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[FEATURE] Feedback on 5.X.X Update and new ideas. #124

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HalflingDeSaoVicente opened this issue Nov 9, 2024 · 1 comment
Open

[FEATURE] Feedback on 5.X.X Update and new ideas. #124

HalflingDeSaoVicente opened this issue Nov 9, 2024 · 1 comment
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New Feature A request for a new feature

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@HalflingDeSaoVicente
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HalflingDeSaoVicente commented Nov 9, 2024

Veilza, some feedback after exploring 5.x.x update

I think would be nice to have the option to hide (all or some) Custom or Modified Disciplines, Skills, Attributes, I don't want players to know those exist since they will discover in future sessions. Although those things are in "Storyteller Menu", they appear if u create an item and select a Discipline, Skill or Attribute within it, I don't know if it is a bug or was intentional (since I don't know if it is a bug, I wrote it down as a feature request). (For example, I run a Camarilla chronicle where players investigate Sabbat, players only have access to usual Camarilla Clan Disciplines in the Compendium. And if I want to make things easier for me, I will Custom some Disciplines (like Obtenebration, Dementation etc...)
disciplineitem
(I hope I did it right to upload image)

Another nice thing to do is to "Weapon Value" give us the automatic success expected in the final roll (For example, if weapon modifier is 1 and my roll had 3 successes, the weapon value appear in the end as an extra so we remember to add it in the final result). Like: 8 dices, 5 successes and below that, X Weapon Value). An option like "Halve this" (similar to Willpower Reroll) would be awesome too, so halve the roll and add weapon value (if it has one).

Another thing that would be nice (and I don't recall that while exploring) is to add things more specific to create conditions. If I want to add a Frenzy Condition and I want to create the effect that the character only will use physical disciplines or immune to health conditions it isn't possible to do since it doesn't have these options in "Keys" on Flat Modifiers (only all physical and all discipline, I don't want that)

I don't know if this will be in the website (If I understood correctly), but some tutorial on how the new system works would be great, I often get lost on how things works in the new update and players have the same issue.

PS: I am just being nitpicky, new update is great tho.

@HalflingDeSaoVicente HalflingDeSaoVicente added the New Feature A request for a new feature label Nov 9, 2024
@Veilza
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Veilza commented Nov 9, 2024

I will say immediately

I think would be nice to have the option to hide (all or some) Custom or Modified Disciplines, Skills, Attributes, since I don't want players to know those exist since they will discover in future sessions.

This cannot work, unfortunately. The system defines players and everything else very vaguely, but the biggest problem is a lot of people use normal sheets as SPC sheets and would make this feature effectively useless because if I define player sheets as everything that's not an SPC or Group sheet, now that discipline's going to be hidden in all the wrong sheets. Even if I restrict it to sheets that have a player assigned to a character, at best it just hides the option. It can't stop the players from finding out the discipline exists through various other means.

Another nice thing to do is to "Weapon Value" give us the automatic success expected in the final roll (For example, if weapon modifier is 1 and my roll had 3 successes, the weapon value appear in the end as an extra so we remember to add it in the final result). Like: 8 dices, 5 successes and below that, X Weapon Value). An option like "Halve this" (similar to Willpower Reroll) would be awesome too, so halve the roll and add weapon value (if it has one).

Planned in the future.

Another thing that would be nice (and I don't recall that while exploring) is to add things more specific to create conditions. If I want to add a Frenzy Condition and I want to create the effect that the character only will use physical disciplines or immune to health conditions it isn't possible to do since it doesn't have these options in "Keys" on Flat Modifiers (only all physical and all discipline, I don't want that)

I think the first part of this is a little too complicated for what the system is designed for. There's no easy way for me to implement a way for a condition to hide or prevent an actor from using certain power categories.

Being "immune to health conditions" is mostly handled by "suppressing" the condition when needed; automating that is kind of complicated but not out of the question for the future. There's potential there.

I don't know if this will be in the website (If I understood correctly), but some tutorial on how the new system works would be great, I often get lost on how things works in the new update and players have the same issue.

Working on it as we speak!

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