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pico
January 23rd, 2019, 07:35
This set of modules and an extension implement the SW5e rule set. This is a 5e based conversion to a Star Wars universe.

This work will include the PHB and Scum and Villainy PDF content from the SW5e project (link below)

The following extension and 2 modules must ALL be loaded to host a game using this ruleset.

Extension: The extension named "sw5e.ext" must be in your extension folder and selected when you create your campaign.
Modules: The "SW5e Player Book.mod" and the "SW5e Supplement.mod" must BOTH be loaded.

I will repeat for emphasis: BOTH "SW5e Player Book.mod" AND "SW5e Supplement.mod" MUST BE LOADED!!!!

My testing has shown that these modules and the extension are compatible with both FGU and FGC

FG Forum says my module is too big to upload, so you must get them from these links:


Download the version 2.0 release from here: release page on GitHub (https://github.com/BeeGrinder/FantasyGrounds-SW5e/releases/tag/2.0.0)


Version 2.0 is complete and fixes are still being done. The matching version of the SW5e PDFs can be found at the release page.
Because the SW5e project is constantly adding/removing/changing the contents of their PDFs, I will be providing links to the version of the PDFs that match this FG ruleset.
Due to the constantly changing nature of the SW5e PDFs, it is unlikely that any release here will 100% match what is on their website. It is STRONGLY advised that your FG game use the provided matching copy of these documents.

Version 3.0 is currently being created, but is not complete yet. Version 3.0 is an update to the "current" state of the SW5e project.

SW5e project website: https://www.sw5e.com/
(I have no affiliation with the sw5e project)

SW5e Content:
10 classes
15 races (Species)
35 backgrounds
100 feats
266 spells (Powers)
276 NPCs
new weapons, creature types, damage types, skills, languages, and a single currency

All my sources are on github: https://github.com/BeeGrinder/FantasyGrounds-SW5e

Now includes spell and item effects inspired by and with permission of rob2e under condition that no money is ever charged for this work. Thanks!

Also, see the SW5e reddit: https://www.reddit.com/r/sw5e/

pico
January 23rd, 2019, 16:19
Changelog / Added / Modified


Jan. 23, 2019 Update - SW5e Player Book Module - Background skill and feature text fixes
Jan. 25, 2019 Update - SW5e Player Book Module - Race (Species) skill and feature text fixes. Guardian Auras and channel abilities listed correctly.
Jan. 30, 2019 Update - SW5e Player Book Module - weapon list typo fix. sw5e.ext extension typo fixes.
Feb. 6, 2019 - SW5e Extension - Added Binary and Aurebesh fonts/languages.
Feb. 10, 2019 - Added Spell Book Module for force and tech powers, made February PHB updates, text and class feature updates.
Feb. 18, 2019 - Split Item and Spell module to easy development. Extension fixed for powers and weapon type sorting.
Feb. 21, 2019 - Force and Tech powers through lvl 2 have effects coded. Item effects for explosives now coded. See Spell Book reference notes.
Feb. 24, 2019 - Fixed all classes. Made 3rd level choice of sub-class prompt correctly.
Mar. 6, 2019 - Added many extended content races with pics, added full spell effects for all force and tech powers
Mar. 8, 2019 - Major update to module structure. Spells and Equipment are now in the module SW5e Supplement.mod. Several reference manual changes.
Mar. 16, 2020 - Update to Player Book module. Reflecting changes to SW5e PDF file through Jan. 2020.
May 8, 2020 - Removed old NPC module, all NPCs are in the PHB module. Should work with FGU now.
May 18, 2020 - More NPCs added to PHB module.
May 23, 2020 - All NPCs from Scum and Villainy PDF have been added to the PHB module.
Sep 16, 2020 - Fixed damage issue with scout holdout blaster and several "ranged force attack" spells that were not working.
Nov 28, 2020 - Fixed issues with several NPCs spells in combat tracker. Fixed Operative Practice choice at level 3.
Nov 30, 2020 - Updated Berserker class to current.
Dec 2, 2020 - Full class update (Thanks to lordcygnus) plus minor fixes. Please, download both modules and the extension for these updates.
Dec 5, 2020 - Update to PHB module and extension. Fixed extension project web link and renamed directory. Update berserker instincts, operative exploits and monastic vows to be more readable. Made scholar/doctor/panacea side-effects into link to rollable table.


