-
Notifications
You must be signed in to change notification settings - Fork 232
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Add feature type to feat
items
#1348
Comments
From @Merudo:
|
Originally in GitLab by @playest I have identified the following categories:
And maybe:
Anything I missed? Having two fields parentFeature and parentFeatureName (or parentFeatureId), could also (instead?) be interesting. |
Originally in GitLab by @Merudo
I would add something like "Supernatural Gifts". It would include Boons & Charms (DMG page 227-228), as well as adventure-specific bonuses such as the Dark Gifts from Curse of Strahd. |
Subclasses are going to be their own item types as well as races and backgrounds, so those will be handled separately. |
Originally in GitLab by @iaguastalli @arbron while I agree that subclasses (and any sub- actually) should not be part of this, I am not convinced subclasses should be a type itself, but just another Class item linked to a parent class somehow. |
Originally in GitLab by @playest I kind of agree with @iaguastalli, there is so much simililarity between class and subclasses that they should have a lot in common. Which doesn't mean that it can be a different type, just that the code should almost be exactly the same. |
Implementation wise, I feel that making subclasses just classes would lead to more code written to get around things like level and hit dice calculations that assume that each class is actually a class. Plus any modules that assume that every class is actually a class will have to be rewritten to take not-class classes into account. If subclass is implemented as its own type, everything just keeps working. The biggest things that would be to be changed would be an adjustment to Basically, subclasses as classes would be a much bigger programming task than subclasses as their own item type. |
…ithin featureTypes config objects
…ithin featureTypes config objects
…e type, adjust subtype label
Similar to how armor, weapons, and tools can be grouped into subtypes, features would benefit from categorization:
Some of these could get subcategories such as:
This would be especially helpful for any more automated systems for granting features. When a fighter gained a fighting style, a system could search all compendium packs for any type that matched the
Fighting Style
type and present a dynamic list of options to the player.The text was updated successfully, but these errors were encountered: