What are Modifiers?
Written By Philippe Chabot
Last updated About 1 month ago
A modifier is a numeric or boolean change an entity applies to a character sheet. Toughness adds +3 to HP. A +1 longsword adds +1 to attack and damage.
Each modifier has three parts: target (a path on the character sheet), operator, and value.
Examples:
Improved Initiative — target
combat.initiative.misc, operatoradd, value4.Weapon Focus (Longsword) — target
items.weapons.longsword.tohit.misc, operatoradd, value1.+1 longsword — two rows:
items.weapons.longsword.tohit.magicadd1, anditems.weapons.longsword.damage.magicadd1. Splitting attack and damage into two rows means each shows separately on the sheet.Toughness — target
combat.hp.misc, operatoradd, value3.
The character engine computes the base, permanent character sheet. Conditional, situational, or activated effects do not belong as modifiers:
Dodge —
+1AC vs one designated opponent only.Mobility —
+4AC vs attacks of opportunity only.Power Attack — variable trade-off the player chooses each round.
Rage, Smite Evil, bardic music — temporary, per-use abilities.
The system has no concept of "currently active" — only "permanent". Modeling conditional bonuses as flat modifiers silently inflates the sheet.
Two advanced patterns: wildcards (target saves.*.misc to apply to all three saves at once) and references (use {{ abilities.charisma.modifier }} instead of a literal value to read another stat at evaluation time, used by Divine Grace). See How do wildcard patterns work?