** Reserving this post for future updates

pico
January 23rd, 2019, 16:23
Instructions and Notes
- Install the extension SW5e.ext for SW5e skills, money, languages, damage types, skills, npc types, etc. Modules will not work correctly without the extension.
- Install the 2 modules: SW5e Player Book.mod (classes, races, backgrounds, npcs, etc), SW5e Supplement.mod (spells, items, equipment, etc). BOTH MUST BE LOADED!
- Download the "PHB" and "Scum and Villainy" PDFs that accompany the version of this FG SW5e version. Also provide the PHB PDF to your players.
- When creating a game make sure to use game system "5E" and choose the above SW5e extension.
- The extension includes some appropriate background decal images.
- Remember when creating characters that many of the casting classes have a choice of which ability counts as the Spell Casting Modifier. So it must be set up manually.
- Proficiency seems to be working for classes, races and backgrounds. I don't think they work for feats, adjust manually.
- The author of SW5e suggests using the Spell Point System rather than Spell Slots. This is an interface adjustment to make during character creation if you use points. Search the FG forum for implementing D&D 5e alternate spell point system.
- All spells (powers), some classes, and some items have item effects coded into them for use in the combat tracker. Use the Source selector in the Spell window to see Force Powers, Tech Powers, Items, or a class.
- All included races have pictures in case you forget what they look like.
- Starting Equipment Packs are available in Parcels.
- Backgrounds have trait tables available for rolling.
- All classes now prompt at level 3 for sub-class choices.
- Expanded choice of species (race) and languages to 30.

New Starship rules
These new rules basically has ships as complex as a player character with character sheets. I would suggest providing your players with their ship's sheet and using the FG interface for a star map, token movement, and dice rolling. But, at this time I don't know of a way to implement the starship combat of SW5e into the FG system.

** Reserving this post for future updates

Tyrannosaurus VeX
January 28th, 2019, 10:02
I'll definitely take a look at your stuff. I've never played FFG's Star Wars, but I'm a big fan of Saga and 5e, so I think a 5e conversion is an interesting idea.

Could be really cool.

Martin2301
January 28th, 2019, 19:25
looks pretty fine. Im gonna start a game i think. But misses stat block for the ships, and a nice background

pico
January 28th, 2019, 20:03
looks pretty fine. Im gonna start a game i think. But misses stat block for the ships, and a nice background

Thanks. The ship data is coming later as well as a nice theme. Currently my priorities are getting the classes working as well as I can, and fixing any bugs/typos.

And, if someone wants to volunteer and join the project, just let me know :D

Since the PDFs are free for everyone to download, how important do you feel it is to get a reference manual section in the FG interface?

damned
January 29th, 2019, 00:54
Thanks. The ship data is coming later as well as a nice theme. Currently my priorities are getting the classes working as well as I can, and fixing any bugs/typos.

And, if someone wants to volunteer and join the project, just let me know :D

Since the PDFs are free for everyone to download, how important do you feel it is to get a reference manual section in the FG interface?

The Reference Manual is always a good thing - BUT - be careful with copyright... The fact that someone else has written all this stuff up and is sharing it fr free doesnt mean that they havent violated someone elses copyright. I am not saying they have - just asking you to do a little checking as you dont want to be responsible for posting copyright materials.

damned
January 29th, 2019, 00:59
A cursory check and it looks like they have replaced jedi with guardian and sith with sentinel... if they have done things like that all the way thru it should be ok...

