Closed Iankid closed 1 month ago
Hm. Wouldn't this be handled by the current refreshing? Is there a need to completly changed Actor instead of just editing the existing and refreshing? 🤔
I work with Metamorphic Studio, And obviously we have to give GM's the actor for each version of an NPC if they've changed over the course of an adventure. plus, it's not to hard to imagine a GM doing the same themselves, say in just prepping.
As I added in an edit in my first comment, this could also be solved with an option to link multiple actors to the same NPC bestiary entry. Might even be useful for "transformed" NPCs
Another potential use of this I was just realizing (looking at a campaign I'm prepping), is NPCs that have basic creature stats. Perhaps then this could make it so the GM doesn't have to re-reveal attributes/features on a named NPC if players already revealed stats on non-named NPCs of the same type in the bestiary.
I just released v1.1.4 and it adds both solutions.
The later mentioned of using the same statblock for different named NPCs can be handled via Duplicate Actors aswell.
Make an Actor like Guard Captain
, then add your named people like Captain Bhurt
as duplicate actors to it. Then those named actors will point to the generic entry in the Bestiary when you doubleclick it and so on.
Considering this issue sorted 🤖 ✌️
Allow a GM to change the source Actor for an NPC in the bestiary. Useful for if an NPC gets stronger, or changes stats, over the course of a campaign, but player notes, dispositions, and other bestiary central stats want to be retained.
Failing the above, perhaps an option to link multiple NPC bestiary entries.