STAR TREK 2d20
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  1. #11
    Also the hide skill is wrong (pointing to wisdom) instead of Dex

  2. #12
    Sorry, not to nitpick cause I appreciate the work but some spells are missing as well.. Charm Person, Cause Fear... just started going through the list though so not sure what else..

    Are you planning on continuing to update this mod zambol?

  3. #13
    Quote Originally Posted by Haplo
    Sorry, not to nitpick cause I appreciate the work but some spells are missing as well.. Charm Person, Cause Fear... just started going through the list though so not sure what else..

    Are you planning on continuing to update this mod zambol?
    They're not missing. Just that they're not Wizard spells anymore, but Psion.

  4. #14
    Quote Originally Posted by Haplo
    I figured it out, didn't unpak my d20 ruleset so didn't know where to get certain things but I figured it out...

    Side thing, the initiative and the WILL save aren't calculating properly
    They are calculating properly, just that the calculation method is different than basic 3.5.

    Read the House Rules chapter in the d20 Basic Rules module.

  5. #15
    As joeru pointed there is a lot of houserules and changes to allmost everything.

    First thing you should do when trying this ruleset is either read houserules or check changelog.

    If you like ruleset, but not some houserules, you can allways modify it to suit your needs and tastes.


    ps. I think hiding or moving unseen doesn't need manual dexterity or agility, but a bit of instincts and common sense as not to walk in someones field of vision.

    As to updates to ruleset: there might come something, but don't hold you breath.
    What i see as most urgent would be more races/professions/templates and creation of at least modest array of staffs/wands/runes/scrolls. These have been in "planning" stage since january.
    Last edited by zambol; April 28th, 2007 at 11:38.

  6. #16
    Fixed bug in opening minisheets and copied some 2.0.5 code to files.

  7. #17

    Join Date
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    I must seem like a right fool by now (having to ask this question)... but the architecture of FG II seems completely different from FG I. I downloaded the files, popped the modules into the modules folder and the other files into a folder within the ruleset folder and named it d20ZMods.

    At boot-up, I got a blank FG II window with the dice... and shortly thereafter a crash. I also tried moving the modules into a 'modules' folder inside the ruleset folder. Same result... where are the files supposed to go?

    Zakarius

  8. #18
    Oberoten's Avatar
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    As per the Installation.txt (which I missed too the first time... *cough*)

    copy /fonts, /frames, /icons & /tokens from aexamples\rulesets\d20 to /rulesets/d20ZMods/
    For your Ars Magica needs :
    https://fgrepository.com




    Atque in perpetuum frater, Ave atque vale.

  9. #19

    Join Date
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    Quote Originally Posted by Oberoten
    As per the Installation.txt (which I missed too the first time... *cough*)

    copy /fonts, /frames, /icons & /tokens from aexamples\rulesets\d20 to /rulesets/d20ZMods/
    D'oh! Thanks <slaps self>

    Zakarius

  10. #20
    I would have liked to include default image files in ruleset, but unfortunately my website hosting (free) has very limited size.

    That's why "copy /fonts, /frames, /icons & /tokens from aexamples\rulesets\d20 to /rulesets/d20ZMods/"


    BTW if someone wants to help developing this set further pm/post.
    What is (most urgently) needed:
    -Better installation instructions.
    -Typo hunting (and correcting enklish texts)
    -Better draggable descriptions to monsters.
    -Descriptions to some equipments.
    -Few useful random tables. (i made treasure and example tables only)
    -something else?

    I have tried to avoid copyrighted material, remember that if suggesting something.
    Last edited by zambol; May 2nd, 2007 at 14:36.

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