Tyrannosaurus VeX
January 29th, 2019, 18:26
Someone can correct me if I'm wrong, but I believe with Star Wars "fan creations", the general rule is, you can publish things for free (fan fiction, fan art, fan films, etc), but if you charge people or make money in any way, they'll consider it copyright infringement. That's how LucasFilm/LucasBooks/LucasArts treated most stuff in the past, and so far, Disney has continued the tradition. There was recently an issue with a fan-film on YouTube that got into it with a subsidiary, but LucasFilm stepped in and straightened the mess out for the most part. Probably because it was turning into bad PR for LucasFilm/Disney.

damned
January 29th, 2019, 23:48
Someone can correct me if I'm wrong, but I believe with Star Wars "fan creations", the general rule is, you can publish things for free (fan fiction, fan art, fan films, etc), but if you charge people or make money in any way, they'll consider it copyright infringement. That's how LucasFilm/LucasBooks/LucasArts treated most stuff in the past, and so far, Disney has continued the tradition. There was recently an issue with a fan-film on YouTube that got into it with a subsidiary, but LucasFilm stepped in and straightened the mess out for the most part. Probably because it was turning into bad PR for LucasFilm/Disney.

I would never call it a rule.
They are 100% within their rights to protect their copyright and for any Trademarks they must protect them or risk losing them.
If the current practice by the IP owners is to ignore it thats great. Be aware that they could change that at any time.

pico
February 6th, 2019, 16:51
Here is a game streaming using this rule set on youtube. (not me)
https://youtu.be/1YPThnOiGbI

merkvah
March 29th, 2019, 02:02
Just downloaded and installed these mods... they look incredible. Thank you very much!! I have been dying for some more Star Wars gaming, and it looks like I may get it with this. Much appreciated!!

pico
March 31st, 2019, 01:22
Just downloaded and installed these mods... they look incredible. Thank you very much!! I have been dying for some more Star Wars gaming, and it looks like I may get it with this. Much appreciated!!

Thanks. Be sure to leave any feedback on your experience. It's all very new and not well exercised. So, user feedback is what I depend on to make improvements/corrections.

Liquid_Z
April 27th, 2019, 23:37
This is awesome. Thanks!

SirArion
May 16th, 2019, 01:25
If these are referencing the Jan2019 version, when would there be an updated version reflecting the new books?

That said this is fantastic.

pico
May 16th, 2019, 16:48
I'm not sure I will. Since this project seems to be on a monthly revision schedule, and doing major updates and changes, until they release a fairly static version of the game it's extremely difficult to keep up.

I believe I have a paragraph in the Reference manual part of the module about my plans and opinions on the project changes. Since the project is not producing a product to release, this constant changing and tweaking will continue. And, the complexity of the game has increased drastically over time, moving away from the core 5e principals in my opinion. We already had several fully fleshed out complex versions of Star Wars games available, no need for another.

That being said, in Fantasy Grounds its pretty easy to update the content if something you want is missing or has changed. You can even export your own changes as a module. So, don't let my lack of progress stop you.

Darce
May 31st, 2019, 04:47
Some time in the future I would to join a StarWars campaign. I bought the hard cover several years ago but failed to get involved in a game. Hopefully FG will offer that opertunity.

Shiniou
September 24th, 2019, 10:23
No isue for starship rule ?
Custom ruleset maybi ?

Blue Haven
September 27th, 2019, 16:42
Any news on this? I checked the books and it looks pretty nice :) Like Shiniou said will you take this to the next level (ruleset)?
Thanks for your work :)

pico
September 27th, 2019, 16:52
Not at this time. The disruptive churn has settled down and there seems to be a more stable player handbook. But, the starship rules are not able to be done with a true 5e ruleset. This was frustrating because it was supposed to be a 5e game. Maybe I'll try something after Unity is released since it may have additional functionality.

Until then, this entire adaptation is available open-source on github. So anyone can take over and do any updates or changes and release their own updates.

Honestly if I were to write a ruleset, I would probably work on the Star Wars D6 system. It is very robust and well loved.

