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Unimportant Character - Show not up

1458056372

Edited 1458056537
Hello there, I homebrew my entire campaign and there is the fact, that I need weapons with some values. That is why I gave them all a Character.    (Stats are Damage(Dice), Damage(Fix), Cooldown, AttackModifier, DefenseModifier)    If I now want to choose a character for a Token,     by the DropDown-Menu or change the chat to whomever talks (I nearly never use that, but that is a case, where it appears),     there are a lot of characters, that are obscuring the clarity and delay the time I need to find the right one. Nothing major, but a little bit sergant. So, I would suggest something like a "Unimportant-Character"-Mark or some other solution. I need the values for some calculations in macros. Btw. I would need a "reorder the initiative descending"-Macro as well ;-). Thanks for your time,   Andreas
I can't really tell without more info on your campaign, but I would think there is a better solution to your problem.  Like making attributes for the weapon stats on the characters and then changing it when they change weapons.
Hi Ken, Thank you for your suggestion. But since I create everything from scratch there are some reasons to do it object based: a)   there are people with more than one or even two weapons (Monster with a tail, a claw and a bite attack as well as some well trained fighters and even one of my players who decides which of his weapons he uses on narrative and more obscure reasons) This would mean, that I would need the ~5 Attributes 3+ times. Or need to read it up everytime from a handout or something? Does not seem reasonable.   b)   Creating a different Weapon would be a lot more work than "duplicate" -> "rename" -> duplicate and change (copy/paste the objects name in ) the Attack script on the Character. Then change the Attributes.   c)   New Characters can just take the Script from the former "Clubwielder" and they wield a club. Just their personal ATBluntWeapons and PABluntWeapons and I am done.   d)   If I encounter something and Clubs(staying consistent with examples :-) ) are too strong or too weak or do not feel like clubs then I can change it in the one "Club-Object" and every clubber is ready to party. (Yeah, Club-joke)   e)   Additionally I can stop my players from manipulating the Weaponstats. :-)     I am not sure if I would be able (competence and possibilities) to change/ create a Character-Sheet that provides Weapons as Objects. Would be a reason to subscribe for me though. Ye, I kinda need Characters and Objects. It kinda works great for me so far and unless I commit to a system that exists, I do not really see a better way.
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