjunction with the other factors scales the base spell damage up or down.

I am granting a bonus for death immunity, which is easy to check for, and accounting for the hit dice difference between the caster and targets, their fort save, and d20 roll, but I don't see how to account for item bonuses to death magic.