Open fraserstanton opened 3 years ago
There were some arguments in the discord, where I was trying to see if I could do afflictions/poisons in core, but there were several fundamental disagreements on how to go about it with the lead dev so I will likely end up implementing it in this module. There's just a few things I want to do first before I start on that.
Sure, let me know if I can help. I will try and jot down some examples for you to consider. The more I went through these, the harder it was to find a common theme, but hopefully it could be something simple with lots of defaults you can ignore if you don't want to use them. More of a generic condition generator with 4 or 5 entry fields?
Venom: triggers at the end of your turn and effects are non-linear. Here I think you would want an effect to remind the player to roll a DC 21 fort save at the end of each of your turns for 6 turns. Including the effects as text would be nice to have. So three fields here, saving throw, max duration, text (optional). GM or player can handle the stage count by the stack count on the condition? Not sure if you can automate the stack count increasing or decreasing if you save or not? e.g. Viper Swarm Venom (poison) Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d6 poison damage and clumsy 1 (1 round); Stage 3 2d4 poison damage, clumsy 2, and enfeebled 1 (1 round) Poison: Similar to venom, but could also have an onset time. Maybe onset time is optional and if set it doesn't force a saving throw at end of turn? e.g. Belladonna (poison) Saving Throw DC 19 Fortitude; Onset 10 minutes; Maximum Duration 30 minutes; Stage 1 dazzled (10 minutes); Stage 2 1d6 poison damage and sickened 1 (10 minutes); Stage 3 1d6 poison damage, confused, and sickened 1 (1 minute) Spell: There are lots of possibilities here. But maybe just start/end of turn, duration (unlimited, 1 min), saving throw DC, and text is enough? e.g. Stinking cloud, only needs Fort save at end of turn, duration unlimited as long as you are in the cloud. Cloudkill, this one is unusual as it is start of turn, also unlimited duration as long as you are in the cloud, and has a consistent damage each round (6d8 + heightening). Black tentacles, end of turn, spell attack roll vs Fort DC for 1d6 damage, not sure how you do this one. Not sure you would want to automate the escape attempt here, too many variables. Mind Probe, will save each round as long as it is sustained. Phantasmal Calamity, once someone is trapped they get a will save at end of turn.
Currently my thought is an affliction item type that nests multiple effects internally. Those effects can apply rule elements/conditions/or any other thing. The active sub-effect would depend on the affliction.
We'd likely on the affliction itself need to store an onset time and save dc, and we'd need a duration on a per sub-effect basis. We'd also need to consider some way to reduce visibility to players (players may not know they're diseased before it progresses to stage 1).
@CarlosFdez How would you handle Onset that uses minutes and days? You could theoretically set internal alarms for AboutTime and when time in the game progresses, the DM gets a reminder and a roll for the afflicted character.
Just saw the comment, but I probably wouldn't handle automation for version one, just effect tracking and effect application. But its kinda moot as SoM is coming and most of my efforts have been on spellcasting.
I wonder if it would be easy to use this module to add effects for poisons where it would cause a chat message at the start of your turn to roll save against poison? Idea is that at the start of a players turn it would post in chat that you need to save against poison, and potentially even have the effects in the chat (cut paste from original effect). As a GM I often forget to get players to roll for poison effects, this would automate the reminder (start of turn) and also the DC roll to save vs the poison, and potentially number of turns the poison effects for. What do you think?