What I usually do with conditional
damage is put it on notes. (What I call conditional damage is a damage
that can affect some enemies, but others are immune or have some resistance). The problem here is with
iterative attacks it doesn't work. Maybe just put a new text field for this,
likely "Roll Notes". If this field has some content, It would be
showed/rolled for each attack on an iterative attack Template Roll. I don't
think it's a good idea to just sum this conditional damage to the final damage,
there are so many variables involved that "hidden" it on total damage
could not be a good idea. For instance, if I attack someone with Fire
Resistance 5 using a flaming weapon, my damage will probably go unnoticed most
of the time. Fortification or other effects can ignore precision damage.
And most of these conditional damage doesn’t get multiplied on critical.
For “toggle in/toggle off”
bonus, like power attack/Smite Evil, I usually have another attack with these bonuses.
The problem is that combination can be exponential… Normal Attack, Power
Attack, Smite Attack, Power Smite Attack. Before the auto-calculating sheet, I
used to have an attribute for these bonus. So, on attack, I did something like
that:
@{is_smiting} * @{class-0-lvl} + // for a smite evil damage bonus
@{is_powerattacking} * (1 + floor(@{bab}/4)) * 2 // For power Attack damage bonus
But with the calculating
sheet this doesn’t work anymore (unless forced recalc). I was thinking of replacing
it with buffs, but Paul’s suggestion seems better. I will try it. Paul T. said: On Items: Since items can affect virtually any stat, having a static section of stats to update might not be flexible enough. I suppose adding the buff rows to each item might be the fastest way to make items more flexible. The checkbox would then just be whether or not the item was equipped. There is an issue with just adding together every bonus from every field. In Pathfinder, types of bonuses don't stack. Only the best bonus of each type applies. Exceptions like Dodge bonuses and untyped bonuses do stack. This would require a modification to how the total for AC, attacks etc is calculated. I haven't thought about the layout of specifying types of bonuses yet. I'd have to think about it. I think there is a static list of types, so that might help. Most of the time, the
slooted magic items usually give deflection bonus (Ring of Protection), natural
armor bonus (Amulet of Natural Armor), enhancement bonus to attributes (belts,
circlets), resistance bonus to saves (cloak of resistance). There are also bonuses to
attack (Gloves of Dueling, Ioun Stone), HP (Ioun Stone) and others, but they
are less common.
Other items give more
specific bonus, such as enhancement to some particular skill. These one
probably can’t be represented by a “bonus-like” array. I believe these slooted
array could help more common cases. About the conflicts about bonuses type,
this is hard to solve. For instance, if someone using a Ring of Protection cast
Shield of Faith on him/herself (have an enhanced bonus on sheet and a turns on
a buff) there is already a problem (unless the player had compensate it somehow).
A list with most bonuses
types follows:
Alchemical, Armor, Circumstance, Competence, Deflection,
Enhancement, Inherent, Insight, Luck, Morale,
Natural Armor, Profane /Sacred,
Racial, Resistance, Shield, Size, Trait. Suggestion: ok, um more.. On armor and shield, could be an enhancement field just like the weapons. The final bonuses on armor/shield would be the the "normal field" plus the enhancement one.