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Homebrewing
Talents utilize ActiveEffects and some behind the scene logic to simplify at least some of the most common user cases, such as Ability Score modifications.
For convenience, Roll Tables can be created with the appropriate talent choices for convenience for the players.
In some cases, where a specific talent hasn't been provided, or that the GM/User wants to modify a talent, there needs to be some special considerations made. This is due to limitations in FoundryVTT, but may see changes at a later stage.
To be allowed to changed an ActiveEffect, the item can't be owned by an existing actor. What that means in practical terms is that you have to import the talent (see figure 1), modifying it from the Items sidebar, and then transferring modified Talent to an actor.
Figure 1: Typical Ability Improvement Talent. Notice the "Import" button on top of the window.
The easiest way to create custom talents, with modifications not supported by the core system is to base them off supported talents.
Note: Custom Talent Effects are the only talents that stay in the Talent item, even after Deactivation.
To create a custom talent:
- Import or Create a new talent item, See Figure 2.
- Click the field just under "Talent Type(s)" and select any talent type
- Press Save on the dialog for selecting Talent Type.
- Click on the Edit icon, See Figure 3
- !important! Modify the "Effect Label" field to be named something else, See Figure 4
- Modify the "Effects" tab with any change you want to make (See Foundry Docs for more information).
Figure 2
Figure 3
Figure 4