-
Notifications
You must be signed in to change notification settings - Fork 2
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Review the setting with hitlocation names #380
Comments
An argument in favor of having a "Hit Locations Compendium" is for creating your own creatures as a GM. It allows you to drag them from the compendium to the Actor sheet. Of course if there's a "+" button in the hit locations then you can just click that and it can add one by Rqid (via a drop down or something) or let you create an entirely new one. And adding it by Rqid requires the compendium anyway. Of course having a "Hit Locations Compendium" increases our compendium bloat. |
Problems with current solution
Limitations / constraints
Suggested path forward
Downsides / questions
Example user flow after changeAdding a hitLocation to an armor itemNo visual change compare to current flow Creating a new hitLocation itemnow after change Tangentially relatedWhen adding hitLocations to an actor it might be good to display a warning if not all die-ranges (d20) are covered or if multiple hitLocation cover the same die roll. See #499 |
As for compendium bloat I think that will be solved in Foundry 11 where you can have folders in the compendium. So maybe it's a good idea with hit location compendiums for each body type. |
I think that by the time the bestiary is released we will have most body types and the number of new ones will be small. |
Currently there is a setting with a list of available hit location names. This is a bit awkward - evaluate other solutions.
One possibility could be to gather all hitlocation items using rqid and generate the name list from them. The downside would be that at least one hitlocation of each name would have to be part of a compendium, and the current idea is to have hitlocations for different species embedded in template actors.
The text was updated successfully, but these errors were encountered: