TheLastScrub / delta-green-foundry-vtt-system-unofficial

A Foundry VTT game system for Delta Green: The RPG! This is a fan made work that is unaffiliated with Shane Ivey or Arc Dream Publishing, published under the Delta Green Community license. http://www.delta-green.com https://foundryvtt.com/
MIT License
25 stars 23 forks source link

[ENH] Include Options for uncommon and rare rolls in Roll Card #124

Closed Vogliadicone closed 14 hours ago

Vogliadicone commented 3 weeks ago

As a Player I would like to speed up the roll process for at least uncommon and maybe also rare rolls. At the moment I right click at the skill and have to choose the type of modifier (+/- 20/40) and press roll.

My expectation would be, that I right click and then can directly click on a button

It would also be nice, to see the modified total in the roll card, f.e.

TheLastScrub commented 3 weeks ago

I did something similar for damage rolls in the Troika! system (which are basically chart lookups with modifiers). It can get a little crowded, but isn't particularly hard.

image

I'm a little confused about the last part, when you modify the roll, does it not already show that in the chat card?

image

Or do you mean you would prefer the format of the chat card be that it shows the unadjusted target, instead of the adjusted target? I could see where that would be more clear than the current behavior where it is showing the adjusted total, and then has the modifier afterwards just to indicate that isn't the normal target.

Also as a side note, skill targets are capped at 99 but x5 stat targets can go over 100%, it's just that it's considered "inhuman" and follows slightly different rules on what constitutes a crit. Because that dialogue is generic for all percentile tests, might be a little tricky to cap it at 99%, I'd have to look at it. The fact that it doesn't set the floor to 1% when there is a penalty to the roll is a bug.

TheLastScrub commented 3 weeks ago

@Vogliadicone, this is a fairly straightforward addition, so I played around with it a bit and have it looking like the below. Let me know if it more or less is what you were thinking.

image

I also tried to adjust the logic around skill tests to cap them at 1/99 as long as they aren't inhuman x5 stat tests. And I have changed the way the logic is described so the format is now "Target% (Base Target +/-Modifier%)" to make it more clear what is going on.

image

Vogliadicone commented 3 weeks ago

Looks good! I would try to make the roll card more minimalistic by putting the skill and the % in one line. Instead of "Modify Target (+/-):" I would only write "Modifier" wth a free text field after. Ideally you can write a placeholder text inside the field ("f.e. +20") that disappears when you type inside the field. Because with the actual design I'm always unsure, if the +20 are added or not. So overall I would design the roll card like this:

Accounting 17% Modifier [freetext field with grey placeholder text "f.e. +20"] Roll Mode [dropdown menu with "Public Roll" etc] Roll | -40 | -20 | +20 | +40

But that´s just my personal preference.

TheLastScrub commented 2 weeks ago

I left the +/- dropdown in because it simplifies the parsing logic underneath it. But to make it a little more obvious what the intention is, I made it so you can't enter anything but whole, positive numbers. I think the change is mostly complete, so it'll be in whatever the next package is.

TheLastScrub commented 14 hours ago

Should be in v1.4.6 when I package and release it.

Vogliadicone commented 4 hours ago

Thanks, works like a charm! The only thing I'm not totally convinced of is the "20" in the Modify Target field. I think a "0" could be better, because right now the only roll you can't do here directly is an unmodified roll. But again maybe that's just me...