Closed krbz999 closed 3 weeks ago
Agreed that having it as a separate damage part is probably the most useful default.
There are a few examples of a need for that damage to be in the Other field. As MaxPat suggested attuned and activated.
I would imagine that opting in for each individual damage part with a checkbox on the ItemSheet on each damage formula, might be the best of both worlds (but probably a separate issue/feature request for that would be best; probably will need to give it some more thought).
Ultimately we need a way to distinguish between individual properties of an item that require attunement to be in effect, and those that don't. I think activities solve this fairly neatly though, so it's probably best to wait for those rather than attempting to implement some interim solution in the meantime.
There are a few examples of a need for that damage to be in the Other field.
Damage should never be in 'Other' because it is (1) not a damage roll, (2) does not have a damage type, and (3) cannot crit.
(True, so the need for opt in damage formulas is even greater then.
With customizable options to allow crit or not and attach any subset of these formulas to saving throws being present on the item)
This could be solved by dividing the damage parts into sections of rolls and providing additional damage buttons, one for each section, with each part being able to be in none, one, or several of these sections. Or roll groups, if you will.
Personally I would prefer to predetermine how the Item will work from the Item Sheet and refrain from adding even more buttons in the chatmessage, at least saving some space.
Preference would be something like: If the Item is attuned/identified, system updates the "attunement-linked" damage formulas to add them in. If the Item has a save, system updates the "save-linked" damage formulas to add them in (including different damage multipliers depending on fail/success and by default not crit these ones per RAW IIRC)
But I think we might have strayed a bit off topic... 😅
The flame tongue weapons should be updated with correct Activities. Currently the fire damage is in a Utility activity.
The flame tongue technically has to be attuned and activated to apply the bonus fire damage, but since it's a BA to activate and there's no restriction on how often you can do so, attacking with a flame tongue without fire damage is probably the exception