Open ChobitsCrazy opened 5 months ago
Not sure exactly what you mean by "spell slot assignment". Do you mean linking spells to a certain class?
All of the starting equipment is handled by "Starting Equipment" on classes & backgrounds:
Including packs in starting equipment:
Quantity of items:
Grouping items together:
Ah I failed to see this was under the Details tab, I was making adjustments all from the Advancement tab which did not have these options.
For spell slots there is no way to automatically assign spell slots through class advancement. From what I can tell it would be a manual process to update how many of what spell slots you have available.
Spell slot progression is done in the config and can be adjusted through a World Script for custom ones, for instance a 3/4's caster, or a 1/3 Pact Caster. Or even creating new types of spell slots.
I do see that it is working, for some reason not sure what I did it didn't seem to add spell slots. I'm going to update the request. I think I have actual suggestions.
-Replacement Features-
- An option to drop/select an option already on your character sheet to be replaced by a new selected option. (Cantrip, Spell, Subclass Feature, etc)
The ItemChoiceAdvancement
now has the option to replace previously made choices. That is probably what you want for subclass features. For spells, since there is no automated system for adding them yet, you can just delete the old ones and drop new ones on the sheet.
-Notes-
- A generic option for a note that can have references for any obscure options (link to journals, items, etc.)
Not sure what you mean here.
The
ItemChoiceAdvancement
now has the option to replace previously made choices. That is probably what you want for subclass features. For spells, since there is no automated system for adding them yet, you can just delete the old ones and drop new ones on the sheet.
Sorry haven't been keeping up with the releases, you guys do loads of work and it is appreciated!
For the notes, it is basically a stop-gap just to kind of fill those niche situations. For example on Mark of Finding Human the Spells of the Mark are dependent on the PC having the spellcasting feature. So as far as advancement is concerned I can set up a Grant Items advancement as follows: Which is presented to the player as:
This shows that all of the spells are optional however there is no indication of why these spells are optional unless of course you have already read the Race features. However this assumes that the players are smart and take their time going through these advancement steps.
A second option would be to use the Choose Items as such: Which is presented to the player as:
Now we can see what the criteria is for selecting these spells via the hint and we can tick all of the boxes or not as necessary. This would likely be the best option in the current system.
However the Hint doesn't allow any links or formatting so in extreme cases can still be missed.
What I purpose (and perhaps is silly) is a Note section that just brings up a section that you can read and make the necessary decision as needed. Something kind of like this:
Also as I'm writing this I see it would be nice to have a select all/select none option for these advancements for the player.
Okay, I see. That I believe would be covered by this issue about adding hints to all advancement types: https://github.com/foundryvtt/dnd5e/issues/2728
Another good example of use for the note would be the Rogue Expertise feature. You get expertise at 1st level but it also gives you additional Expertise options at 6th Level and it can serve as a reminder to grant yourself those two extra skill upgrades without having to go through the hassle of creating another whole placeholder feature.
Perhaps this is another example of having features with advancement options as well that could handle this.
-Replacement Features-
-Notes-