Enter Project FU: an unofficial foundry system for Fabula Ultima, channeling the essence of the book while delivering the immersive experience of playing a JRPG in tabletop format.
Adds another property for NPCs that I believe will greatly improve usability in scenarios where GMs wish to design plug-n-play adversaries that can easily scale up and down.
The default role is Custom, in which case no updates are applied whenever an NPC changes level
With any other role, an NPC's Attributes and Bonuses are updated based on their level and role. (So for example a Brute would have a higher might die from the start and keep scaling through the level breakpoints)
I believe I followed the established conventions for defining the role property onto the npc data model; as for the implementation and role table (what is used to query which attributes and bonuses are to be applied) I went for a simple approach which is entirely self contained and can be later refactored if need be.
A remaining sub-task to be done after is to restore an NPC's resources after level/role changes, but that is a minor QOL.
Adds another property for NPCs that I believe will greatly improve usability in scenarios where GMs wish to design plug-n-play adversaries that can easily scale up and down.
I believe I followed the established conventions for defining the role property onto the npc data model; as for the implementation and role table (what is used to query which attributes and bonuses are to be applied) I went for a simple approach which is entirely self contained and can be later refactored if need be.
A remaining sub-task to be done after is to restore an NPC's resources after level/role changes, but that is a minor QOL.