Thread: Shadowrun 4 new Ruleset
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July 26th, 2014, 23:16 #131
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I have already started the port to CoreRPG but it is seriously non-trivial given the amount of customisation in the current Shadowrun 4 ruleset. I want to do something quick to get people able to use what's available with 5e, also helping me to understand how it all works.
My plan is to implement 3 things for now:
Limits on skill tests
New Initiative system
Use one armour type
The rest will wait for the CoreRPG version which will take a few months, I reckon...
Ian
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July 26th, 2014, 23:33 #132
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There's a thread here that talks about the differences:
https://rpg.stackexchange.com/questi...t-i-should-kno
Cheers
Ian
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July 27th, 2014, 14:37 #133
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July 27th, 2014, 14:43 #134Full License Operator - You must have a 'Lite' License to play in my games.
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September 15th, 2014, 14:55 #135
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great news! We've been using the 4e ruleset, but there are a lot of things that don't work well for 5e. I'm happy to see this in development. I would like to learn xml as well, but it seems a bit daunting and I'm not sure where to start. If you need any help, I'd be more than willing to give it a try!
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September 16th, 2014, 08:24 #136
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December 18th, 2014, 22:19 #137
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A quick update on the Shadowrun 4 ruleset.
I finally found some time to start updating the ruleset to CoreRPG. I decided to migrate it how it is, then improve it and finally convert it to Shadowrun 5e. The good news is that I now have a version which is running under CoreRPG without wierd errors (except in the NPC sheet).
I have a working PC sheet, the incomplete NPC sheet as was and a basic working combat tracker which correctly tracks multiple initiative passes.
As the old one did, it calculates successes, tracks ammo usage, etc. I have also added the beginnings of targetting, with the target being identified in the chat window.
Next step is to finish the NPC sheet.
Cheers
Ian
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December 18th, 2014, 22:23 #138
In theory.. the targeting stuff 'should' be a gimme from the CoreRPG ruleset if you can avoid overwriting it in your combat tracker.
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December 18th, 2014, 22:34 #139
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Yeah, you are right, it tells me who is/are targetted, but the Shadowrun combat is so involved that I have had to do loads of code in the callbacks to calculate successes etc, so I will still have to handle the targetting.
I have to decide how much I automate it. I'd like to get to the point that when a charcter attacks another player's character, it calculates the hits, then invites the other player to roll the defense and tracks the net hits, then invites the armour roll and calculates the final damage. But that's going to be down the line.
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December 18th, 2014, 22:36 #140
You sure you don't want to automate that defense roll? It seems like it would flow better if the defenses were automatic.
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