WIP for SWADE Item Tables: SWADE 4.4 and FVTT v13
- Change advances to apply using Active Effects? 2
- Keep advances as direct data changes on the Actor and its Items. 9
Since the last update for SWADE Item Tables (SIT), I've been busy prepping several modules for v13, specifically all five Backstory Cards for Foundry VTT modules and Card Hands List. Now that those are all done (for now), I'm going to come back to SIT to update the remaining apps such as the Crafting Table and Mutator to AppV2. My goal there is to have everything running on AppV2 and have SIT ready to roll when v13 has a stable release.
With that in mind, there are some new things available in SWADE 4.4 that I think SIT can benefit from.
Looking at the new "modifier" option for Active Effects on Items, I'm considering rewriting the Crafting Table app to utilize that feature. I could create Active Effects for masterwork and magic items that apply modifications to weapon, armor, and shield bonuses and costs. This could be a nice way to create reusable Active Effects that can be dragged and dropped from one Item to another for faster creation of such Items. It also means that the magical bonus could even be toggled off if there's an effect like an anti-magic field, for example.
The Active Effect approach for the Crafting Table actually inspired a potential enhancement for Advances in the Character Builder app. When advancing a character's attribute or skill, instead of modifying the actual die sides value on the Actor or skill Item respectively, it could instead apply an "Advance" Active Effect on the Actor that increases the die type. This could make tracking the increases easier in some ways by evaluating the AEs and not having to track actual changes to the skill or Actor. The same could be applied to reducing a Major Hindrance to a Minor Hindrance. The downside is that it does add more active effects to the Actor which could already be a relatively long list.
If I go this route, it'll take some time for me to make sure it's done right. I'll also want to carefully test data migrations for existing characters that already have advancements applied via the Character Builder.
I'd like to get a sense from you all regarding what you think of this approach. Do you prefer that character advances modify the data directly, or would you rather see a cleaner separation by using Active Effects?