Idea/Suggestion for Enlarge/Reduce Person Attack Macro
Posted: Thu Sep 22, 2011 1:59 pm
This is just an idea/suggestion. I'm not really a coder, but I use the PF framework enough to be a little dangerous.
My players use Enlarge Person all the time. We have an existing Active Mod that works just fine, no complaints. The limitation, of course, is that the attack macro can't assume any increase or decrease in weapon size. So, practically speaking, what happens is that the damage is still rolled manually in the chat window. No easy way around that, or so I always understood.
However, as each weapon is set-up, there is a box for the base weapon damage (plus any enhancements that are not ability score related). I.e. a +1 greatsword is listed as 2d6+1 in your weapon set-up. If there is any Strength Bonus or Power Attack, or so on, those are handled separately.
At the risk of making the attack macro any more complicated than it already is.. what if there was a box that allowed you to put in an alternate base weapon damage for that attack only? Much like there is a box for Sneak Attack Damage or Misc. bonus damage?
So, using the example above, if the PC is affected by enlarge person, they activate the existing enlarge person mod, and when they run the attack macro they would put in 2d8+1 in this special new box. The attack macro would use that value instead of 2d6+1 from the weapon set-up. The box would not be persistent, so the player would have to put it in every round they're affected by enlarge person (and would prevent them from forgetting to set it back, for say half of the campaign). WHAT POSITIVE THING this does, is you're still using the attack macro (and not hand typing the damage expression in the chat window), and I think it should be fairly easy to code? I mean if there is no data in that box, then the attack macro just defaults to the normal weapon set-up? And if the weapon set-up is set to ranged, it uses the weapon set-up damage no matter they put in the box?
Just an idea. I'm not in a position to do it myself so I am at the mercy of others.. but maybe someone will consider it a worthwhile idea.
My players use Enlarge Person all the time. We have an existing Active Mod that works just fine, no complaints. The limitation, of course, is that the attack macro can't assume any increase or decrease in weapon size. So, practically speaking, what happens is that the damage is still rolled manually in the chat window. No easy way around that, or so I always understood.
However, as each weapon is set-up, there is a box for the base weapon damage (plus any enhancements that are not ability score related). I.e. a +1 greatsword is listed as 2d6+1 in your weapon set-up. If there is any Strength Bonus or Power Attack, or so on, those are handled separately.
At the risk of making the attack macro any more complicated than it already is.. what if there was a box that allowed you to put in an alternate base weapon damage for that attack only? Much like there is a box for Sneak Attack Damage or Misc. bonus damage?
So, using the example above, if the PC is affected by enlarge person, they activate the existing enlarge person mod, and when they run the attack macro they would put in 2d8+1 in this special new box. The attack macro would use that value instead of 2d6+1 from the weapon set-up. The box would not be persistent, so the player would have to put it in every round they're affected by enlarge person (and would prevent them from forgetting to set it back, for say half of the campaign). WHAT POSITIVE THING this does, is you're still using the attack macro (and not hand typing the damage expression in the chat window), and I think it should be fairly easy to code? I mean if there is no data in that box, then the attack macro just defaults to the normal weapon set-up? And if the weapon set-up is set to ranged, it uses the weapon set-up damage no matter they put in the box?
Just an idea. I'm not in a position to do it myself so I am at the mercy of others.. but maybe someone will consider it a worthwhile idea.