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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
What is your experience with Level Up on Foundry?
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<blockquote data-quote="Phil Best" data-source="post: 9024653" data-attributes="member: 7034581"><p>Just a small note: the reason this stuff doesn't have a text field is because there are actually full documents that you can drag onto your sheet for these things. When you drop something like a destiny or culture onto a character sheet, the actor is populated with the features, equipment, languages and so on that you choose.</p><p></p><p>Class and archetype remain text fields for now because the documents for these item types haven't been implemented yet. The plan is for that to arrive in the next major system version (0.12.x).</p><p></p><p>You are right when you say this though:</p><p></p><p>Once you pick any of your origin stuff, it is never relevant again. Just like in 5e, these components are really just vehicles for features outside of very rare cases like elves being immune to the paralysing claws of ghouls.</p><p></p><p></p><p>To temper expectations here, the rules themselves don't really provide any kind of vehicle for providing automation like this, so it's never going to be a thing.</p><p></p><p>Features and spells in A5e don't have anything like tags to indicate that they inflict certain conditions, and even if they did, many abilities can do more than one thing, so you'd need to tag the individual effects. From a development perspective, the very best we could possibly do is scan the description fields looking for keywords, and that just isn't good enough, because there would be a tonne of false positives granting benefits or inflicting penalties where they don't belong. A5e is also not very consistent in how it presents information, further complicating any automation efforts. As such, this kind of automation isn't worth engaging with, especially when we're talking about a team of 2 volunteers doing this in their free time.</p><p></p><p>We do have plans to allow players to set up context-specific reminders, so that will go some way towards making sure features like this don't get missed, but it will always require human intervention at some level.</p><p></p><p></p><p>Armor calculations are coming. 0.11.0 added the groundwork for this system, and it's currently possible to configure armour bonuses using Active Effects, but a more targeted solution is expected either as part of the 0.11 release family or 0.12.</p></blockquote><p></p>
[QUOTE="Phil Best, post: 9024653, member: 7034581"] Just a small note: the reason this stuff doesn't have a text field is because there are actually full documents that you can drag onto your sheet for these things. When you drop something like a destiny or culture onto a character sheet, the actor is populated with the features, equipment, languages and so on that you choose. Class and archetype remain text fields for now because the documents for these item types haven't been implemented yet. The plan is for that to arrive in the next major system version (0.12.x). You are right when you say this though: Once you pick any of your origin stuff, it is never relevant again. Just like in 5e, these components are really just vehicles for features outside of very rare cases like elves being immune to the paralysing claws of ghouls. To temper expectations here, the rules themselves don't really provide any kind of vehicle for providing automation like this, so it's never going to be a thing. Features and spells in A5e don't have anything like tags to indicate that they inflict certain conditions, and even if they did, many abilities can do more than one thing, so you'd need to tag the individual effects. From a development perspective, the very best we could possibly do is scan the description fields looking for keywords, and that just isn't good enough, because there would be a tonne of false positives granting benefits or inflicting penalties where they don't belong. A5e is also not very consistent in how it presents information, further complicating any automation efforts. As such, this kind of automation isn't worth engaging with, especially when we're talking about a team of 2 volunteers doing this in their free time. We do have plans to allow players to set up context-specific reminders, so that will go some way towards making sure features like this don't get missed, but it will always require human intervention at some level. Armor calculations are coming. 0.11.0 added the groundwork for this system, and it's currently possible to configure armour bonuses using Active Effects, but a more targeted solution is expected either as part of the 0.11 release family or 0.12. [/QUOTE]
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