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1 Attachment(s)
Sneak Peak
NOTE: All subject to change
Attachment 65421
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Somebody throw a Costco case of Monster or RedBull in the basement!
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Ohhh it looks so good! Is it too soon to ask if Transformations and Beastform will be natively supported in the platform? I know some of my players will be eager to get into those and in the 5E ruleset it can be a headache to bridge that functionality.
Thank you for your hard work, I am SO psyched for release!
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Yes, I have a solution for both.
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Awesome! Thank you again!
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Hey, from the looks of it your making significant headway, and it's looking good.
Will the system do a better job of natively supporting reactions / interrupts such as reducing incoming damage via armor (including optional abilities to further enhance this reduction), or abilities that trigger when certain events occur?
Trigger style behavior is generally not supported in many rulesets and have to be manually manipulated after the fact, though there are extensions that offer trigger reaction functionality.
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I'm not sure what you are referring to, but there is a button on the character sheet for PCs to use their armor slots to heal themselves after damage has been performed.
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I think DrakosDJ is referring to something similar to how Requested Rolls with manual entry work - rather than damage being applied first with a button to use armor & heal the damage after the fact, a popup window would appear upon incoming damage with the choice to use an armor slot and/or other abilities that would mitigate damage.
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Well I went with the process where damage is performed and the player then can use armor slots after the damage is added to the character. This essentially heals the target 1 HP per armor slot used. That's how I've read the concept works is a heal per armor slot used as that deducts the damage by 1.
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I think this works in most cases. Wondering about scenarios such as a Guardian with max HP of 7 with 6 current marked damage (1 HP remaining) and taking Major Damage (2 HP) which effectively would mark your 1 remaining HP to drop you, but you have the Iron Will feature which allows you to mark an additional armor slot over the normal one, allowing you to soak up all 2 HP of damage with 2 armor slots. If you use an effect after taking the damage, would you incorrectly net to having more health than you started with (healing for 2 to be at 5 marked damage instead of the 6 you started with)?
Basically it's the "over-max" scenarios that need to be backed out after the fact which might cause problems. This would be similar in 5e if you had 10 max HP and 4 damage, then take 8 damage, your damage maxes out at 10. If you then said you could undo that by using a button/effect that heals you for 8 damage putting your current damage at 2 instead of 4, that's incorrect.
Maybe these are just fringe cases that the user needs to manage, which is fine, but worth mentioning during development!