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![]() This may actually be an Errata request. But I'm noting that the Detective is using a Riot Grenade Mk 3. All the other NPCs with this Riot Grenade refers to it as the Riot Grenade III. The reason I make this distinction is that the Detective's grenade is missing the damage listed in the Armory entry it's from, which refers to it as III.
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![]() The remaining concern, is since we don't have an obvious ruling on what type a range natural weapons type is, we don't know if other features should add to it. Like features that add more damage to "Weapon Type A".
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![]() Wesrolter wrote: Don't know how Foundry works but would setting it as a small arms mess up the Specialisation damage? If not accounted for, yes. But I've already done so. The damage formula in item only adds partial level damage, so that it combines with the Specialization damage. 1/2 added for Melee, full for ranged (in the discord we decided small arm is better). And the additional damage only gets added once a PC has reached 3rd level. ![]()
![]() I have Melee natural weapons set as Basic Melee, because of it being a special version of Unarmed attack. So it's set as a Weapon Item. Setting is as a feature item wouldn't allow it to be set as a basic melee currently.
Also, looked at ksarik in our system. it's set as a small arm. ![]()
![]() I am one of the users doing Data Entry work for the SF system on Foundry VTT. I am currently working on expanding the racial features items in our system, but ran across the Barathu's Internal Chemistry feature. One aspect of this feature is that they can do a Ranged Natural Attack. In the Foundry VTT system, we have feature items, and weapon items (Different submenus). I set up the Melee version of Natural Attacks as a weapon, setting them a Basic Melee, as they emulate a special Unarmed Attack. However, with Barathu's ability, I don't know how I would categorize a ranged Natural Attack. Small arm? Long arm? this would be important for how other bonuses can stack with this attack. |