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An implementation of the dnd4e game system for Foundry Virtual Tabletop (http://foundryvtt.com).

Home Page: https://foundryvtt.com/packages/dnd4e

License: GNU Affero General Public License v3.0

JavaScript 63.24% CSS 8.51% HTML 27.98% Less 0.27%

dnd4ebeta's Introduction

DnD 4th Edition - v0.5.3

Language Support

  • Français, courtoisie de Gilphe
  • 中文, 由 扶摇
  • Portugues do Brasil, cortesia de PilotodeMouse

Description

An implementation for the 4th Edition of Everyone's Favourite Cave Spelunking, and Wyvern Slaying, Fantasy Role Playing Game System for Foundry Virtual Tabletop in accordance to the 4th Edition System Reference Document. This system hopes to provide a basis that eases some of the cruncher side of 4th Edition, by providing a feature rich character sheet and some basic automation both inside of and outside of combat.

Licenses

The contents of this project is under a number of licenses

Installation

image

A special thanks to Asacolips for all your cheerleading along the way!

dnd4ebeta's People

Contributors

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dnd4ebeta's Issues

Alternative Power Formatting

This is less of an issue and more of a feature request and/or alternative to the current way you're making powers, which while thorough and very efficient, I feel it may end up being very overly-complex when it isn't necessary to be that way. If you dislike this idea, please feel free to completely ignore it or tell me why you don't like it so I can better understand your design goals for the system, but here's what I have thought up and kind of what I've been doing for my own game currently using the description tab almost exclusively.

So, this design idea happened when I accidentally discovered that, if you select information from the iplay4e website, such as a power's text output, and copy it, you can then paste it into the description box for foundry on your character sheet.

iplay4e raw text

There are some awkward formatting issues which makes this method alone not a good option.

iplay4e raw paste into foundry

However after learning that this was possible to format the output with colors copied from outside of the website, I realized I could replicate it on my own by just brute fore copy and pasting things into the description box.

modified iplay4e text in foundry

As you can see, I fixed the odd spacing between "Standard" and "Action" and brought "Melee weapon" closer as well as fixed some bolding here and there. I also removed the level 11 and level 21 because that can be added back in at those levels, it's currently a waste of space. So, as you can see, this method outputs some very clean, nice looking "power cards" that will auto text-wrap for each user based on their screen and has a very "official" appearance while also being relatively easy to do.

Then all the user has to do in the "Details" tab is turn off/deselect EVERYTHING except for the following.

  • "Action Type" because this allows it to display what kind of action it is on the character sheet for usability reasons.
  • "Weapon Required" because the power's math below requires it to know what weapon to use.
  • "Attack Roll Required?"/"Attack"/"Attack Formula" are all only required if you have an attack roll on the power, if so input it as normal. If not, simply uncheck "Attack Roll Required" to remove that button when using the power.
  • "Damage Roll or Effect Line Required?"/Damage Formula"/"Critical Damage Formula" are all only needed if the power deals damage and needs to roll that damage. For static damage (such as minions), you can place it in the description output text, and for powers with no damage you simply (when fixed) uncheck the "Damage Roll or Effect Line Required?" box to disable all of these fields. (Currently you have to delete all text I these fields.

After you do this, you get some rather attractive looking power cards and roll outputs. (Using other powers as examples because I don't want to retype a lot of them.)

glamshot

Now, with all of that explanation out of the way, I have explained in a different issue post why I personally don't like how the different power "Entry lines" such as effect and range are tied to the attack and damage entries because it makes certain types of powers impossible to replicate without unnecessary button presses, and I am NOT trying to harp on that, I understand completely that this is not your job and that things take time, which is why I'm trying to make an alternative for you that is much faster to implement.

Currently, with no changes to the way lines are output, a power that has every single special line filled in will be input like this, and will output like the chat screenshot on the right.

hard to understand

However, if you implement all of the changes I suggested in the other post so that powers would be fully representable without any unnecessary button presses, your power card output would look something like this.

a bit better

But it still is a bit confusing, it's missing stuff like Trigger, Requirement and Keywords and even if done perfectly, I feel like having the work around I made just looks better with less effort on both the player's part and on yours while coding. So, to prevent you from spending a lot of time implementing all the possible variables and different options that a power could ever have, as well as rearranging where things are placed in the output blocks to allow for different types of powers to work, I think you'd save a lot of time by just implementing a new tab (or completely overhauling the "details" tab) that is just a simple "Fill in the box" word editor that, when all boxes are filled with the power's text, it will output similarly to what I have been doing with the description tab, and it will intelligently alternate between white and beige or just have a selection for background color.

