Thanks for that!!! I like the idea that the sorcerer might get their power not just from Charismatic energy, but just from shear force of physical will. Like the Runner in the Matrix anthology that pushed so hard and got so fast that he broke the simulation, or the monk who's focus and physical prowess is so honed that the world starts to bend around him, or the strong man who's feats of strength become so great he begins to feel and bend the Weave itself.
I just feel like the sorcerer always being the face of the party because they are always so persuasive and charismatic just doesn't make any real sense to me. A lot of magic users are weird, socially reclusive individuals, not social magnets.
It's not strength! It's because the magic is literally in your blood. I have homebrewed my D&D sorcerers like this since 3rd edition because it just makes more sense.
so im guessing this doesnt work for added subclasses? seems the one im using being the gravity sorcerer from mod.io still uses charisma unfortunanately.
Sometimes it really does pay to step away for a few days from a problem and come back fresh. I found a new passive code that I have added and tested out that was able to add my spell casting ability modifier to my fire damage, but it only worked on my cantrips. I uploaded a picture to of the combat log to show it. I have a couple of more ideas to try now with this new bit of passive. I'm hoping I'll have this figured out in the next couple of days, and then I can go on to start ironing out all of the other wrinkles. I'll include the passive code in the text below for anyone interested. If anyone wants to try it out I will update the .pak file, but I'm hoping in the next few days I will be able to have a much more substantial update, so I was going to hold off for now.
This is exciting!
new entry "CUST_CUST_FORCE_AFFINITY_EXTRA_DMG" type "PassiveData" data "DisplayName" "hfbc86557g4334g42eegb60eg418c7a442b7d" data "Description" "h7970413cg703eg4cf0gb58bg4a81d6a5dbc7" data "Icon" "PassiveFeature_ElementalAffinity_ExtraDamage" data "Properties" "Highlighted" data "Boosts" "IF(IsCantrip() and (SpellDamageTypeIs(DamageType.Fire))):DamageBonus(max(1,SpellCastingAbilityModifier))" //I believe this is part that made the difference and I'm going to try and expand on it to get the spell casting ability modifier to be added onto all spell fire damage, not just cantrip. I added it to the Passives.txt file and updated the localization file and it worked. I didn't even have to touch the Status_boost.txt file like I thought I needed to. // data "StatsFunctorContext" "OnCreate" data "StatsFunctors" "PassiveFeature_ElementalAffinity_ExtraDamage"
Possibly. I did change the SpellCastingAbility, and it seems to work and apply fine as far as adding the Constitution modifier to the spell attack rolls, the problem I am having is that it doesn't seem like I can get it to be added as any additional damage when using Fire damage spells like I have been trying to do.
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I just feel like the sorcerer always being the face of the party because they are always so persuasive and charismatic just doesn't make any real sense to me. A lot of magic users are weird, socially reclusive individuals, not social magnets.
Sometimes it really does pay to step away for a few days from a problem and come back fresh. I found a new passive code that I have added and tested out that was able to add my spell casting ability modifier to my fire damage, but it only worked on my cantrips. I uploaded a picture to of the combat log to show it. I have a couple of more ideas to try now with this new bit of passive. I'm hoping I'll have this figured out in the next couple of days, and then I can go on to start ironing out all of the other wrinkles. I'll include the passive code in the text below for anyone interested. If anyone wants to try it out I will update the .pak file, but I'm hoping in the next few days I will be able to have a much more substantial update, so I was going to hold off for now.
This is exciting!
new entry "CUST_CUST_FORCE_AFFINITY_EXTRA_DMG"
type "PassiveData"
data "DisplayName" "hfbc86557g4334g42eegb60eg418c7a442b7d"
data "Description" "h7970413cg703eg4cf0gb58bg4a81d6a5dbc7"
data "Icon" "PassiveFeature_ElementalAffinity_ExtraDamage"
data "Properties" "Highlighted"
data "Boosts" "IF(IsCantrip() and (SpellDamageTypeIs(DamageType.Fire))):DamageBonus(max(1,SpellCastingAbilityModifier))" //I believe this is part that made the difference and I'm going to try and expand on it to get the spell casting ability modifier to be added onto all spell fire damage, not just cantrip. I added it to the Passives.txt file and updated the localization file and it worked. I didn't even have to touch the Status_boost.txt file like I thought I needed to. //
data "StatsFunctorContext" "OnCreate"
data "StatsFunctors" "PassiveFeature_ElementalAffinity_ExtraDamage"
I hope it help
But for your problem, the SpellCastingAbility is defined in ClassDescription. I don't know how and if it work for subclass.
You might have to create a new class.