Comments (3)
One of the things I've been putting off is documentation that explain all the nitty gritty details that would explain all of these. Sorry about this
Is it possible to modify the stardard skills' abilities? For instance, is it possible to roll Initiative using Charisma or change the ability associated with each skill?
Short answer is yes, and yes with an asterisk.
If you click the numbers that is associated with a skill or attribute it will bring up a dialog box that lets you input bonuses associated with that attribute. In this case it's quite simple to swap out which mod is being used with the selection box.
Now for the asterisk part of skills, I never though about changing the associated mod to a skill, but their area few ways that one could change the modify used. Within the template.json in your systems folder you can change the value of the "ability":
variable if you wish to change the base related mod. If you wish to change the mod for only one character Here is a quick example of how to replace the strength mod with a dex mod for a skill such as on Athletics.
- Click on the relevant number to the skill to open up the bonuses input window.
- Enter into the Value input box
[email protected]
and click the active checkmark. (replace str with what ever relevant ability you wish to remove) - Click
Add a new bonus +
- On the new bonus Enter into the Value input box
@abilities.dex.mod
and click the active checkmark. (replace dexwith what ever relevant ability you wish to remove) - Click save
- You have now changed the Strength mod bonus to a Dexterity mod bonus.
I will probably add a similar selection box to all the skills in the near future since it has been asked about before. Added to my TODO list.
Is it possible to change the half-level formula? Say I want to use one-quarter level instead, would it be possible without changing the actual level?
This can be down for powers since you can just replace any @lvhalf
with @lvhalf/2
, elsewhere not so much, since in most places it's hard coded into the system, currently the way bonuses work is that it can only look up a single value, not compute them but that is something that I am planning on changing and is also on my TODO list. If you want to change how the code works, you can do a find in file search for Math.floor(data.details.level / 2)
and that will get you most of the occurrences of where half levels are computed so you can swap them out. I know in my groups homebrew ruleset for instance we don't use Half Levels for skills, so I've just manually taken them out.
Does Foundry automatically calculate bonuses and penalties, and track their duration? For instance, if I use a power that gives me +2 to weapon attacks until the end of my next turn, does Foundry handle all of that for me? Maybe it only adds the bonuses but can't track its duration?
Foundry does not currently have durations that will automatically expire or roll saves for active effects. And the 4e system does not as of yet currently automatically apply effects to targets that are hit/targeted. Though this is a feature that I very much wish to implement. Powers can have chat/scrip macros attached to them which can allow for them to apply Active Effects, or automatically toggle on status effects. But that does require a fair bit of extra work on the users side of things and is not quite what you where asking for.
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This got me thinking that in more places I should just use configurable formulas that give users more control over how they choose to roll without having to break clone and branch off of the source code. And I'm thinking of reworking a few things that you might find beneficial.
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Thank you for the detailed answers. Really glad someone took the mantle of developing a 4E module for Foundry :)
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Related Issues (20)
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