kakaroto / Beyond20

D&D Beyond Character Sheet Integration in Roll20
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Zealot Barbarian's Divine Fury should only apply to the next attack. #1019

Closed MistressAshai closed 2 years ago

MistressAshai commented 2 years ago

Zealot Barbarian's Divine Fury option should function like the Great Weapon Master feat and turn off after the next attack. Constantly having to toggle it on and off in Beyond20's settings is a real pain.

kakaroto commented 2 years ago

Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

As per the description, it's an extra damage that automatically applies on each of your turns. It is similar to Sneak Attack, which is why it doesn't disable after attack. The damages are separated and clearly labeled so you can decide whether it applies or not. Great Weapon Master functions differently in that it is a choice that you have to make (which imposes a penalty). Any other feature which we disable after an attack will also be something very specific where you need to make a choice or that are limited in how often you can do it, (like Divine Smite, which would use one of your spell slots). In this case, as it applies automatically on each of your turns, it remains enabled, like Sneak Attack.

Changing its behavior will cause anyone depending on it to complain that it's a real pain to have to enable the option on each turn. It's much easier to roll your attacks and say that the Divine Fury damage doesn't apply because it's your second attack, rather than having to re-enable it every time, or forgetting that the class feature exists or having to roll it separately because you forgot to enable it. Reminder that this is a TTRPG, not a video game, and making decisions and verbally announcing them to the DM and doing simple math generally goes a long way to making it a smooth play.

Also note that alternatively, you can also just keep the option disabled and instead set up a custom hotkey which would only enable it while you roll while having that hotkey pressed. In your situation, it'd likely be the much easier solution. I hope that helps.

Wyrmwood commented 1 year ago

1st - 4th level without polearm master or two weapon fighting or any other secondary attack is the only time this argument makes sense to me. PotZ should be next attack only and GWM should toggle. Seems backward to me. Nice tool, though.

MistressAshai commented 1 year ago

Yeah, honestly I still disagree on how having to slow the game down to go "oh wait that didn't apply to all my attacks so subtract it from the other 4 attacks" is somehow "smooth play". I can also understand how people would complain about it. I would suggest displaying total damage both with and without these [first attack] effects.

kakaroto commented 1 year ago

Like I said, if you want to disable it, then disable it and use a hotkey to temporarily enable it only while pressed. It would still be much smoother for you to press a hotkey like Z while you click your first attack, then having to go in the menu to enable it before each attack. You have every right to disagree with the decision, but I am quite certain that having it be a single use toggle would be completely backwards and extremely annoying to the other half a miliion users of the extension. The idea that you think GWM should itself be a toggle baffles me.

MistressAshai commented 1 year ago

Not talking about toggles. This could be made more clear in the roll results without the need for user input. Extra attacks exist and are what make this an issue in the first place.

Something like this would improve readability: image

Edit: Aeristoka, would you explain why you are thumbs downing?

kakaroto commented 1 year ago

That works fine in your screenshot (and to be honest, I think that's even more confusing, what does "base damage" even mean? The base damage is the slashing damage, which is already on its own...), but when you have 5 or more different types of damages, and crit on top of it, just how many lines of "total" damages do you need? I'm also not going to quantifiably degrade the user experience of hundreds of thousands of users because 2 users want to avoid doing a simple addition or pressing a hotkey when they need it. The Total damages is there as a convenience, to help you when everything counts, otherwise, you would still be doing the math. It fits most user cases, it will never fit all use cases, and it was never meant to. Beyond20 is a tool to help playing, it's not meant to supersede playing.

Sneak attack works 100% the same way, and nobody has ever complained about it in 4 years. I'm sorry but the decision is final. If you disagree, this is an open source project, feel free to edit it to your heart's content and use your own fork of the project for your games.

As for why Aeristoka is reacting with thumbs down to the comments, I would assume it's his way to saying that he disagrees with your statement without polluting the conversation with a one liner comment that gets emailed to everyone's inboxes, without adding anything substantial to the actual conversation.