reanjr
First Post
MaxKaladin said:The thing is that history could easily be included in this. I said that I didn't think it should include calculated number or, at least, only calculated numbers. If we include both, the way it would work out is something like this:
Code:<!--half-orc example--> <character> <strength>13 <modifier mod="2" source="race" /> <modifier mod="1" source="level" level="4" /> </strength> <dexterity>10</dexterity> <constitution>10</constitution> <intelligence>8 <modifier mod="-2" source="race" /> <modifier mod="1" source="level" level="8" /> </intelligence> <wisdom>10 <modifier mod="-1" source="leveldecrease" level="8" /> </wisdom> <charisma>8 <modifier mod="2" source="race" /> </charisma>
OK, in that case, we're on the same page. I have no problem supporting a history in the design spec. I just wanted to make sure it was built from current -> back rather than from starting -> forward so "dumb" clients could still use the character. I'm sold on that idea.
Good idea about the history tag. That would actually work well for one of the design issues I was trying to come up with a solution for - how to separate temporary modifiers from permanent ones (by temporary, I mean ones that are not saved to the character but are added from, for instance, a temporary spell effect or something like that). My initial thought was to go through the various "source" attributes checking to see if the source attribute was a permanent one or not, but it seemed clunky, which, of course, it was.
So you could have something like:
Code:
<strength>17
<history mod="2" source="race" />
<history mod="1" source="level" meta="4" />
<modifier mod="4" source="spell" meta="1" />
</strength>
Notes:
- There's a good reason I used meta instead of level that I needn't go into now.
- The meta for spell is sort of an id for the spell that an event can be attached to so that, when the spell runs out, it can be removed.
Then when saving the character, any application that supported temporary modifiers could remove all modifier tags (and reduce the value accordingly) before saving. Unless you wanted to have an option to save exact state (if you leave off gaming in the middle of a battle or you are playing a PbP type game).
I think that would work pretty well.
[edit] Maybe even a third tag for non-permanent, but long term modifiers (such as a continuous magic item). I'll think more on that idea after I get the first two or three chapters of the PHB translated to markup.