Banyan42
July 5th, 2013, 22:22
I downloaded the Demo version of FG yesterday and have been messing around with it off and on over the last day or so, trying to decide if it will be a good tool to run games for my group with. I am on the verge of buying an Ultimate license if I can figure the thing out. I think I'm getting the hang of it, but for the life of me I can't figure out how to add a class to a character.
I know you right click and pick "Create new" and that gives you a blank line, but from that point it feels like you should be able to drag a class from the library onto the character, and it doesn't seem to want to drop into the empty blank, like a weapon does. Do you just type in your class, and adjust the character sheet accordingly, with all that class's stats? That's fine with me, I just didn't want to do it the long way if FG is smart enough to auto-add stuff like class abilities, and I'm just missing how to do it.
Second question: We already use Hero Lab for character creation, and I see how to import from that and it works fine. I understand its not perfect and you have to validate the import. However, one of our players is a Ninja from Ultimate Combat, a class that isn't covered in the rules. It appeared to import just fine, even with some custom feats from the UC book. Will it work the same as a standard class, or will something about it not work correctly in a combat because its not "defined" in the libraries?
Third question: If a player has to leave before the session is over, can the GM take control of that character mid-session so if there is a combat going on, the party isn't suddenly one player short?
Extension of third question: Can I Control a PC at all? Although I GM, I usually run a cleric that stands around making wisecracks, healing people, and fighting when appropriate, because no one else wants to play the healer. I know I can use him as an npc, but I'd like the robustness of a full character sheet for him, as he is a permanent fixture of the party that I track as if he were a PC.
Fourth question: For any hero lab users reading this, tell me if I have the right idea here... Since you can't export back to hero lab, any updates to the character are entered manually to hero lab and then re-imported as appropriate on level-ups and acquisition of equipment, right? Which means re-auditing the character sheet every time?
Fifth question, and forgive my denseness on this one: What exactly is the monster parser for? (Parsing monsters, of course.) Do you just point it at a pdf and it will create a module with all the monster stat blocks contained therein? I know I should do my own research on that one, but I feel like I have such a staggering amount of stuff to figure out with this, if anybody could spare two or three sentences in very straightforward terms on that, I'd be grateful.
I intended this to be just a couple lines, and look at that wall o' text. For those of you still awake that decide to help out, thanks in advance, I really appreciate it. -Banyan42
I know you right click and pick "Create new" and that gives you a blank line, but from that point it feels like you should be able to drag a class from the library onto the character, and it doesn't seem to want to drop into the empty blank, like a weapon does. Do you just type in your class, and adjust the character sheet accordingly, with all that class's stats? That's fine with me, I just didn't want to do it the long way if FG is smart enough to auto-add stuff like class abilities, and I'm just missing how to do it.
Second question: We already use Hero Lab for character creation, and I see how to import from that and it works fine. I understand its not perfect and you have to validate the import. However, one of our players is a Ninja from Ultimate Combat, a class that isn't covered in the rules. It appeared to import just fine, even with some custom feats from the UC book. Will it work the same as a standard class, or will something about it not work correctly in a combat because its not "defined" in the libraries?
Third question: If a player has to leave before the session is over, can the GM take control of that character mid-session so if there is a combat going on, the party isn't suddenly one player short?
Extension of third question: Can I Control a PC at all? Although I GM, I usually run a cleric that stands around making wisecracks, healing people, and fighting when appropriate, because no one else wants to play the healer. I know I can use him as an npc, but I'd like the robustness of a full character sheet for him, as he is a permanent fixture of the party that I track as if he were a PC.
Fourth question: For any hero lab users reading this, tell me if I have the right idea here... Since you can't export back to hero lab, any updates to the character are entered manually to hero lab and then re-imported as appropriate on level-ups and acquisition of equipment, right? Which means re-auditing the character sheet every time?
Fifth question, and forgive my denseness on this one: What exactly is the monster parser for? (Parsing monsters, of course.) Do you just point it at a pdf and it will create a module with all the monster stat blocks contained therein? I know I should do my own research on that one, but I feel like I have such a staggering amount of stuff to figure out with this, if anybody could spare two or three sentences in very straightforward terms on that, I'd be grateful.
I intended this to be just a couple lines, and look at that wall o' text. For those of you still awake that decide to help out, thanks in advance, I really appreciate it. -Banyan42