Gamerswrath
December 5th, 2019, 06:49
This is sweet. The SW5E PHB is finished. Is this module a version of the finished PHB? Also, the Monster Manual seems to be done now too. Do you plan on updating that? If not, would you be willing to explain how I go about doing it so I could try it myself?

pico
December 5th, 2019, 22:42
This is sweet. The SW5E PHB is finished. Is this module a version of the finished PHB? Also, the Monster Manual seems to be done now too. Do you plan on updating that? If not, would you be willing to explain how I go about doing it so I could try it myself?

If there is a stable release of the PHB and MM for SW5e I would definitely like to update this. I would also like to look at getting it working on FGU.
I would LOVE some help with editing the updates. If you are not familiar with GitHub, we can talk via PM. The entire PHB is in text format on GitHub, but in a format for a utility called Par5e which would just take a little time to explain.
The MM is done in a tool called NPC Engineer which might take longer to explain. But, most of the work has been in the PHB content.
You are absolutely free to take my project and redo it however you like. It is open and free for anyone to use, copy, reformat, whatever.
But, if you want me to do the compiling and just do the text editing, I can also do that. I just ran out of steam keeping up with all the constant changes.

If you have any ideas on how to implement the starship rules, I'd love to hear that too.
Pico

Gamerswrath
December 5th, 2019, 23:34
Yeah, if you go to the guys website, (https://www.sw5e.com/), you can see that the PHB was 100% finished as of 7/9/2019. Don't know if that is the 7th of September or 9th of July though but either way, it's been completed. The MM on the other hand I am unsure about. If you click Scum and Villany, (which is the MM name), it doesn't have them all in there and says "More coming soon..." However, if you click the "ASSETS," section and download the MM source book PDF, it has a far wider variety of Monsters in it and looks to be completed. The "ASSETS," section is also where you would download the completed PHB PDF.

In regards to the starship rules, I have no idea. I haven't even looked at it. Due to the way I do D&D, vehicles don't end up being a major thing. Even in a SW5E campaign, I would probably just keep it very basic and short and just freestyle it, instead of using an actual rulebook for it. Doing so would make vehicle combat much bigger than I want it to be in my campaigns.

bchaddock
December 11th, 2019, 21:14
This Still being worked on? Also has anyone made a theme for this?

pico
December 11th, 2019, 22:01
This Still being worked on? Also has anyone made a theme for this?

I am working on updating to latest PHB and MM (NPCs) versions as I write this.
The extension includes themed background images, so along with the included "grey" theme it does look a little "star wars-ish".
There have been a LOT of updates and churn with the SW5e books, so it will be a few weeks before an update is ready.

Also, the extension does not work yet for FGU.

Aurohra
March 14th, 2020, 19:45
Looking to see if this is still being updated!

pico
March 16th, 2020, 21:10
I've done some updating some of the sw5e updates a few months ago. If people are actually playing with this I'll put them into modules and update this thread.
Due to changes in the NPCEngineer tools suite, the NPC manual will no longer "compile" ( I wish I saved last years version of the software ) so I need to make some decisions on how to proceed with that module.

Aurohra
March 16th, 2020, 21:48
My crew and I are using it now! I've actually been working on compiling all of the Roll20 map/image assets into a map/image module for SW5E for FG as well.

pico
March 16th, 2020, 22:14
Ok, I'll update the Player Handbook module with the latest changes I've completed (about 3 months ago). The NPC Manual has several issues (especially spells/tech) and is missing about 75% of the content from the new NPC book. Look in the first message of this thread for updates in about a week.

Please, let me know when you find something that does not work as expected. I've gotten very little feedback and I can't possible play every possible combination to see if it works properly.

Blue Haven
March 17th, 2020, 23:50
Thank you so much for all your work :)
:)

Aurohra
March 19th, 2020, 18:39
Thanks for doing all of this. If there's anything I can do to help, let me know.

Looking at the politician pursuit, there are two features labeled "reassemble" that bug out. One appears blank, the other appears normal.

pico
March 19th, 2020, 18:58
Thanks for the feedback. I've added this to the issue tracker on github.

Aurohra
March 19th, 2020, 19:00
I'll go ahead and bookmark the github page and post any other things I find there, so you aren't having to copy stuff over.

pico
March 19th, 2020, 19:02
Awesome!

