Temporary Effects - Dynamically Change the Character Sheet
PlannedLet's say I am a paladin and I used my channel divinity power to imbue a sacred weapon. It should add my charisma stat to my attack role. I know that there are mechanics involved here that must be applied to pretty much every power and spell in the game, but it sure would make it easier to track things for the player. I moved to D&D Beyond from Hero Lab and that is one thing that I miss greatly!
Or - if it is in your roadmap, can you publish your roadmap?
Thanks.
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Official comment
A temporary effects system is definitely planned and on the roadmap.
Comment actions -
Now with Ravenloft we also need functional stress mechanics. I imagine a temporary effects system is pretty complicated to build, but it really is critical. My (fairly novice) players don't really engage with things unless they can see it actually doing something. I have a barbarian I still need to coax to rage, and a rogue to hide. If they could see it change their stats I'm sure they'd be doing it all the time. Along these lines, would also be nice for the sheet to automatically roll advantage/disadvantage when appropriate.
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In the short-term, I'd suggest adding a section to the character sheet for "Toggles" that lets a player add on/off switches that can each control multiple features, similar to the conditions panel already present. Players can fake this effect now with homebrew by making, for example, a magic ring that a character equips or unequips to reflect the bonuses. That's not an elegant solution, but it's a good start.
However, there are options missing in the Homebrew interface that would need to be added to cover mechanics currently in the game. For example, right now I don't see a way to make an item that only increases melee damage that specifically uses STR, like the bonus a Raging Barbarian gets. (though maybe I missed it)
Make the toggles a separate category of homebrew, with the same interface for creating them as you would use for magic items. For now, players could make their own and share as needed. Maybe later, add options to have multiple levels on a toggle if applicable, rather than only a simple on/off.
Eventually start building smarter versions of these toggles into the characters automatically, especially for major class features. Using Barbarian as an example again, they'd get a "Rage" toggle at level 1 that enables all of the basic rage features, but if they pick Path of the Totem Warrior subclass at level 3, using the Bear totem, the toggle automatically knows to add on the various resistances that come with the upgraded rage.
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