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Modifiers #226
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Hi! Care to outline some of the skill roll modifiers you are thinking of? The combat actions exist on each weapon and so are intentionally left out of the roll dialog. Are there any use cases where this would be useful nevertheless? |
Hi! Thanks for your attention. I use a lot of modifiers in my Foundry rolls. Currently, because I don't have this option available, I use critical injuries as a way to add modifiers. There are some that are quite common. In combat, for example: stand in a dodge (-2), parry a stab (+2/-2), shoot from short range (-1), aim (+1), ambushes and stealth. |
Thanks for taking your time to explain further. I can certainly add some of these. One thing I am a bit conflicted about is cluttering the UI. E.g. The seasonal/weather modifiers, as well as social conflict modifiers as these are not set. I usually consult the tables and add the modifiers manually. Are there any configurations you are using that don't clutter the roll dialog too much? |
I think one solution I was implementing is to add new ACTIONS to configure modifiers. here: https://github.com/fvtt-fria-ligan/forbidden-lands-foundry-vtt/pull/230/files |
Good thinking not to clutter the dialog box too much. Awesome work guys! |
There are several modifiers to skill rolls that recur. They could appear in the roll box. The same goes for combat actions: dodge, block, etc.
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