#AE Performance Qs
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Don’t think I’d classify it as “significant” until you’re doing a ton of them. The problem as it's been explained to me is that all AEs need to be processed as a part of every single actor data update.
But if you had your own system for applying bonuses, like pf2e's rule elements, wouldn’t it be exactly the same?
I have no idea how they do those REs, but if I had to hazard a guess it'd be "yes but they're not concerned with this impact because it hasn't been an issue thus far."
Maybe some context: In ds4, I am using active effects for basically any bonus that items can give to an actor. Some items do have some inherent values (e.g. armor has an armorValue), but only the values that every instance of that item type has are explicitly modeled. Everything else is done via active effects. So for example, if you wanted to have a piece of armor that also gives a bonus to strength, you would model the strength bonus as an active effect.
This means that basically any piece of magic equipment will have a couple of active effects on it.
Combined, it’s not uncommon for actors to have 10+ active effects on them at all times
And the question is if that can become an issue
Yeah I have no idea what the order of magnitude of the issue actually is. I just dug into this a bit way back when AEs were first coming to dnd5e and everyone started using them for things like permanent stat increases etc., and the official word from Atro/Cody was basically "yeah that's not a great idea, isn't how the system was designed."
Yeah, for cases like „I leveled up and get to increase a stat, I also would use effects. I would just increase the base value in the sheet. But for arbitrary bonuses from items, I don’t really see a better option
I suppose it depends on the point of view of bonuses from items should be considered "permanent"