foundryvtt / dnd5e

An implementation of the 5th Edition game system for Foundry Virtual Tabletop (http://foundryvtt.com).
MIT License
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Request: An alternative approach to ability modifiers derived from light/medium/heavy armor #2260

Open krbz999 opened 1 year ago

krbz999 commented 1 year ago

Instead of heavy armor being hard-coded to never add Dexterity, it would be nice if they simply had "0" meaning "don't add an ability modifier, ever". Currently it is not possible to create, for example, a magic set of heavy armor that does add Dexterity.

Additionally, it would be nice if each armor could select what ability was used, default being Dex. On the actor, rather than attributes.ac.dex, this could be split into attributes.ac.ability and attributes.ac.mod, both derived values (the ability modifier added on top of AC, from the armor, and the total modifier capped by what is set in the armor's details).

Fyorl commented 1 year ago

I don't think we can use 0 for this. There would be no way to express 'add your dexterity modifier if it is negative, but not positive'. Kind of like how two-weapon fighting works with regards to adding your ability modifier to the off-hand damage.

Ikaguia commented 11 months ago

I don't think we can use 0 for this. There would be no way to express 'add your dexterity modifier if it is negative, but not positive'. Kind of like how two-weapon fighting works with regards to adding your ability modifier to the off-hand damage.

Is there a use case for adding the modifier only if it's negative? You either add it up to a certain value, or not at all. 0 would mean not at all in this case.

krbz999 commented 11 months ago

Perhaps we could go nuts and make a dropdown for which ability to use to calculate the AC of any given item, in the Details tab, and have 'None' be an option. Additionally with min and max properties.

Fyorl commented 10 months ago

Is there a use case for adding the modifier only if it's negative?

The issue was raised to support this use case:

Currently it is not possible to create, for example, a magic set of heavy armor that does add Dexterity.

I'm saying that by using 0 for this, you close the door on the use case of having armour that adds up to 0 of your dex mod (i.e. how it currently works).

Both are hypothetical use cases that have no examples in official content, so why is one more valid than the other?