chrisesharp/foundryvtt-dee-sanction

Take a Chance missing?

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jwmuk commented

Does it make sense to add Take a Chance (pp13 rules) - a "coin" throw to determine a result - as a button on the character sheet? I would add it to the Resources tab, along with the Intellectuall, Physicall and Supernaturall checks.

I can also see circumstances where it could be automated, e.g. when you reach 0 hits and are Out of Action (pp25 rules) but a lot of the time it's ad-hoc.

Yes I wasn't quite sure what to do with take a chance, and defaulted to letting someone just roll a D2. It does feel like it should have a first-class presence, though, so I'll think about where best to put it.

The trouble with having a take-a-chance linked to hits/falters automatically would mean it couldn't be used generically, and vice versa...maybe having it appear as a chat card button, generated by various circumstances (and therefore is possible to contextualise it's outcome) would be a good way. i.e. if you reach zero hits during a combat, it generates a chat-card button which would record a falter under the hits.

jwmuk commented

Maybe it is one of those items in the bucket of "play first and see how often it comes up", I'm only going on what I see in the rules and some of the monsters but there are lots of easy workarounds.

I've been playing around and I've come up with a solution I think works. I've added a macro that allows anyone to "take a chance". If the person taking the chance is a player with a character on 0 hits, then it reminds them to mark off a falter. If they have two falters, it informs them they've died if they falter again .

Implemented in v1.0.3