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Right now effects can be manually turned on/off, or turned on/off when characters hit Crisis. I think there are more interesting and in-depth toggles that could be created to allow for even more ease of use. Working to try and implement some abilities/rare items in my game have given me a few examples.
Activates based off the type/attributes of equipped gear:
1. When equipped weapon belongs to specific category EX: Core rules Spellblade
2. When shield is/isnt equipped, martial armor is/isnt equipped: EX: Core rules Dodge, core rules Defensive Mastery
Activates when equipped weapon uses one/both specific attributes. EX: Playtest variant Spellblade
Activates if Guard is active: EX: Core rules Withstand (assuming players tend to use the same attribute each time it activates, otherwise this isn't worth automating)
Activates if you have any/specific status effect. EX: Playtest variant Adversity
Additionally in the future maybe some ways to fully automate Spellblade could be figured out? A way to override the primary and secondary attribute of all spell item roll attributes with your equipped weapon?
Playtest variant examples I'm referring to:
The text was updated successfully, but these errors were encountered:
This will require a full predicate system to replace that of Crisis. It is something I am interested in implementing too and I already have a source of inspiration for how to do it. The PF2E system.
A small update for you. This may come after the next feature I am working on (combat events); though if you had a solid plan for updating the active effect data model to handle predicates you could also take a crack at it.
Right now effects can be manually turned on/off, or turned on/off when characters hit Crisis. I think there are more interesting and in-depth toggles that could be created to allow for even more ease of use. Working to try and implement some abilities/rare items in my game have given me a few examples.
1. When equipped weapon belongs to specific category EX: Core rules Spellblade
2. When shield is/isnt equipped, martial armor is/isnt equipped: EX: Core rules Dodge, core rules Defensive Mastery
Additionally in the future maybe some ways to fully automate Spellblade could be figured out? A way to override the primary and secondary attribute of all spell item roll attributes with your equipped weapon?
Playtest variant examples I'm referring to:


The text was updated successfully, but these errors were encountered: