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Adv 2.0 D&D Phase 10 SUB2a-ii: Battle Master + Assassin L5/L7
Battle Master:
- New "superiority" resource pool (4/long-rest at L5), provisioned via
initSubclassResources at !subclass selection.
- Three armed maneuvers fueled by superiority dice:
* Precision Attack — +d8 (≈+4) to first attack roll
* Tripping Attack — enemy skips first attack (reuses Phase 9
SpellEnemySkipFirst)
* Rally — +(d8 + CHA) HealItem at <50% HP
- L7 Know Your Enemy proxied as +1 AttackBonus passive.
Assassin:
- L5 Assassinate: AssassinateAdvantage (re-roll first miss, take better
of two d20s) + AssassinateBonusDmg = level (5 at L5) stacked on top
of the Rogue's existing Sneak Attack auto-crit.
- L7 Impostor bumps the bonus damage by +3.
- L5 Infiltration Expertise → +5 Deception; L7 Impostor → +10.
Engine:
- CombatModifiers gains FirstAttackBonus, AssassinateAdvantage,
AssassinateBonusDmg.
- resolvePlayerAttack consumes each on the first attack only via new
combatState one-shot flags.
Tests added: 14 covering passive gating (BM L7+, Assassin L5/L7),
maneuver Apply flags, superiority pool init for BM only, !arm gating
across class/subclass for precision_attack, Deception bonus tiers,
statistical lift from FirstAttackBonus and AssassinateBonusDmg in
SimulateCombat.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -22,6 +22,27 @@ func applySubclassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDChar
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if c.Level >= 5 {
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mods.CritThreshold = 19
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}
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case SubclassBattleMaster:
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// L7 Know Your Enemy: 5e gives factual info about the target after
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// 1 min observation. We don't model "observation time" — proxy the
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// tactical edge as a flat +1 to attack rolls from L7 onward.
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if c.Level >= 7 {
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stats.AttackBonus++
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}
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case SubclassAssassin:
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// L5 Assassinate: advantage on the opening strike + bonus damage
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// stacked on top of the Rogue's existing Sneak Attack auto-crit
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// (proxy for "crits vs. surprised targets"). Bonus scales with
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// level; L7 Impostor — flavored as deeper study of the mark — adds
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// a small surprise-damage bump.
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if c.Level >= 5 {
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mods.AssassinateAdvantage = true
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bonus := c.Level
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if c.Level >= 7 {
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bonus += 3
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}
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mods.AssassinateBonusDmg = bonus
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}
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}
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}
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@@ -56,6 +77,52 @@ func init() {
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mods.FrenzyDmgBonus = 0.5
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},
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}
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// Phase 10 SUB2a-ii — Battle Master superiority-die maneuvers. Each
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// consumes one die from the new "superiority" resource pool (4/long-rest
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// at L5; long-rest refresh in our model — 5e refreshes on short rest).
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// We don't model 5e's interactive "before/after the roll" choice; a die
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// commits at !arm time and fires on the next combat.
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//
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// Three non-reaction maneuvers covered:
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// - Precision Attack → +d8 (≈+4 flat) on first attack roll
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// - Tripping Attack → enemy skips its first attack (reuses Phase 9
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// SpellEnemySkipFirst)
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// - Rally → temp-HP buffer at <50% (reuses HealItem; self
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// buff since one-shot combat has no ally-target UI)
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dndActiveAbilities["precision_attack"] = DnDAbility{
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ID: "precision_attack",
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Name: "Precision Attack",
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Class: ClassFighter,
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Subclass: SubclassBattleMaster,
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Resource: "superiority",
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Description: "Add +d8 (≈+4) to your first attack roll this combat (consumes 1 superiority die).",
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Apply: func(c *DnDCharacter, mods *CombatModifiers) {
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mods.FirstAttackBonus += 4
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},
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}
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dndActiveAbilities["trip_attack"] = DnDAbility{
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ID: "trip_attack",
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Name: "Tripping Attack",
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Class: ClassFighter,
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Subclass: SubclassBattleMaster,
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Resource: "superiority",
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Description: "Trip the enemy on engagement: they skip their first attack (consumes 1 superiority die).",
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Apply: func(c *DnDCharacter, mods *CombatModifiers) {
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mods.SpellEnemySkipFirst = true
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},
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}
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dndActiveAbilities["rally"] = DnDAbility{
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ID: "rally",
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Name: "Rally",
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Class: ClassFighter,
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Subclass: SubclassBattleMaster,
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Resource: "superiority",
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Description: "Steel yourself for the fight: heal at low HP for d8 + CHA mod (consumes 1 superiority die).",
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Apply: func(c *DnDCharacter, mods *CombatModifiers) {
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mods.HealItem += 4 + abilityModifier(c.CHA)
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},
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}
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}
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// persistDnDPostCombatSubclass handles end-of-combat subclass bookkeeping.
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