You could intelligently auto populate some key choices that every power will have, such as standard action, minor action, move action, no action, immediate reaction, etc and you could add a selection for at-will, encounter, daily, recharge, passive/trait, etc. then just have all the other fields be stuff like "Keywords:", "Target(s):", "Range:", etc that the players or GM's would fill in themselves. Then whenever the power is clicked, it would just output all of that text into a power-block.

I have no idea how hard an overhaul like this would be to implement, but seeing as it's effectively just a text-string output, I imagine it'd be more simple to implement this than to try and incorporate every alteration for the other method you're using currently. Unless you are wanting to do the other method specifically so that, later on, you can start adding auto calculating math that takes keywords, resistances and vulnerabilities into account, but that's insane and I would be surprised if that's the end goal.

Critical hits are not functioning.

When clicking damage and selecting to roll a critical damage roll, I consistently get a red bar notification stating, "SyntaxError: Invalid or unexpected token" I can't seem to find a way around this.

Edit: upon further inspection, it seems my error is likely caused by the brutal 2 calculation I mentioned in my other issue I posted "d6r<3" since it doesn't know how to maximize that. This is an edge case and likely shouldn't be a priority. I have tested it without this kind of text and it maximizes fine.

Request: Simplified NPC sheet

It would be nice if there was a sheet for NPCs in the style of monster / npc statblocks. Trying to enter enemies onto PC sheets would quickly become problematic. I was going to take a stab at making one but I am entirely lacking in HTML and CSS skills.

Non-weapon attacks don't roll Base Damage dice

When a power has 'Weapon Required' set to [None] [None], and the Base Damage is set to a dice variable, the attack does not roll from '@powBase'.

This may be a 'not done yet' feature, but on the chance its overlooked, I'd like to bring it to your attention.

Thanks for all your work on this amazing DND4e system.

Weapliments not functional

If you create a weapon such as a greatsword in the inventory and give it the trait "Implement" it becomes a valid implement choice for your powers, however it still calculates the weapon's proficiency bonus for implement attacks because the power calls upon "@wepAttack". I am temporarily fixing this by just placing a "-3" before that callout to offset the proficiency bonus, but it would be great if, when you select "implement" under the "Weapon Required" selection, it could change the attack formula to call on a new value such as "@impAttack" which will completely ignore the proficiency of the associated item if one exists, such as for weapliments.

Feature Request: Auto-rolling Powers and New Powercard Design

I would love an option in the "System Settings" that could be toggled on that would allow all powers to automatically roll the attack and damage instead of generating buttons to do so in the chat window. I personally like the "fastness" that it allows instead of click, click, click one more time if you hit. I don't mind chat getting cluttered with "useless" damage rolls when the attack wouldn't have hit anyway, and favor that over the time-loss to manually activating the rolls.

Everything below here is redundant as you've already implemented changes that make them redundant. I just don't know how to strike them out.

I am fully aware that this change would remove the misc bonus to the attack and damage rolls, and while my personal group is changing +2 combat advantage to dnd 5e roll 2 dice advantage, even before we did that, we just did that math in our heads. Alternatively, to solve that same problem, maybe have a place on the character sheet, in the effects tab for example or on the main attributes page or the powers page, that is just a box that says, "Bonus to attack: 0" "Bonus to damage: 0" that can be filled in when you have something to put there. 

Example, I have an assassin in my game. There's currently no easy way to do his assassin's shroud damage because there's no way to add a situational 1, 2, 3 or 4d6 to his rolls. But, he could do it in his sheet that way. Same for my berserker who is using thunderhooves rage plus stalk and strike to trigger the bonus weapon damage. they could just put that in that box. 

I personally think the misc boxes would be great to add either way, even as just a temp thing until you add your method to calculate feat bonuses, but i would like it at least. However, the more important request is the auto roll request for powers. it's just faster and nice. 

Also, while looking at the system settings, aren't normal rests only 5 minutes, not an hour? or am i playing them wrong T.T

Questions about the sheet's capabilities

Hi.