Also, see the first post in this thread. I'm in the middle of a big NPC revamp. Some bugs may have to wait on that unless trivial.

Aurohra
March 20th, 2020, 22:01
Request to have Cathar added to PHB: https://www.sw5e.com/characters/species/Cathar

maugrim8866
April 10th, 2020, 21:05
Pico,
Thanks for sharing all your hard work!
Looks great.

I would love if the community could find a way for Star Ship Control and Combat to be as cool for this, as it is for StarFinder.
I really like what people have done for StarFinder.
https://www.youtube.com/watch?v=3Pdp7uHXEXw

I am wracking my brain, to find a method just to share a Data sheet, that has everything manually added for starships.
I am thinking of a Shared NPC, using the Battle Royal extension and a Note or Story entry with the data.

pico
April 10th, 2020, 23:08
The biggest issue with SW5e star ship combat is not the SW5e system, other than it claims to be a 5e system. It is nothing like 5e vehicle combat. So, in turn, because my SW5e extension for Fantasy Grounds is built upon the 5e ruleset, the star ship combat system is not part of the base 5e ruleset.

If I were to start this over again, I would seriously consider starting with the CoreRPG or Core Plus rulesets. Now, that being said, 5e is built upon the CoreRPG rules. So, there may be a way to shoehorn the space combat rules into this. The Druid Wildshape extension is an example of a character "within" another character (ships in SW5e are kind of like characters more than construct NPCs). But, SW5e has been so fluid and changing, that just getting the basic rules and NPCs into a stable module is enough of a challenge for now. They all need to take full advantage of the FG combat automation, or what's the point? The space combat can still be run, but more like you would on a less capable VTT software.

Thanks for the feedback. I appreciate the kind words.
Pico

mostcallmetim
April 30th, 2020, 04:03
Pico,
This is amazing! Thank you so much for creating this.

Anyone tested it in Unity yet?

Kaineswiftblade
May 1st, 2020, 18:11
Minor question, could we get the Classic Yellow star wars logo as a decal? I don't know how to make it myself,If not I can look it up no problem

Kaineswiftblade
May 1st, 2020, 19:08
So I wanted to help so I created a giant star field Background Image theme, as well as the Iconic Logo as a decal...... I hope this helps some and I would like to help more in the future.

mostcallmetim
May 7th, 2020, 04:25
Awesome!

Also, see the first post in this thread. I'm in the middle of a big NPC revamp. Some bugs may have to wait on that unless trivial.

How close are you to the NPC revamp?

I downloaded the files from the first post, the stormtrooper blaster attack was input incorrectly as a side note.

I have NPC Engineer and as another side note was wondering if there should also be a way to create all the abilities as spells. Such as "burst" and "grenades". Kinda like the Rob Twohy spell effects module for class abilities but for all the Star Wars stuff.

pico
May 7th, 2020, 04:47
How close are you to the NPC revamp?

I downloaded the files from the first post, the stormtrooper blaster attack was input incorrectly as a side note.

I have NPC Engineer and as another side note was wondering if there should also be a way to create all the abilities as spells. Such as "burst" and "grenades". Kinda like the Rob Twohy spell effects module for class abilities but for all the Star Wars stuff.

The latest downloads from the GitHub site linked in the first post has much improved NPCs, but I'm only about 1/4 the way through the S&V manual. The spells should be working on the ones that are done there. I have added some effects. Read the conversion notes in the reference manual sections of the PHB and Supplement modules. I document a couple I've added there, I think grenade is one of them. The newly fixed NPCs are in the PHB module and the old NPC module will no longer be needed. I hand coded all the spell effects in the Supplement module in order to have Rob2e style effects. He gave me his blessing and it is mentioned in the reference section.

As far as progress goes, NPC Engineer only gets me so far. I need to create the NPCs there, then "repair" them because all the special creature types and damage types for SW5e are not supported in the tool. And, now to make things even worse, my windows PC graphics card went out and I am left with my MacBooks. No NPC Engineer until I scrape together some funds.

