Thread: Project: AD&D Core Ruleset
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August 16th, 2017, 03:29 #91
For those that used and like the old golden rod sheets this is a step in the right direction.
I, actually, didn't much care for them.
A cool mod would be to allow people to select the sheets they want to use within the game... especially since there were so many different ones used in the classic game so people probably have different ideas about what "old skool" actually looks like.
I used Armory sheets for my 1st Edition games then switched over to the Official TSR Sheets for 2nd Edition. The Armory was a regional gaming/miniature distribution warehouse in Baltimore, so that may be why I cut my teeth on them. Gotta love that dot-matrix technology!
EDIT: Found a link to an old Armory catalog... I remember looking through this catalog when it first came out... and perusing the warehouse for stuff that stores just didn't carry. Warning, there are some risque illustrations in that catalog... classic rpg pr0n.Last edited by Full Bleed; August 16th, 2017 at 03:40.
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August 16th, 2017, 05:23 #92
It should be easy for someone to create an extension for it after I've finalized the look. All they'd need to do is tweak the frame images to the color you're talking about. I only ever saw/used the Goldenrod gold style sheets.
One of the folks I work with is working on an extension to keep the "older" style other than layout (5e background/sheets).
Here is what I've landed on for now. I'll see how my group finds it and maybe tweak but I think I've got a feel there and compressed the size down as best I could.
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Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset FGU Reference Module, or Web.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
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August 20th, 2017, 07:31 #93
Update 2017.08.20, see first post for download.
- Table text import option added. (from Tables record list, click the edit pen and you'll see the new import button). From here you can paste in text. Each line will be a entry in a table. This is great for those long tables that just need dice rolled. I used this to import 100 tables for random monster encounters.
- Started prepping for 3.3.2, Easy display buttons on records list will include the Skills (ability/stat), Spells (sphere/school/type), NPCs (HD,Type/etc) and Armor/Weapon buttons on items for a nice list. These buttons are in for the DM (not PC, waiting for 3.3.2), don't expect them to work till 3.3.2 goes live or if you load the test FG version.
- Items now have effects when equipped. This will be applied to the npc/pc that has this item equipped when placed into the combat tracker.
- NPCs now have an "effect" string that will be applied to them when dropped into the combat tracker. All you need to do now is know the string, not arcane action text Tho effects strings are nothing to scoff at. Someday I play to menuize it.
- Changed the RIP/Death icons to use different method of calculating health, works better. No one will notice but me.
- Trimmed out some 5e fields from npcs no longer needed.
- Tossed out persistent effects and started over. Used the CoreRPG/5e effects as best I can (I will backport more/all when 3.3.2 goes live) so that they work like the current CoreRPG/5e ruleset. This means that the npc/pc needs to be in the Combat tracker to have these effects. Specifically I am referring to items giving effects when equipped.
- Big revamp on character sheet layout/visual. Has a old school feel/look of the Goldenrod Character sheets.
- Added radial menu to CT for removing all dead NPCs.
- Reworked abilityscore and save details windows. Due to the revamp of effects I didn't need about 3 values on each line.
- BSTR, BDEX, BCON, BINT, BWIS, BCHA, PSTR, BPSTR added to effects. These are BASE(STAT), PERCENT(STAT) and BASE-PERCENT(STAT). So you can set 18 for str not just +X strength. When these are applied (can only work on something in combat tracker) the ACTUAL ability will appear in (XX) beneath the adjusted score.
- BAC effect string added, this will allow you to set the BASE AC. If it's lower than whatever the character is wearing it will be used. Useful for effects like Armor that gives the wizard a base AC6.
- Added random values to Effect durations. If you need a duration of 1d12 turns you can now just add the dice roll (and/or a modifier). If just modifier only that value will be used. So, static or random.
- Fixed bug in "hit" target message. Was missing dex AC adjustment in value hit but not value reported hit. Some of the "hit" messages were incorrect but the AC hit value was right.
Still have some features waiting on 3.3.2 but I everything is working so posting this version.---
Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset FGU Reference Module, or Web.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
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August 25th, 2017, 06:59 #94
Here is the new class record. Should give us everything we need for AD&D classes.
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Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset FGU Reference Module, or Web.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
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September 2nd, 2017, 07:59 #95
- Join Date
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September 2nd, 2017, 19:25 #96---
Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset FGU Reference Module, or Web.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
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September 3rd, 2017, 02:26 #97
- Join Date
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September 3rd, 2017, 07:44 #98---
Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset FGU Reference Module, or Web.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
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September 3rd, 2017, 21:45 #99
Update, version 2017.09.03
- Advancement configuration for classes. This option under the Class record allows the DM to configure hp advancement, spell slots, saves, weapon/non-weapon prof slots. Drag/drop a class from Class with fully configured advancement and the character should have hp,saves, thaco and other values updated as they level.
- Advancement system allowed me to also properly calculate hp for single, multi and dual class now. To properly manage it for dual class you need to unmark a class active before you add a new class that will be the new main (uncheck the tick in class for the character for all classes no longer active).
- Combat Tracker: When initiative for npc is active the "combat"(sword) option will be toggled on tho you can still toggle it off. When the npc no longer has initiative it will be toggled off.
- Fixed bug in memcount not showing properly in newly drag/dropped spell in the "action" mode.
- Fixed bug with magic +X items and !magic resist/immune damage types.
- Fixed bug with item ID caused by items with action/weapons. Should go back to not showing ID'd name if not ID'd.
- Fixed bug that was not apply effects to npcs using the original 5e string recognition. It and the new effects variable should both work now, use whichever you like.
With the new advancement configuration I added a sample module to the list that includes 4 classes from the OSRIC document. Fighter/Cleric/Thief/Magic-User. See the first post for the download link.Last edited by celestian; September 3rd, 2017 at 21:48.
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Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset FGU Reference Module, or Web.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
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September 3rd, 2017, 21:48 #100
Note: Still need 3.3.2 to go live for the buttons on npc/spells/skills/etc to work so until that they will not show up for PCs and only the DM will see them (they won't work for DMs either yet!).
Last edited by celestian; September 9th, 2017 at 20:26.
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Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset FGU Reference Module, or Web.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
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