I'll be starting a 4E game soon, and I'm evaluating if I should buy Foundry to run it. This sheet surely seems better than the Roll20's one, but I have some questions just to understand the extent of its capability:

  1. Is it possible to modify the stardard skills' abilities? For instance, is it possible to roll Initiative using Charisma or change the ability associated with each skill?
  2. Is it possible to change the half-level formula? Say I want to use one-quarter level instead, would it be possible without changing the actual level?
  3. Does Foundry automatically calculate bonuses and penalties, and track their duration? For instance, if I use a power that gives me +2 to weapon attacks until the end of my next turn, does Foundry handle all of that for me? Maybe it only adds the bonuses but can't track its duration?

I'm just trying to understand how far the automation of the sheet goes and how open it is to homebrewing.
Thank you very much.

Will Save

The Will Save is not calculated correctly. Only the Wisdom bonus is taken into account (and not the Intelligence bonus if it is higher) and any Bonuses are not taken into account either. It is not possible to add bonuses in the context menu.

Item Weight Sum Broken

There seems to be unpredictable results with the weight sum.
(This was noticed prior to today's update, but sometime after Foundry 0.8.7)

image

Add "Melee" and "Reach" options to range

Monster powers specify their melee attacks in terms of Melee N and Reach N rather than referring to a specific weapon. Even when the monster is using a weapon and power named after it they do not always follow the regular stats of that weapon.

A feature request to added Melee and Reach as range options.

I have submitted a pull request for this.

Unable to scroll fully down on Actor Sheet in Browser Foundry

Foundry version: 0.7.9
4e Beta Version: 0.1.2 (dev branch)

Myself and my players are experiencing an issue with scrollbar behavior in the actor sheets. Whenever the detail/power/etc section gets too full, they are unable to scroll all the way to the bottom on the Browser version of foundry. However, in the desktop application, I do not have this problem, so it appears to be only an issue with the browser rendering of the actor sheet. I also tested it in different browsers just in case, but had the same issue in Edge, Firefox, and Chrome.

Screenshots:

image
Above is a character with lots of background info written into the Character Bio section of the Details, scrolled all the way down, on the Desktop Application.

image
Above is an image of the same character, scrolled as far down as it will go, on the Firefox version of foundry.

Brutal Weapons

I can't roll damage with a Brutal weapon. There's a error in the formula apparently.

[Feature Request] Trap/Hazard Sheet

Any chance at a built in trap sheet coming?

Right now using the bio and powers fields for NPC work okay for traps, but it would be nice if the dropdowns fit trap/hazard/obstacle expectations.

Where do you get the JSON for power imports?

I feel like I'm going to feel really dumb as soon as I get the answer, but it's been a while since I've been a part of the 4e microcosm, so I am blanking on how to get it...there's like a website right? I don't think its iplay4e, but maybe a different one?

Edit: So, I'm sure I could use something that format's JSON output based on a text editor. I'm just thinking there was a site I could import my CBLoader file into and it'd output necessary JSON after running the CBLoader file through details adder. Am I just losing my mind?

[Feature Request] (Optionally) Split out secondary damage output in damage chat card, with secondary damage descriptors.

  • dnd4eBeta v.0.2.13
  • Foundry v.0.8.8
  • Current behaviour: Secondary damage fomulae in from Powers are automatically added into a single Damage Card output. While secondary damage types are indicated as part of the Damage Card keywords, no indication is made to determine which of those additional terms is linked to which damage type. Additionally, there is currently no way to see the source of additional damage, posing a problem for conditional secondary damage (such as Warlock's Curse damage).
  • Requested behaviour: Add a checkbox to each secondary damage entry allowing it to be "split out" from the main formulae. Checking this box would also reveal an additional flavour text box for that secondary damage entry. Any ticked entries would appear on the same Damage Cards as the primary damage, but in their own boxes, beneath their own flavour text and damage types.
  • Potential Issues: Unsure of how this would work with applying damage.
  • Assignment request: I feel this is a task I could achieve once I have submitted the pull request for the Implement rework (which is complete). However, I need to take a break for a week or so as I went a little too hard at it with the rework. If you know how to do this and it is a simple task, it may be faster for you.

Weaponless max damage on crit rolls.

Thanks so much for the earlier feature/fix with @powBase on weaponless damage! Can you extend the functionality to @powmax?

