Probably the best example is Mage Armor. Right now, casting the spell requires you to manually apply its effects. I have created a homebrew magic item that can be "used/unused" to turn the effect on/off. Normally, I'd be okay with this, but having to go back and forth between sections is the big downside to it.
I was wondering if something similar could be built directly into the spell itself. There would be a toggle to indicate that the effect is in use or not. Casting the spell would cause an effect to be applied to the character and the toggle to be switched to the "In Use" position.
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I have the feeling that the short term plan of the character sheet is taking so long because its design needs to be expandable for the hoard (or horde) of long term plans that are queuing up to be served next. :p
Presumably (and hopefully!) the next things tackled will be able to latch on the existing roots with much smaller effort.
Personally, I'm wondering how such an effect system will calculate time passage. Click to pass an hour/minute/hour? DM able to do it for everyone? Perhaps click to clear up any temporary effect manually? It's a large design space that includes a lot of tricky concepts, and manually keeping track of things is inconvenient (and the reason I don't use my initiative app to also keep track of conditions. Who forgets they're paralyzed when they roll each turn to remove it? :p ).
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ModeratorProbably the best example is Mage Armor. Right now, casting the spell requires you to manually apply its effects. I have created a homebrew magic item that can be "used/unused" to turn the effect on/off. Normally, I'd be okay with this, but having to go back and forth between sections is the big downside to it.
I was wondering if something similar could be built directly into the spell itself. There would be a toggle to indicate that the effect is in use or not. Casting the spell would cause an effect to be applied to the character and the toggle to be switched to the "In Use" position.
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Functionality like that would be part of the effects system that is in our long term plan.
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I have the feeling that the short term plan of the character sheet is taking so long because its design needs to be expandable for the hoard (or horde) of long term plans that are queuing up to be served next. :p
Presumably (and hopefully!) the next things tackled will be able to latch on the existing roots with much smaller effort.
Personally, I'm wondering how such an effect system will calculate time passage. Click to pass an hour/minute/hour? DM able to do it for everyone? Perhaps click to clear up any temporary effect manually? It's a large design space that includes a lot of tricky concepts, and manually keeping track of things is inconvenient (and the reason I don't use my initiative app to also keep track of conditions. Who forgets they're paralyzed when they roll each turn to remove it? :p ).