Request: Add the option for a Stress mechanic
Stress is a new mechanic in Van Richten’s Guide to Ravenloft.
Stress can be tracked numerically as a Stress Score, increasing in trying situations and decreasing with care.
At the DM’s discression discretion, a character’s Stress Score might increase by 1 when relevant situations occur
When a character makes an attack roll, an ability check, or a saving throw, they must apply their current Stress Score as a penalty to the roll.
Stress is a blanket debuff for all d20 rolls
Comments (4)
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repo owner -
reporter From a UX point of view this isn't especially good, having players have to go into their features and then manually add or remove a new point of stress (or sanity or.. etc) seems worse than being able to increase or decrease a score as you would if you were increasing or decreasing an ability, or health.
If there were a way to make a macro that affected that value it would be a different issue (macro for increase/decrease variable) but as it can't be derived from anything it doesn't work like that
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reporter in the way I’m proposing it would look more like this:
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repo owner Here’s a macro that will increase a selected character’s stress:
if (!token) return; const actor = token.actor; const stress = actor.items.getName('Stress'); if (!stress) return; const effects = getProperty(stress.toObject(), 'flags.obsidian.effects'); if (!effects?.length) return; const bonus = effects.flatMap(e => e.components).find(c => c.type === 'bonus'); if (!bonus) return; bonus.bonus--; stress.setFlag('obsidian', 'effects', effects);
Though this won’t actually work in 0.7 I don’t think. You would have to replace:
const effects = getProperty(stress.toObject(), 'flags.obsidian.effects');
With:
const effects = duplicate(stress.getFlag('obsidian', 'effects'));
To get it working in 0.7.
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It should already be possible to model this: