foundryvtt / pf2e

A community contributed game system for Pathfinder Second Edition.
https://foundryvtt.com/packages/pf2e
Apache License 2.0
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Tracking Issue: Spell system improvements #4882

Open TikaelSol opened 2 years ago

TikaelSol commented 2 years ago

Condensing older issues into one place. Not all will be implemented, just trying to cut down on issues to a manageable number.

ThingsCouldGetDicey commented 2 years ago

may i suggest to have spells that are of different origin i.e from an archetype or different magic orgiin i.e occultism, or magic items like wands and staffs etc etc. to be tabbed as a miniture tab within the spells tab so that they are divided into subsection tabs. rather than one long list?

MrVauxs commented 2 years ago

you can already do that by making multiple spell lists, and for archetypes and different magic origins you frankly should

ThingsCouldGetDicey commented 2 years ago

you can already do that by making multiple spell lists, and for archetypes and different magic origins you frankly should

what i meant was to have it tabbed as so image or something close to that. so you can click from different sources.

ThingsCouldGetDicey commented 2 years ago

image a better mock up.

TikaelSol commented 2 years ago

On potential way to handle organization by tab is by allowing custom tabs. It's not feasible to add a tab for each source as that becomes a bigger mess fairly quickly due to the number of sources.

image

However we do a spell sheet redesign it will be fairly contentious I think. There's a lot of data to track there and people are going to be opinionated about how to tackle it. It's possible that we build out the spell sheet with multiple UIs in mind so modules can more easily be made / maintained to provide the UI people want.

TikaelSol commented 2 years ago

For handling amped spells or Spell Trickster we want a way to inject a variant spell, including the ability to cast regular spells with focus points. Something like

{
    "key": "SpellVariant",
    "override": {
        "damageDice": "d12",
        "range": "touch",
        "heightening": {
            "damage": {
                "fire": "d12",
                "interval": 1
            }
        }
    },
    "label": "Amped Melee",
    "focus": true
}

We can almost do this now, if we use a DamageDice override on produce flame to d10 predicated on target:distance:5 it would automate the melee range improvement on adjacent enemies, but the condition is melee which means we'd needs to account for reach improvements, even ones as silly as tentacular limbs which could grant a temporary range for the spell of 60+ feet. So to handle that a variant is likely the best otherwise people are dragging new effects to themselves all the time.

ThingsCouldGetDicey commented 2 years ago

i do think damage type would be useful as a quick reference regardless of what happens.

ammalagonc commented 3 months ago
pedrogrullada commented 1 month ago