When a power has 'Weapon Required' set to [None] [None], and the Base Damage is set to a dice variable, the attack does not roll maximum die/dice value from '@powmax'.

Cheers!

Initiative tiebreaker should use inititiave modifier, not dex mod

If I understand correctly, the initiative tiebreaking mechanic is currently none by default, and dex mod if enabled under special rules.

In 4e, using tiebreaking is the core rule, and it's based on total initiative modifier, not dex mod:

"Ties: When two creatures have the same initiative, the one with the higher initiative modifier goes before the other. If their modifiers are the same, their players can roll a die or flip a coin to break the tie." (Rules Compendium pg192)

So it would be more accurate to have "no tiebreaker" be the optional rule rather than the default.

Even if tiebreaker is not the default, the value checked should be changed from dex mod to initiative mod.

Select and Edit Attributes

In Character Sheet / Attributes, when you use tab to edit quickly Attributes and when you edit an Attribute, it automatically switch in edit text mode. Then you have to erase the actual number and write the new one. It'd be quicker to press tab then to select the number of the next attribute to allow to change it directly.

Issue with attack formula when adding attributes

While imputing some formulas into the weapon entry, I am having a very odd glitch occur. I am trying to make it so that the character level on the sheet is added to attack and damage rolls by incorporating the "@details.level" attribute into the attack and damage formula. The weapon entries read as follows:

Weapon damage dice number: 1
Weapon damage dice size: 6
Bonus to Attack formula: [email protected]
Bonus to Primary Damage formula: [email protected]

Power Formulas
Attack Formula: 1d20+@wepAttack
Damage Formula: (1*@wepDiceNum) d@wepDiceDamage + @powermod + @wepDamage
Critical Damage Formula: 1*@wepDiceNum*@wepDiceDamage+@powermod+@wepCritBonus

So anyway, the issue I'm having is that, when clicking a power using that "weapon" it will post the block to the chat panel, and when I click damage, it rolls no issues and reads "1d6+4+1" which is correct and it totals up to "1d6+5" however when I click the attack button, it says that there is no attribute for "details.level" in a yellow banner at the top of screen, but it still rolls it. The issue is that, according to what the box says, it is rolling "1d20+5+0" and not adding the character level, but when you check the dice math, it is the correct math. So, of you roll a 4, it would output a total of 10, not 9, even though it claims to not include the character level.

When I get to my pc, I will take a screenshot and add it.

[Feature Request] Token Action HUD compatibility support.

There is a module called Token Action HUD. Moving from D&D5e and from PF2e, all of my current D&D4e players miss this module a LOT. It is an excellent module that allows your entire character to be played without even needing the character sheet after initial set up. It's genuinely one of the best modules I've ever used and we all would love to see it supported for your system. I don't personally have the skills to make it happen, and the creator doesn't have the time to start a new system conversion. So, I turn to you, being a known capable foundry author and I wanted to ask if you would be willing to at least take a look at it and see if you could do it. They have instructions, but they require the converter to have knowledge of the system itself, which I lack.

I'd greatly appreciate if you could at least take a look at it, and if you think you could do it, that'd be amazing!

Issues with the Attack and Damage entries for powers.

I have a few issues in this area.

First: When making a power such as "Bloodied Determination" where there is no attack or damage roll, the trigger and effect/flavor text input's do not post to chat because the attack and damage check boxes are turned off.

Second: If you uncheck the damage/effect box, but there is still information in the damage input fields, it will still post the damage button to chat.

Third: There is no way to make the effect field post to my knowledge. No matter what I've tried, it will not output information. I use the "chat message flavor" field to do effects currently. However, this works for powers that have an attack roll and then have an effect, but it doesn't work for powers with no attack or damage roll.

Fourth: There is no way to target multiples of enemies that aren't a set number, such as "each enemy adjacent to the target".

Fifth: There is no way to make "follow-up" attacks without making another power entry. For example, any power that says "do this attack and if it hits, do this secondary attack."

Sixth: I can't find any way to make the requirements, special, or effect fields to output.

Those are the actual issues I know of currently, but here are some other suggested changes.

