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[Feature]: Defining Terrain Subtypes #5025

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shondoa opened this issue Oct 30, 2024 · 0 comments
Open

[Feature]: Defining Terrain Subtypes #5025

shondoa opened this issue Oct 30, 2024 · 0 comments
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feature Adding functionality that adds value

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@shondoa
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shondoa commented Oct 30, 2024

Describe the Problem

When creating difficult terrain, I like to use different terrain modifiers to distinguish between terrain types. For instance, I currently use Add 5 for physical clutter and Multiply 2 for bodies of water. I can then have tokens with the ability to swim at full speed ignore Multiply modifiers to let them move at full speed over water while still being obstructed by obstacles.

The problem I'm running into is that, since I can only use Add or Multiply to emulate difficult terrain, I'm limited to only 2 kinds of difficult terrain at once. If I wanted to, for instance, define a third kind of difficult terrain as "natural brush" so that a druid with Woodland Stride could ignore the penalty, I'm out of luck.

The Solution you'd like

Allow subcategories of terrain modifiers to be defined via campaign properties. You could then have tokens ignore modifiers only of certain subtypes. Using the example from above, I could define Brush, Clutter, and Water as 3 subtypes of the Multiply or Add modifiers.

@shondoa shondoa added the feature Adding functionality that adds value label Oct 30, 2024
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