foundryvtt / pf2e

A community contributed game system for Pathfinder Second Edition.
https://foundryvtt.com/packages/pf2e
Apache License 2.0
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Request/Discussion: Refactor physical item types #9351

Closed shemetz closed 1 year ago

shemetz commented 1 year ago

Currently, the inventory item types available in the system do not adequately cover all use cases, and I believe many people are in favor of expanding the list of options, particularly those tied to automation in various ways.

Here's a list of the existing Physical Item types, what they currently include, and what I think they are intended to represent:

Item type My description/association Examples (bolded if controversial) Examples of items not included
Armor Armor, the specific item you wear in your Armor slot and uses some armor proficiency Armor, Barding, Shields Clothing (Equipment)
Consumable Items that can only be used once, or a small number of times. Everything under "Momentary Magic" in the core books. Ammunition, Oils, Potions, Talismans, "Wondrous Consumables", Poisons, Scrolls, Wands, Blindpepper Bomb Magical Staves (Weapon), Tactician's Helmet (Equipment)
Container Items that physically contain other items Backpack, Chest, Portable Hole Gloves of Storing (Equipment), Class kits
Equipment Worn or carried items that don't fit other categories (this is the "misc" category) Armor, Gloves/Boots/Cloaks/etc, Instruments, Tools, most adventuring gear (e.g. Bedroll, Hourglass), most specific magic items (e.g. Flying Broomstick), Runes (when not directly inside weapon/armor details tab), Keys (e.g. Caliddo's Keys), Precious Materials (e.g. Silver Ingot) Weapons, Ammunition, Armor, Containers that are worn
Kit Class kits (probably removed in Remaster?) Class kits
Treasure Items purely used as currency or intended to be easily exchanged for currency Coins, gems, art objects, raw crafting materials, occasionally Keys and other important "story" items Precious Materials
Weapon Items used in combat to harm others physically, including expendable weapons but not weapon components Melee/thrown/ranged weapons, Bombs (mostly), Staves, Shield Boss Shields (Armor)

Here are some problems that I see with the existing types:

Overall, I think a lot of item type categories should be added!

The biggest reason not to add these categories - other than the required effort of recategorizing thousands of items - is that if we have more categories we have more headers in the character sheet, leading to a cumbersome sheet. However, I think this can be solved by just combining certain headers after this refactor happens.

For example: Attachments that aren't currently attached, Precious materials, Treasure, and Key Items are all generally similar (irrelevant during most scenes) so they could be bundled up together under "Carried Treasure". Weapons and Shields could be group up as "Weapons". Armor and other worn Equipment could be grouped up as "Worn Equipment", and maybe moved down below Consumables because many of them are rarely clicked (unless they have a special action that isn't automated). Equipment that is held in a hand, rather than worn, could actually be put into a "Held Equipment" category, and placed near the top after "Weapons" - because it's more likely to be drawn/stowed frequently.

I know that this issue has been brought up before (about wands being consumable, keys being treasure, shields being armor), but I couldn't find another discussion of it in GitHub. Feel free to move this discussion to Discord, and/or split into multiple github issues if you have specific action items.

rectulo commented 1 year ago

Where in this list goes the thrower's bandolier ?

shemetz commented 1 year ago

@rectulo Just like Gloves of Storing and similar items, this is currently an Equipment. I think it should either become a Container, or stay an Equipment and wait for a future "any item can contain other items" feature. It seems to fit both the ideal Container definition and the ideal Equipment definition, so either option seems good to me.

stwlam commented 1 year ago

Closing as stale/not in tune with development plans