PDA

View Full Version : Stacking and Bonus Types...



Blackfoot
January 19th, 2015, 19:44
I was thinking about the 'bonus type' issue and stacking with relation to the Combat Tracker... so I posted this idea (https://fg2app.idea.informer.com/proj/?ia=90882) on Moon Wizard's idea informer.. but it may not be as simple as all that.. so I thought I might discuss it with you folks to make it a bit clearer.

For Armor Class and Saving Throws there can be a variety of different bonus types which generally speaking do not stack with each other... but this is not always true.
Enhancements to the bonus type stack with the base value of the bonus type (generally).

I am wearing Studded Leather Armor ... AC:3 armor
I can add an enhancement bonus to that which is ... AC:1 armor, enhancement (This is a concept.. I'm pretty sure this functionality does not exist)
These stack.

I am wearing Studded Leather Armor ... AC:3 armor
I cast Mage Armor (https://paizo.com/pathfinderRPG/prd/spells/mageArmor.html#mage-armor) ... AC:4 armor
This is NOT an enhancement bonus to armor it is 'armor' so it does not stack.

I am wearing +1 Studded Leather Armor ... AC:3 armor;AC:1 armor, enhancement == AC:4
I add a +1 enhancement bonus to my already +1 Studded Leather Armor ... AC:1 armor, enhancement == AC:4
I add a +2 enhancement bonus to my already +1 Studded Leather Armor ... AC:2 armor, enhancement == AC:5
The enhancements to the type do not stack.

I have natural, natural armor ... AC:1 natural == AC:1
I cast Barkskin (https://paizo.com/pathfinderRPG/prd/spells/barkskin.html#barkskin)... AC:2 natural, enhancement == AC:3
These stack.

I can wear an Amulet of Natural Armor +1 ... AC:1 natural, enhancement
I cast Barkskin ... AC:2 natural, enhancement == AC:2
The enhancements to the type do not stack...

This gets pretty complicated.. because there are 'some' cases where the enhancements do stack.. sorta... like the Magus, Paladin, Warpriest abilities...

Blackfoot
January 19th, 2015, 19:50
I assume that Sanctify Armor (https://paizo.com/pathfinderRPG/prd/advanced/spells/sanctifyArmor.html#sanctify-armor) would stack with Mage Armor (https://paizo.com/pathfinderRPG/prd/spells/mageArmor.html#mage-armor).

Blackfoot
January 19th, 2015, 20:02
I'm not sure that any of this really helps because there is no way to distinguish between an armor bonus and an armor bonus enhancement on the combat tab.

It's all just a bit too complicated. :)

Callum
January 20th, 2015, 10:20
You may not be surprised to learn that we were discussing this a year ago (https://www.fantasygrounds.com/forums/showthread.php?18006-Effects-library&p=140961#post140961).

Nickademus
January 20th, 2015, 16:55
I'll be honest, this would matter a lot to me if it weren't for the Unity overhaul. I'm not sure what all is going to happen, but I image the base code files are being rewritten to make use of Unity features. So bugs and flawed design like this may not translate over.

I'll wait for the Unity FG to see what changes I feel need to go on the wishlist.

The issue I'm seeing that you are juggling is that each bonus type needs a list of its own bonus types. Probably more design work than SW will do, but then FG doesn't have everything laid out in the automation. There is bound to be extra numbers the players or GM need to add or subtract when doing things.

darrenan
January 20th, 2015, 21:41
Most of what we're discussing here is in the ruleset, specifically the character sheet (and maybe a bit in the CT), not in the FG program. If I remember correctly, they were trying to NOT change the rulesets as part of the unity port, or at least make them backward compatible.

Nickademus
January 21st, 2015, 00:15
Does that include the Smite Works rulesets? From what I've seen, they make accommodations for other people's rulesets but free change things in their own.

darrenan
January 21st, 2015, 00:41
My point is, the Unity port is a change to the underlying code of Fantasy Grounds, not to ruleset code. The Unity port in and of itself will not fix the issue we're talking about here because it isn't a change to any of the rulesets. They could choose to fix this issue with ruleset changes that are released at the same time as the Unity port, but the two things are completely unrelated.