It's not supposed to be adding the INT modifier to the damage roll. That it does is due to a limitation in DDB. You'll need to Customize the Force Ballista bonus action to add a Bonus Damage that subtracts your INT modifer, e.g. "-3" if your INT mod is +3.
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Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
It's not supposed to be adding the INT modifier to the damage roll. That it does is due to a limitation in DDB. You'll need to Customize the Force Ballista bonus action to add a Bonus Damage that subtracts your INT modifer, e.g. "-3" if your INT mod is +3.
As a software developer myself, that doesn't sound like a limitation of DDB itself. If you can modify it by hand it could've been modified to work correctly in the code already. Reeks more like a bug they haven't been bothered to fix yet.
It's a limitation in the design of the system they currently have, which needs to be adjusted to be more flexible (and which they are working on.)
It's not supposed to be adding the INT modifier to the damage roll. That it does is due to a limitation in DDB. You'll need to Customize the Force Ballista bonus action to add a Bonus Damage that subtracts your INT modifer, e.g. "-3" if your INT mod is +3.
As a software developer myself, that doesn't sound like a limitation of DDB itself. If you can modify it by hand it could've been modified to work correctly in the code already. Reeks more like a bug they haven't been bothered to fix yet.
It's a limitation in the design of the system they currently have, which needs to be adjusted to be more flexible (and which they are working on.)
I understood what you're saying. Still doesn't sound right. It's literally just one line of code regardless of what they're doing behind the scenes. If they're going around officially saying it's a limitation of their system then that's just a poor excuse to satisfy people who don't know anything about coding, really. If they don't say that and it's just a misinterpretation on your part ... well then just let me tell you, it's not an actual limitation in their system.
It's also database fields and entries, which take a lot more care when making changes. And changes to the user interface. On an active system with millions of users.
They aren't going around saying that. I'm saying that, since I'm also a software developer with database experience who can see the level of complexity in this monster.
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Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
On another topic: how does force ballista attack work on a grappled target. Does the target get pushed back and is not grappled anymore, or is the target still grappled and not pushed back?
A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
The condition ends if the grappler is incapacitated (see the condition).
The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
So it's not just involuntary Movement, it's any effect that changes the location of the Grappler or Grapple Target to put the latter out of the reach of the Grappler.
Which is an interesting rules interaction; If Grappled, and the Grapple Target is teleported to the opposite side of the Grappler, but still within the Grappler's reach, the Grapple Target is still Grappled.
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🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
Is anyone aware that the damage roll button for the force ballista adds a +3 mod to damage? That's not correct is it? It just rolls a flat 2d8?
The Force Ballista is making a Ranged Spell Attack. So it benefits from your spellcasting ability modifier as well as your proficiency bonus.
It's not supposed to be adding the INT modifier to the damage roll. That it does is due to a limitation in DDB. You'll need to Customize the Force Ballista bonus action to add a Bonus Damage that subtracts your INT modifer, e.g. "-3" if your INT mod is +3.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
It's a limitation in the design of the system they currently have, which needs to be adjusted to be more flexible (and which they are working on.)
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
It's also database fields and entries, which take a lot more care when making changes. And changes to the user interface. On an active system with millions of users.
They aren't going around saying that. I'm saying that, since I'm also a software developer with database experience who can see the level of complexity in this monster.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
On another topic: how does force ballista attack work on a grappled target. Does the target get pushed back and is not grappled anymore, or is the target still grappled and not pushed back?
IIRC, involuntary movement ends the grapple.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Yep. From The Basic Rules, Appendix A: Conditions - Grappled
So it's not just involuntary Movement, it's any effect that changes the location of the Grappler or Grapple Target to put the latter out of the reach of the Grappler.
Which is an interesting rules interaction; If Grappled, and the Grapple Target is teleported to the opposite side of the Grappler, but still within the Grappler's reach, the Grapple Target is still Grappled.
🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
Charisma Saving Throw: DC 18, Failure: 20d6 Psychic Damage, Success: Half damage