Temporary Effects - Dynamically Change the Character Sheet

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8 comments

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    BadEye

    A temporary effects system is definitely planned and on the roadmap.

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    Stephen Hart

    This will be sweet.

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    Billy Eason

    Will this include temporary effects from conditions? For example, if you are restrained your speed box would change to zero, etc.

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    Hands Keith

    Would really love this for longer term conditions, like the penalties imposed upon resurrection, etc.  I can't remember them all the time and neither do my players.

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    Tom Moses

    And the levels of exhaustion penalties for ability checks, saves, speed, etc.

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    Adam Caccavano

    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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    Scottage

    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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    Richelle Morris

    I'd love to be able to cast Mage Armour and have my AC increase, so I don't have to remember what my new AC is.

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