(If I had a wish, some enthusiastic soul would enter in the NPCs from the Scum & Villainy book into NPC engineer as close as you can get them and send me all the npc files. That would speed the process up incredibly).

mostcallmetim
May 7th, 2020, 05:35
I'll be that enthusiastic soul! No Joke. Should I just start from the beginning?

pico
May 7th, 2020, 15:44
So I wanted to help so I created a giant star field Background Image theme, as well as the Iconic Logo as a decal...... I hope this helps some and I would like to help more in the future.

This is great. The included SW5e rule extension should have some SW themed backgrounds as well. The more the better. Thanks

Kaineswiftblade
May 7th, 2020, 16:45
So continuing with my theme of wanting to help last night I imported all current 130 ish weapons excluding any "Buster" weapons because I don't wanna mix final fantasy with star wars..... I have also Imported all current armors, updating where needed, and about 35 of the current 104 species bringing the grand total to ( mine and Pico's ) to 65 ish? I plan to work more today to import more species cause I wanna get this done for my campaign :P.... I Made droid a single species, and made each class a subspecies, for ease of use..... I have not added pictures to anything (yet)

maugrim8866
May 8th, 2020, 14:31
I would also like to help with this.

maugrim8866
May 8th, 2020, 18:05
I noticed on the SW5e Discord, they have a chat channel for Roll20, maybe we can get them to add one for Fantasy Grounds?

pico
May 8th, 2020, 18:28
I would also like to help with this.

What I really need help with is dealing with updates to the PDFs. This is a constantly changing ruleset. The PHB module should be up to date as of January. But, so far I just get messages like "there are new updates, when will they be in the module" which doesn't help me much at all. If someone could find any updates and the page and paragraph in the PDF and enter an issue on my github(link above), I could update the module very quickly. Or, alternatively, shoot the specifics about the update in a PM to me and I'll put it in the github issue tracker for you.

I have had some interest with helping on NPCs but nothing concrete yet, would require learning NPC Engineer and coming up with some process that accommodates the differences in SW5e.

Also, I will only be doing things in the PHB and Scum & Villainy PDFs. (I added a few extra races, but will not be adding more). Anything outside those two PDFs will not be in my modules/extensions. So, anyone wishing to create modules containing what I think they call "Extended Content", go for it!

I will be getting my development moved onto my Mac and update the modules with more NPCs soon. Anyone needing a list of what NPCs I've already completed can see them in my github (PM me if you need to know where)

pico
May 9th, 2020, 02:08
Updates! See the notes in the first couple posts for this thread.

Also, got permission from u/Kualan on reddit to use his HUGE Clone Wars token collection to create some token libraries for FG. Hope to have that done soon.

maugrim8866
May 9th, 2020, 16:21
Nice
Thanks for the update Pico.
I have been going through the Scum and Villainy pdf. Using NPC Engineer and Token Tool to create NPCs.
I started at the back of the book with Spy and have been working through them. I realize I maybe be duplicating some of your work, but I found it easier to just do it then to find out if you had already.
I fully intend to share to files when complete.
That is my update.

pico
May 9th, 2020, 16:32
Nice
Thanks for the update Pico.
I have been going through the Scum and Villainy pdf. Using NPC Engineer and Token Tool to create NPCs.
I started at the back of the book with Spy and have been working through them. I realize I maybe be duplicating some of your work, but I found it easier to just do it then to find out if you had already.
I fully intend to share to files when complete.
That is my update.

I am keeping track of which ones I've done in the file below. I'll work from the beginning then, and you can see when we meet. There will be some overlap since I decided to complete the ones from the old NPC module first. PM me and we can discuss how to get the .npc files to me. And, thanks for helping!
https://github.com/BeeGrinder/FantasyGrounds-SW5e/blob/master/par5e/input/orig_npc_list.txt

pico
May 24th, 2020, 03:49
Update.
All NPCs from the Scum and Villainy PDF are now included in the PHB module.