The description tab can currently be used to do powers that don't have attack and damage entries because the information in the description tab outputs on the original power card in chat above where the attack or damage buttons would be. However, you can only see the target(s) after clicking the attack button. I think it would be more user friendly to make the target(s), attack vs defense listing, requirements, special, trigger and flavor text fields all output to the first card instead of in the attack card after pressing the button. Currently, the description box and flavor text field would serve the same purpose, but I feel like this would work better. I would also, after making those changes, allow the user to disable the description tab from outputting, that way it can just be used for personal short-hand notes that the user can read on the character sheet to decide their turn, without that short-hand being output to chat.

Change attribute path to match foundry standard

attribute.hp.value is the standard hp/health tracking that foundry uses, and 95% of modules utilize that specific stat by default. Would it be possible to change the stat you're using to match that standard so the system can have more module support without needing the module creator to make a system specific change or add something to there module that allows users to set what the module navigates to (which I can't seem to figure out.)

Example Modules are:
Combat Numbers
Monk's TokenBar
Token Health

Can not edit power 0.1.0

Hello,

My DM just installed the latest version of your game system and I was trying to add power and run into the following issue.
I or my DM can not edit powers.
This issue only seems to concern players that have been created before the update, any npc or players created afterward do not have this problem.

click_edit_button
edit_power_error

Thanks for the amazing job.

Best regards.

Number of targets

In Details menu of Powers, when you select "Creature" for Target, you can only select a specific number of creature but you can't write text as "1, 2 or 3". It's a problem with some kind of powers as "Twin Strike".

Character Theme

In Character Sheet, there's no place for Character Theme.

Some damage rolls do nothing

Foundry 0.8.7
4th Edition Beta 0.2.5

It looks like clicking attack rolls for implement powers does nothing. Damage formula for non-weapon rolls isn't working either. For example, Infernal Wrath's damage formula of "1d6 + @CHAMOD" used to produce a roll of 1d6 + 2. Now it does nothing. I swapped it out for Sacred Flame's roll of "1d6 + @powermod + @wepDamage" and still nothing. Sacred Flame works fine though. I tried to give Infernal Wrath an attack roll, but it's attack roll wouldn't work either. Then I tried placing the "1d6 + @CHAMOD" for Sacred Flame, and it works fine. I tried changing them around to different action types, use types, ranges, giving Infernal Wrath a weapon, limited uses to Sacred Flame. Nothing changes. Healing Word is the same way.
non-attackpowers

Crit rolls do nothing

Foundry 0.8.7
4th Edition Beta 0.2.3

Clicking "Critical Hit" when rolling for damage produces no rolls.
Crits 6 16 21

Attached screenshot demonstrates what formulae is being used.

Make autogenerated power cards optional

Foundry Virtual Tabletop 0.7.10
4th Edition Beta 0.1.4

I recommend making the powercards that show up in chat that are generated automatically to be optional. I suggest having a Default as set by the GM in System Settings, but have each actor sheet to have the option of turning it on or off.

Contribution Request: Implementing multi-target attack rolls

I wanted to see if I could add a multi-target feature to attacks for use with Area Burst, Close Burst, etc. After forking the repository, I have been partially successful, though I admit, not fully (as it does not yield the attack button after all the rolls).

I have a few more ideas I would like to try, but I am new to JS/HTML/CSS (though proficient in other languages, so the core concepts are there). Therefore, I thought I should submit this as an issue, to start a dialogue before I attempted to submit a pull request, so that I can see if you are open to my contributing in general, and if you might be willing to help me understand where my multi-target method is failing.

To clarify, my method gets the number of currently targeted tokens. If no tokens are targeted, it instead gets a value of 1. Then, within entities.js, it calls the roll function a number of times. This is crude, but effective. It works, but the attack button stops working after that - I think because it is waiting for more than one return.

Power's base die number ignored by critical hit powMax formula?

In powers that use a [W] multiplier higher than 1, it seems that multiplier is not used correctly in critical damage—at least in the default formula using the powMax value. I get the correct output from the damage formula for a normal hit, but if I roll a critical hit—using powMax instead of rolling the power's damage—it seems to use 1 * [W] regardless of what the power's base damage is set to.

I realise I can work around this by manually multiplying powMax in my crit formula, but assume powMax would be intended to include the power's base [W] multiplier.

[EDIT: Sorry, it's not just [W] multiplier, it's the power's base die number in general. So for example, on a power that does 2d8 powMax instead uses (1 * 8). I changed the title to reflect this.]

image
image

Formula for "Brutal" damage on weapons is buggy.

