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Create Spell Item Schema #12
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I don't know if you are entertaining feedback here, but as far as the duration data structure, it should probably be stored internally as rounds (or instant, which might be different than 0 rounds), then converted for display if necessary. Any spell that provides a duration in its stat block in minutes/hours/days/etc. would simply be converted in the data to rounds. Also, for targets, how would you handle something like vampiric touch where there are two different targets that receive two different effects? I assume a primary and secondary effect (or just an array of effect entries with no hard coded limit of total number), each with their own target settings, but I just wanted to bring it up since you were brain storming. |
We are! Feel free to pitch ideas on Discord as well Round based duration could work fine, although some GM's might change how long a round is - unsure here, @akrigline thoughts?
I think it might make sense to have both |
I've never heard of alternate round timings, if it's a thing it's not common. The alternative is to either sync duration to a spell's effects on every change, or have the effect somehow inherit its duration from the parent spell. Upcasting does sometimes affect duration, so that'd be a point in favor of putting it on the spell, and having the effect 'inherit' that at cast time. That would also allow some sort of metamagic mutation of spells to work... Hmmm. |
Vampiric Touch is an interesting one, Fire Shield, Shadow Blade, also These could be thought of as Spells which grant Effects that grant "powers", where "power" is a generic "thing that can be done." So the "Vampiric Touch" spell would have a target of |
There's one hiccup for this I just realized, there's a lot of mix and match in 5e between "until the start of your next turn" or "the end of their next turn" or etc etc etc, which is hard to express as a number of rounds, or even a number of turns. I think something more than a simple number might be a good play, but I'm not sure how best to express that. maybe "endTime" which describes this:
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I think that you might be on to something with the spells simply creating Active Effects that hold a duration. Having the expiration set in terms of rounds (or seconds, if @cswendrowski's concern about variable round durations bears out), with an additional hint for beginning or end of turn (and whose turn) as you specify should cover the vast majority of circumstances. The only remaining hiccup I see is when position in the initiative order changes. I know that in 5e, they very specifically left out the delay action and modified readying an action in order to make the turn order immutable. So long as BF keeps this philosophy, this is good, otherwise you might need to keep the initiative number with the effect as well so that it ends on time regardless of where the caster/target moves to in the initiative order. |
Playtest Packet 2 describes "Spell"s which would be best implemented as an Item type. I'm going to bring some knowledge from the 5e system and make note of what shortcomings were felt by people who wanted to extend the spellcasting system
Compiling as much knowledge up front as I can about this topic because it will be a doozy.
Descriptive Text
Origin
Something we were lacking in 5e was a way to mark where the spell came from.
E.g. a Cleric/Druid might prepare different spells for each class, but there should be a way to differentiate them.
Similarly, some items might have spells embedded in them, and ideally the system supports annotating this.
Components
5e ended up making these extensible by modules and turning them into checkboxes in the item sheet.
Target -- common item concept
A little convoluted and probably generalizable with other combat items.
Spells can affect specifically some kinds of things (all creatures, allies, enemies; sometimes also objects sometimes not objects, sometimes 'magical effects', only the caster, n creatures/allies/etcetcetc)
Then, they can affect a kind of area (within a cone/sphere/box/line, a specific selection of creatures within range)
And lastly, they have a range for when the origin of that kind of area begins (self, n ft)
Attacks or Saves -- common item concept
Complicated, there's probably different 'kinds' of attack rolls (weapon attack, spell attack at minimum), saves can target specific attributes, saves can be based on a specific ability score for the character.
Damage -- common item concept
Complicated, but worth building in the idea of damage types and damage groups early
Duration -- common item concept
Casting Time -- aka "Usage Time", common concept
For spells this is pretty clearly one of:
But some features or items take 'minutes'/'hours'/etc, so we could generalize this as "usage time"
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