FoundryDevelopmentConsortium / Knowledge-Recalled-PF2e-FVTT

Creative Commons Zero v1.0 Universal
0 stars 3 forks source link

User GM Interaction #32

Open christianhturner opened 3 months ago

christianhturner commented 3 months ago

Player Workflow:

  1. On users turn (locking outside of users turn); user can use a Recalled Knowledge action and this should consume one of the inbuilt actions.
  2. Integrate with Token Action HUD, provide a new category called Recall Knowledge.
  3. Hover over category and the drop down will READ from the source as GM Journal (likely CURRENT ENCOUNTER). Important notes for this display:
    • Each entry should show only one entry per creature that shares the same Actor Document ID (i.e. if fighting ghouls (x4) and a goblin (x1), the dropdown should list a total of two entries (consolidating the 4 goblins into one).
    • The creature name in the drop down should be obfuscated to the player, unless they have revealed the creatures base information through a previously successful recall knowledge attempt.
    • Attempt when hovering over the drop down entry, to highlight the corresponding creatures on the map.
  4. User can click on an entry to trigger a popup for requesting a recall knowledge attempt. The Pop-up:
    • The pop up should provide a list of "suggested questions a player might ask the GM" (i.e. Lowest Save, Weaknesses, Resistances, immunities, etc.) and then provide an empty text box the user can instead write a custom question to the GM. On pop up, this should be in focus so the user can immediately begin typing. If a pre-selected question is selected we should populate the text field with that data.
    • There should also be a dropdown of all of the player's skills (sorting the lore skills to the top; leaving all skills available in the event that they make a special case as to why they should be able to use a non traditional skill to make the check. We should provide the requesting characters modifiers next to all of the skills.
    • The request field could also provide a dropdown with the list of NPCs available for selection in the event they change their mind while building their request.
    • For checks after the initial, we should tie the "Quick questions" to the visibility trait of the appropriate values. We can remove these suggestions in the event that the information is already known by the characters.
    • For subsequent checks, when the characters have already suceeded one recall knowledge (which automatically reveals creature type and name) We could then sort the skill to be used for the check to float the recommended skill to the top.
  5. Once The request is sent to the GM, The GM should get the request as a popup. May be valuable to create some sort of queue where if this is ever closed the GM can reopen, and maybe for the duration of the combat, they can even open the already fulfilled request. For every player request, we have a corresponding GM request.
    • GM Request should come prepopulated with the users request, allow the GM to override the skills. The questions are open ended, so this will not be tied to the results. The questions will only be subject to filtering based off of a character "requesting" on an NPC, and when creating the request we check to see if any information is known and remove any questions no longer relevant to ask.
    • GM Should have DC suggestions (similar to the quick questions), but then have a spot to type the DC they want (we focus the field) and override the field with the button value if that is selected. The DC suggestions, should provide context as to how that was derrived and with a modifier value that when all added equals the suggested value. Based on the rules there will only be one DC that is provided, but there should be additional values that correlate with the pathfinder quick scaling values based off of very easy, easy, normal, hard, and very hard. We should also provide additional buttons with the tops skills likely to be used. If one of those buttons are clicked it would also change the skill that is being used for the roll
  6. Once the GM chooses to role, this should automatically open the GM journal to the creature. On a success, we could highlight on the journal based off of the players question (if they chose a quick question; we could consider having some sort of a dictionary that if we find a match for a word like attack, passive, saves, etc. we could make a suggestion to the GM as well. )
    • We need to provide in the interface the ability for the GM to provide false information. Where there is a lowest save button for the GM to select, we could have a universal icon on each save where they can override this with "false information". For traits, resistances, weaknesses, abilities, etc. We could use the icon as a field, and it serves as a dropdown where a different false value could be selected. Once this is selected from this field it should be highlighted and outlined, lets say for now in red, so the GM can quickly identify and removed this information in the future if needed. Once the field has filled, and populated we should move a new blank field down so that it can be done again if needed.
christianhturner commented 3 months ago

Next Step I'll provide some prototype UI elements for reference.