The purpose of this improvement is to add a decision-making logic to the system so that it can automatically add modifiers before rolls.
How do tags work?
Tags are identifications that allow you to cross-reference the "sources" of the rolls with the existing "modifiers":
In the effect modifier, you add the tags that identify that bonus or penalty. Ex. +1 to camouflage #hide
In the skill, spell, attack, defense or damage (the source of the roll), you tell the system which tags it should look for before making the roll. Ex. hide, scout
Where modifiers can be saved?
Usually a third party is the reason for the existence of this modifier, or in other words, the modifier's origin. For example, it can be an advantage, a piece of equipment, a spell, etc. This is where you can optionally save the modifier.
You don't need to find the modifier's origin - it's just a way to organize them. In fact, you can add all your modifiers in Character Sheet's Conditional and/or Reactions sections or inside the Effect Modifiers Popout.
With this in mind, the options for saving modifiers are:
In the trait that originated the modifier, within the Actor Sheet.
In the Conditional Modifiers section of the Actor's Sheet
In the Reaction Modifiers section of the Actor's Sheet
In the Effect Modifiers popup of the system.
Modifier with tags format
The format is <modifier> <description> <#tag1> <#tag2>...
You can add as many tags as you want.
Tags accept only letters, numbers and underscores. #foo is good, #b@r is bad.
Example using Foundry Items:
Suppose your Cloth armor (the equipment, or the modifier's origin) gives +3 to all camouflage tests. Opening the armor item, and navigating to "Effects" you can add the armor modifiers here:
In the Effect Modifiers popup you will see the modifier created:
Now, going to the "Camouflage" skill we add the tags that it should look for before rolling.
When requesting a skill roll, the system will search for all modifiers with the tags configured in the skill and add them to the player's Bucket:
If you have the Show Roll Confirmation Dialog setting enabled, you can check your bucket before rolling. Otherwise, the roll will be made with the selected modifiers.
Example with Actor Components
Suppose you house ruled the "Intuition" trait gives +1 to the "Meditate" skill. On Intuition, you can add the modifier:
Then, add the tags the skill "Meditate" will lookup:
The Effect Modifiers popup
Use this window to create custom modifiers and to see the list of Actor modifiers. Only the modifiers listed here will be searched for the roll and be added automatically if they have the correct tags.
This window shows the following information:
The modifier's description.
The modifier's origin or the source of the roll (calculated by the system).
The modifier's tag list.
Modifiers with a "custom" origin are those created by the user.
To create a new custom modifier, use the (+) button.
To update the list, use the refresh button.
Deleting modifiers
To delete a custom modifier, simply right-click on it in the popup.
To delete a saved modifier, on right-click, system will open the Item or the Sheet (for actor components)
To delete all modifiers, use the delete button. Note that if you click the refresh button, all modifiers saved on the player's sheet will be added again.
Tags for rolls without items
For rolls that do not have an item or actor component to represent, such as attribute tests (ST, Will, etc.), character tests (vision, fright check, etc.), you can define (or delete) the tags that should be searched for these rolls, in the Foundry settings:
The same configuration screen applies to configuring or deleting "groups" of rolls. Example: all rolls, all attacks, all spells, etc.
On this screen, you can also disable automatic calculation in the Bucket, if you wish.
About Damage Rolls
This works for damage rolls too, and for large modifiers - ex.: 1d+10 - system will convert the modifier to additional dice, as per GURPS optional rule (B377)
Part of improvements suggested on #2013 and #1969
The purpose of this improvement is to add a decision-making logic to the system so that it can automatically add modifiers before rolls.
How do tags work?
Tags are identifications that allow you to cross-reference the "sources" of the rolls with the existing "modifiers":
+1 to camouflage #hide
hide, scout
Where modifiers can be saved?
Usually a third party is the reason for the existence of this modifier, or in other words, the modifier's origin. For example, it can be an advantage, a piece of equipment, a spell, etc. This is where you can optionally save the modifier.
You don't need to find the modifier's origin - it's just a way to organize them. In fact, you can add all your modifiers in Character Sheet's Conditional and/or Reactions sections or inside the Effect Modifiers Popout.
With this in mind, the options for saving modifiers are:
Conditional Modifiers
section of the Actor's SheetReaction Modifiers
section of the Actor's SheetEffect Modifiers
popup of the system.Modifier with tags format
The format is
<modifier> <description> <#tag1> <#tag2>...
#foo
is good,#b@r
is bad.Example using Foundry Items:
Suppose your Cloth armor (the equipment, or the modifier's origin) gives +3 to all camouflage tests. Opening the armor item, and navigating to "Effects" you can add the armor modifiers here:
In the
Effect Modifiers
popup you will see the modifier created:Now, going to the "Camouflage" skill we add the tags that it should look for before rolling.
When requesting a skill roll, the system will search for all modifiers with the tags configured in the skill and add them to the player's Bucket:
If you have the
Show Roll Confirmation Dialog
setting enabled, you can check your bucket before rolling. Otherwise, the roll will be made with the selected modifiers.Example with Actor Components
Suppose you house ruled the "Intuition" trait gives +1 to the "Meditate" skill. On Intuition, you can add the modifier:
Then, add the tags the skill "Meditate" will lookup:
The
Effect Modifiers
popupUse this window to create custom modifiers and to see the list of Actor modifiers. Only the modifiers listed here will be searched for the roll and be added automatically if they have the correct tags.
This window shows the following information:
Modifiers with a "custom" origin are those created by the user.
Deleting modifiers
refresh
button, all modifiers saved on the player's sheet will be added again.Tags for rolls without items
For rolls that do not have an item or actor component to represent, such as attribute tests (ST, Will, etc.), character tests (vision, fright check, etc.), you can define (or delete) the tags that should be searched for these rolls, in the Foundry settings:
About Damage Rolls
This works for damage rolls too, and for large modifiers - ex.: 1d+10 - system will convert the modifier to additional dice, as per GURPS optional rule (B377)