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Request: Tagged Effect Modifiers #2029

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chrismaille opened this issue Nov 14, 2024 · 1 comment · Fixed by #2017
Closed

Request: Tagged Effect Modifiers #2029

chrismaille opened this issue Nov 14, 2024 · 1 comment · Fixed by #2017
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enhancement New feature or request

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@chrismaille
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chrismaille commented Nov 14, 2024

Part of improvements suggested on #2013 and #1969

The purpose of this improvement is to add a decision-making logic to the system so that it can automatically add modifiers before rolls.

How do tags work?

Tags are identifications that allow you to cross-reference the "sources" of the rolls with the existing "modifiers":

  • In the effect modifier, you add the tags that identify that bonus or penalty. Ex. +1 to camouflage #hide
  • In the skill, spell, attack, defense or damage (the source of the roll), you tell the system which tags it should look for before making the roll. Ex. hide, scout

Where modifiers can be saved?

Usually a third party is the reason for the existence of this modifier, or in other words, the modifier's origin. For example, it can be an advantage, a piece of equipment, a spell, etc. This is where you can optionally save the modifier.

You don't need to find the modifier's origin - it's just a way to organize them. In fact, you can add all your modifiers in Character Sheet's Conditional and/or Reactions sections or inside the Effect Modifiers Popout.

With this in mind, the options for saving modifiers are:

  • In the trait that originated the modifier, within the Actor Sheet.
  • In the Conditional Modifiers section of the Actor's Sheet
  • In the Reaction Modifiers section of the Actor's Sheet
  • In the Effect Modifiers popup of the system.

Modifier with tags format

The format is <modifier> <description> <#tag1> <#tag2>...

  • You can add as many tags as you want.
  • Tags accept only letters, numbers and underscores. #foo is good, #b@r is bad.

Example using Foundry Items:

Suppose your Cloth armor (the equipment, or the modifier's origin) gives +3 to all camouflage tests. Opening the armor item, and navigating to "Effects" you can add the armor modifiers here:

image

In the Effect Modifiers popup you will see the modifier created:

image

Now, going to the "Camouflage" skill we add the tags that it should look for before rolling.

image

When requesting a skill roll, the system will search for all modifiers with the tags configured in the skill and add them to the player's Bucket:

GGATaggedRoll

If you have the Show Roll Confirmation Dialog setting enabled, you can check your bucket before rolling. Otherwise, the roll will be made with the selected modifiers.

Example with Actor Components

Suppose you house ruled the "Intuition" trait gives +1 to the "Meditate" skill. On Intuition, you can add the modifier:

image

Then, add the tags the skill "Meditate" will lookup:

image

The Effect Modifiers popup

Use this window to create custom modifiers and to see the list of Actor modifiers. Only the modifiers listed here will be searched for the roll and be added automatically if they have the correct tags.

image

This window shows the following information:

  • The modifier's description.
  • The modifier's origin or the source of the roll (calculated by the system).
  • The modifier's tag list.

Modifiers with a "custom" origin are those created by the user.

  • To create a new custom modifier, use the (+) button.
  • To update the list, use the refresh button.

Deleting modifiers

  • To delete a custom modifier, simply right-click on it in the popup.
  • To delete a saved modifier, on right-click, system will open the Item or the Sheet (for actor components)
  • To delete all modifiers, use the delete button. Note that if you click the refresh button, all modifiers saved on the player's sheet will be added again.

Tags for rolls without items

For rolls that do not have an item or actor component to represent, such as attribute tests (ST, Will, etc.), character tests (vision, fright check, etc.), you can define (or delete) the tags that should be searched for these rolls, in the Foundry settings:

image

  • The same configuration screen applies to configuring or deleting "groups" of rolls. Example: all rolls, all attacks, all spells, etc.
  • On this screen, you can also disable automatic calculation in the Bucket, if you wish.

About Damage Rolls

This works for damage rolls too, and for large modifiers - ex.: 1d+10 - system will convert the modifier to additional dice, as per GURPS optional rule (B377)

GGATaggedDamage

@chrismaille chrismaille mentioned this issue Nov 14, 2024
@chrismaille
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Update (11/21) - Better names

To avoid conflict with Active Effects, some labels have changed:

  • Mod Effect Tags is now Modifier Tags
  • Item Effects is now Modifiers
  • Item Tab Effects is now Modifiers

image

@mjeffw mjeffw changed the title Feature Request: Tagged Effect Modifiers [Feature] Request: Tagged Effect Modifiers Nov 29, 2024
@mjeffw mjeffw self-assigned this Dec 20, 2024
@mjeffw mjeffw changed the title [Feature] Request: Tagged Effect Modifiers Request: Tagged Effect Modifiers Dec 20, 2024
@mjeffw mjeffw added the enhancement New feature or request label Dec 20, 2024
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