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pillarsofeternity-foundryvtt's Issues

Damage Refactor / Improvements

I would prefer for rolling damage (in general) to work differently than it currently does. The vast majority of attacks (weapons or powers) have base damage dice and a crit die/dice. Any rolled attack can Crit multiple times, with each crit adding an additional crit die/dice. E.g., a long sword does 2d10 with a 1d10 crit die. If you hit by a margin of 16, you get 3 crit dice (one for every 5 you are over the target), so 2d10+3d10. It’s important that these are all added together because soak works against the total. There are also some attacks (blunderbusses, Twin Stones) that launch multiple projectiles/damage-causing things. These work the same way, but there are multiple instances, so you could have two attacks that each do 2d6 with a 1d6 crit die. These are rolled as separate totals, 2d6+1d6, 2d6+1d6.
In application, I think I would like to have a damage button on the power or the weapon’s entry in the combat tab. When you click the damage button, you get a pop-up and it has the base damage with a dropdown for the number of crit dice. I would also like this (lower priority, but still important) to support multiple instances of damage, potentially even in differing value (even lower priority).
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Skill ranks not being added to weapon rolls

Skill ranks are now entirely decoupled from weapons. I was able to assign skills on weapons on the character, but having ranks in the associated skill did not enable the special abilities (i.e., they were still crossed out). Skill bonuses were not listed on the combat tab. When rolling an attack with the weapon, ranks were not added, but we WERE allowed to roll it (no error), so it recognizes the presence of the skill. Have not tested with Powers / Sources.

Area of effect placement issue

When selecting from the "target" column in the powers section of the character sheet, but NOT placing that target on the map, and then clicking Token Controls to remove the target area, the range text and icon of the target area remains on the map.(also players can't seen to remove those target area fields the way they can with fields that are drawn with the circle template)
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Bloodied can't be removed/shouldn't be present

Sam/Rue encountered a bug when lowering current Health. He got two Bloodied statuses. Raising Health back up did not remove the Bloodied statuses. They could also not be manually removed, leaving him with massive penalties.

Power Level Modifier

In Powers, I would like a catchall miscellaneous modifier, positive or negative, for all edge cases. So that would be a label and a value. Because everything is autocalculated, we can’t make certain abilities cost the correct amount unless we can put in an additional modifier.

Maintain Targets when rolling

Targets are dropped immediately after rolling against them, which almost always seems/feels undesirable. We pretty much always want selected targets to remain selected until we give input to deselect or select new targets.

Skill Specializations

History, Folklore, and a few other skills are specified as being associated with particular cultures on the character sheet. The problem there is that Assists don't work between them even if they're named the same. I wonder if there could be a parameter like "Specialty" on skills that is blank by default but filled in for things like History and Folklore, and they can always be used to assist each otehr even if the Specialties differ.

Assisters not showing up

A few times that Assists are not popping up. Syrdon was using Mechanics last night and Ruugo did not show up for an assist even though he has 5 ranks in Mechanics.

Derived Power Level and Cost

Power Level and Cost should be derived from the PL Calculation

BLOCKED - Awaiting chart that describes power levels and cost from PL

Grimoire Item Types

We also probably need a special item type for Grimoires, which can contain Arcana spells and can be equipped on characters, thereby giving (while equipped) access to the Grimoire's spells. They still draw power from the character's Arcana points, but they're available while the Grimoire is equipped.

And regarding Grimoires, those spells should be "embedded" inside the item? Tricky, but doable I think
yeah pretty much, and when the item is Capital E Equipped, the Powers Appear in the power list

Strictly for Arcana

Player Tier Selection

Allow players to select Tier and have bonuses applied automatically.

BLOCKED - Need info on Tiers and their bonuses

Embedded Powers in Items

Attribute, Weapon, Armor, Shield, Equipment, Species, Stock, Godlike

Should support X/Encounter, X/Rest, X/Day, and also normal power cost?

Weapon Effects like Flames of Devotion / Knockdown

Oh yeah there was one more thing I realized, which is that weapon-based attacks like Flames of Devotion aren't really working as intended. It's essentially supposed to be a weapon attack roll that, if it hits, adds more effects on top of the normal damage.
Knockdown is similar. There's a bunch of them.

Click on power, select weapon, weapon dialog automatically pops up to roll it with extra effects

Wound Max Reduction From Injuries

Light, Heavy, and Severe Injuries should reduce max health

Additionally, the boxes can be removed for simple buttons that can add wound effects

Powers V2

Revamp powers for programmable base effects and just better usability overall.

Can we get targeted defenses for powers? Could just be a dropdown that displays when you roll e.g. Soulspeak Test (vs. Will).

Could we get a Power Use that doesn’t roll attacks? Could just be checkbox.

Should there be range logic for targeting? Based on user? Meaning once you select a Target from a power, the cursor shows you the max range of the power? Not super necessary but would be nice. A ruler attached could work just as well.

Powers do not allow for 2 different targets/durations/ranges, which are common with many powers, each value adding to the total

Add more options for "assisters"

Hmm. We also have characters like Hirelings who are party allies and the intention is that anyone can “make use” of them. They do use them for assists (or to assist them). Would that work in this setup?

Easy way to Use/Mark skills that you don't have

The GM says, “Roll your Bluff.” The player does not have Bluff, so they just roll 2d10 + any other modifiers (but no Rank, since they have none). Even though they have no points in it and it’s not currently in their skill list, Bluff now qualifies for Adventure XP when the adventure ends. One could argue that skills could be added ad hoc during a session, but the player may decide they don’t want to invest in it later. I suppose they could remove it later. We could try that.

I think it does make sense, because this is system-level, global stuff. The system has a finite number of Martial skills to cover all weapons and all weapons fall under one of those. A character can pick up and use a Long Sword or an Arquebus or a Wand without the corresponding skills. In fact, a character like Sam’s old rogue carried a lot of weapons for which he had no skills. His character had the Natural Fighter Benefit so he just relied on the Bonus Step. In the current setup, if a character picks up a weapon for which they have no skill, they have to drag it onto their character sheet to assign it to the weapon to use it, which is a pretty poor user experience and I don’t think it’s intuitive at all.
Broadly speaking, players are going to add skills to their character sheets and not modify anything about them other than what their XP and Mod is. The only exceptions are things like History of, Laws of, where they are going to fill in the blank. But skills like Martials aren’t designed to be fiddled with and I don’t think players expect them to work as customizable things.

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