Open rdot89 opened 6 hours ago
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I think it's fair to assume people know what hands they are using for an attack. And the damage is a result of that.
I think it's fair to assume people know what hands they are using for an attack. And the damage is a result of that.
Maybe, but it impacts the ability for other methodology or custom functions.
To give a full rundown, i noticed this as I was setting up a custom firearm item i created. the firearm can hold two bullets at a time, and the player can choose to expend the second bullet to deal additional damage, resulting in needing to reload sooner.
The versatile damage option was the function I was using to allow them to determine which damage roll they wished to use. Now in this new system, they will have to:
While it is a marginal issue; the current layout of options adds a QOL inconsistency in my opinion. It also adds a workflow inconsistency, as the two-handed/offhand rules for attacking with a weapon do not impact attack roll scoring in any case.
The only reason i can see it being in the attack roll portion of the card is for possible detection checks around having another item equipped in the players sheet (ie a shield or sword in the other hand would disable the ability to choose two-handed when rolling for an attack) but even then; none of the reasons for this drop-down would impact the attack roll itself, nor does it do this from my testing
Is there a specific reason why the "Attack Mode" option is in the "attack" portion of the die roll; rather than the "damage" section?
When trying to set up a item with the "Versatile" or "Light" properties, the choice to roll a certain type of damage needs to be determined during the attack roll, however, the effects of this choice do not impact the attack roll formula itself... they impact the damage roll.
_For example:
From a UI perspective, this is somewhat confusing (as previously, optons like versatile were located as a secondary damage option in the chat card) and forces the player to make a choice prior to knowing the result of the hit.
Additionally, it also means that choosing the wrong attack mode when attempting to hit results in needing to do an additional uneccessary reroll of the attack; thus complicating the amount of details seen in the chat column should the DM allow the initial attack roll to be the successful hit.