Entering a value such as "6r<3" for the "Damage Dice Size" of a weapon to reroll 1's and 2's (for a brutal 2 weapon i.e. a Large sized Execution Axe) will sometimes still accept a 1 or a 2 as an acceptable number and not reroll it. It rerolls most of them, but keeps some of them and I can't discern any pattern for when it will do it. I also tried "d6r1,2" and it functions the same, sometimes working, but eventually failing.

Errors in power range/shape descriptors

Melee: Some 4e powers have a range of "Melee x" but are not weapon powers. This is very common for monster abilities, but also occurs in some player character powers. (Example: the Monk's various Flurry of Blows powers are Melee 1 or Melee 2.)

This doesn't seem to be available in the current ruleset; I can only select Melee Weapon, which would be incorrect for these powers (and would cause some undesirable effects like adding the weapon keyword to the auto power card).

Wall: Wall is a shape—like burst/blast—and thus should be prefixed with area or close rather than being on its own. So "Wall" range should be replaced with "Area Wall" and "Close Wall" options.

Area Wall should also have the "Shape x within y" format that is currently only available for Area Burst. For example, the Wind Wall power from Heroes of the Feywild (pg 79) has the range "Area wall 8 within 10 squares".

Touch: Like wall, touch only appears as modifier to a range prefix. "Melee Touch" and "Close Touch" powers exist, but "Touch" does not occur on its own. (I could be wrong about this—I haven't exhaustively checked every power—but I believe it's correct.)

Area Blast: Area Blast should also have the "Shape x within y" format that is currently only available for Area Burst.

Blank Power Source results in "undefined" in power card

If the power source is not selected the power card shows "undefined" as the power card helper always performs the lookup against the config object even if the user has not selected a power source.

Power sources are rarely available for monster powers, and are not available for any in Masterplan.

Have raised a pull request with a fix.

Fast forward rolls generate broken promise error

  • dnd4eBeta v.0.2.13
  • Foundry v.0.8.8
  • When: holding ctrl , alt or shift when clicking Chat Card Attack and Damage buttons.
  • What: any and all attempts at a fast forward roll, with any power, item, or similar, result in a console error of a broken promise.
  • Additional: not entirely sure of the purpose of fast-forward, beyond making a roll advantage or disadvantage. Had assumed it would roll the attack/damage without displaying the additional dialogue box, and with no situational bonuses applied. However, this does not appear to be the case?

"Weight" entry does not allow for text input

I personally prefer descriptors for things like height and weight instead of just numerical values. Currently I can just put "Short" in the height box, but the weight box does not just allow "Lean" for example. I know you have plenty of arguably more important things than this to worry about, but when you get the time, it'd be a welcome change :D

Attacks are getting +1d20

Foundry 0.8.7
4th Edition Beta 0.2.3

No changes to the powers or equipment. No new modules, no modules installed that do anything with rolls, except for "Dice Tray."

Attacks now seem to be 1d20kh + 1d20 + etc.
1d20kh 6 16 21

[Feature Request] Optional Power Templates for PHB3 Classes

Currently in an upcoming 4e game I have two players that want to play PHB3 classes, and it appears that there isn't much support for either Monk powers or Augmentable powers in general. While the current Powers sheet does include a Full Discipline and an Augmentable keyword, if I want to bring the power into Foundry I need to transcribe the power 2 or 3 times (depending on the class). (I.E. for a Monk power I need to create two powers, a movement power and an attack power. For an Augmentable power I need to create three powers, one for the basic at-will and two extra powers for the augment types). This leads to a lot of redundant work on the GM's part and confusion during player creation (if they haven't read up on psionic classes), as well as a ton of clutter in the power compendium.

I would prefer it if there was a Full Discipline and Augmentable Power template to be able to choose from to reduce a lot of the transcription workload of bringing powers from PHB3 classes onboard.

Null Values instead of 0 on crits.

Foundry version 0.7.9
4th Edition Beta 0.0.9

When deleting the Enhancement values for a weapon, but not entering a new value, a zero is left behind. Or appears to. A critical hit returns null values. Things return to normal by typing a zero for Enhancement value.
Suggestion: default to an actual zero when value is deleted, or leave the space blank so user knows a value is missing.
cats

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