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[Feature Request] Enhanced Roll table usage. #62

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NerdyViking opened this issue Jul 9, 2023 · 2 comments
Open

[Feature Request] Enhanced Roll table usage. #62

NerdyViking opened this issue Jul 9, 2023 · 2 comments

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@NerdyViking
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With the current implementation of the crafting system, it is possible to on a successful craft, roll on a roll table, providing the appropriate reward based off the tables roll. I propose an enhanced version of this that allows using the roll performed for the crafting check as the roll table formula.

To give an example, the player wants to craft a potion of healing. They first acquire the ingredients as required in the recipe below.
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Then they perform the craft and get a result of 15.
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As per the crafting ruled of this arbitrarily chosen system, rolling a 15 when crafting a potion of healing results in a craft of a higher quality!
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As the current system is implemented, the crafting result will make a NEW roll on the roll table, potentially yielding a different result than their crafting check.

If we could have a button located here (poorly diagrammed in the image below) whereby when checked, whatever the result of the crafting check (seen in the first image) is placed in the roll table formula (highlighted in the second image) as a static number. That way whatever number rolled for their crafting check is used as the number for their roll table and they get the appropriate reward (in this case a potion of great healing).
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In this case, when checking that button, the roll table will have this field updated with the result of their crafting roll as a static number BEFORE the roll on the table is taken, thus guaranteeing the appropriate result.
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@AngryBeaver
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Thx for clarification.

My thoughts about exaclty this solution:
To me it does feel more like a specific usecase then general mainsteam. (implementing too many specific usecases into the ui will polute the ui and is then harder to understand) and also i fear to explain that ui feature in my documentations.
Another problem i have with this is that you theoretically could have multiple rolls.
Your example is a hit 1. But you might have multiple test conditions or a hit value > 1.
The ui field would only use the last roll i guess which i need to document somewhere.
Then the ui field is only available for roll tables ? and what happens when you have 2 or 3 rolltable results do they correspond to the 2nd and 3rd roll or all to the last ?
Also from ui perspective it feels dirty if you have multiple results and one is a rollTable and only that has an additional inline check box.

Technically this has to wait for another feature request that already wanted the rollTable result move towards the end of the crafting process currently it is rolled before your first skill check.

If i got that i will look into this request again and will decide if it is mainstream enough to bring it into the ui or which i currently prefer implement a second macro phase that gets exectued when producing results and return the real results of the crafting process.

@NerdyViking
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Those are all fair points and I understand completely. Perhaps then I could change the request to just being able to store a roll result in some variables that gets overridden with each roll attempt. That way when you do the advanced macros one could use macros to solve this specific use case by simply calling that variable. Maybe it’s stored as @player.roll or something and is updated with every crafting check so it only ever stores a single value.

This way, it could solve specific use cases without cluttering the ui or complicating the wiki. Would only need to list the variable name in the wiki and state that it stores the most recent crafting check roll value.

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