Basically put the description on to its own page taking this:
Attachment 49156
And putting it into one of these:
Attachment 49157
I hope that makes what I am talking about a bit more clear.
This is exactly how I am doing it now and I get you can set up a "spellbook" by setting these up before hand, which works great. But what about casting these abilities on the fly? Currently the framework process goes a little like this:
Click Attack and it adds the casting skill + 2 purple-> check how many purples Blast adds->1? Add a purple to the pool manually-> Check how many Blast adds->1 purple and a blue? add them to the pool manually ->check how many Close combat adds -> 1 red? -> add a red to the pool manually->That everything? Roll? Roll. ->Result.
My thought to improve this process would be to have all the possible spell effects nested beneath the initial spell or have it activate a pop up window with the possible additions to that spell that could be added in just a few clicks and would allow you to on the fly ready the spell you want to cast for any situation with just a few clicks:
-Attack (add 2 purple die + character's casting skill),
-Fire (add the number of purple normally required for this attack spell addition automatically),
-Blast (add the number of purple normally required for this attack spell addition + a blue because of a magic item that always gives a blue for blast automatically),
-Close combat (add a Red because caster is unpracticed on this spell effect automatically), etc.
- and then click roll, and have THAT be how the spell casters populate the spell action's dicepool.
Naturally the player or GM would need to set these up individually but once they were set up spells could be as easy as a few clicks: Attack -> Fire-> Blast -> Close -> Roll -> Result
As long as I am pie in the sky dreaming here, it would be great if the generated result looked for spell effects that were activated: for instance in the above roll lets say that the dice pool generates 3 successes and 3 advantage. This provides the damage total same as if it were a weapon, and then lets you know something like: "you may spend 2 advantage to activate the blast effect."
Hopefully this adequately describes what I am imagining. Thanks again for all your work on this! Hope it helps.
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