If you see any class features, item effects, or PDF changes that are not in my modules, please let me know.

I'm considering the bulk of work on this project done now that it contains the PHB and Scum and Villainy PDF content. Expanded/Extended content will not be in my modules. I'd like to encourage others to expand into this area by publishing their own modules.

Zerriphan
May 24th, 2020, 04:03
Thanks so much for all the work you've put into this module! So pumped to have all of those stat blocks ready for my games!

BlackSoul566
July 20th, 2020, 23:50
Hey, I'm not sure what happened, but I just updated my game and now there aren't any spells showing up at all?

Edit: I figured it out! Apparently the last update unloaded the modules for whatever reason. I just had to go back into the library and reload the modules.

pico
July 20th, 2020, 23:52
Make sure both the PHB and the Supplement modules are loaded up. That's usually the cause of this issue.

Jonnygadfly
August 26th, 2020, 22:50
OP: Can you re-post the latest versions? There seems to be a number of errors I've noticed, but I think I may have older versions of the modules.
Thanks in advance

pico
August 26th, 2020, 22:54
I updated the first post when the FG Forum says my module is too big to upload, so you must get them from these links:

Extension download: https://github.com/BeeGrinder/FantasyGrounds-SW5e/tree/master/extensions
Module download: https://github.com/BeeGrinder/FantasyGrounds-SW5e/tree/master/modules

Jonnygadfly
August 26th, 2020, 23:02
Thanks for your quick reply.

It seems I do have the latest and greatest.

Are you still updating the files? If so, would you like me to report errors I find?

Thanks again.

mostcallmetim
September 16th, 2020, 23:14
Some of the NPC's are not working properly. For example the Trooper, Scout's Hold-out blaster says "Hit: 4 (1d4+2)." So, it won't do damage in the combat tracker. If I copy and edit the statblock, to say "Hit: 4 (1d4+2) energy damage." it works.

There are some other minor errors on NPC's that use spells. For FG to automate NPC spell attacks, the spell needs to say spell attack instead of tech attack in the spell discription. This is a problem on a number of spells like Choke, where it says "Make a ranged force attack". If you edit it to "Make a ranged spell attack" FG will allow you to roll the NPC's attack from the combat tracker.

Will you be making further updates or is this something we should just change on our own?

Thanks for all your work.

pico
September 16th, 2020, 23:32
I'll look into this mostcallmetim. I'll try to get to any bugs in a timely manner. But, I am not currently playing this, so it's difficult for me to find much myself.

Jonnygadfly, I'll look into anything you find. You can post the issue here, or on the github issues area (link in the first post).

Also, I'd love to hear about FGU vs. FGC issues. I've done a little testing in FGU and it seems to be working fine, but I can only try so much without actual play.

DiceandCapes
September 19th, 2020, 21:46
I put the files in the correct locations, but when I try to Create campaign in FGU, the extension does not show up in the list.

*Does it work in Unity? I see on Gitbit you tried it., thats what im using*

pico
September 19th, 2020, 23:54
Put the extension file (sw5e.ext) in the fantasy grounds extensions folder
Put the module files (SW5e Player Book.mod and SW5e Supplement.mod) in the fantasy grounds modules folder
Create a new campaign and give it a name
Pick Game System "5E"
Select extension "SW5e"
Start game
Go to "Library" in game and hit the "Modules" button at the bottom of the window.
Load both the "SW5e Player Book" and "SW5e Supplement" modules.



That should do it. So far, I've fixed any issues I've found with FGU. I am not currently running a SW5e campaign, so I'm relying on y'all to let me know if you find any.

DiceandCapes
September 20th, 2020, 17:37
I got it. For some reason when I right clicked and saved the files yesterday they were not the correct size.

Collegemerc
November 14th, 2020, 10:41
Hi pico, thank you for bringing SW5e to FG!
I ran into an error in FGU when placing an Inquisitor Master npc into the combat tracker: "Failed spellcasting lookup on 2 spell(s) for (Inquititor Master). Make sure your spell module(s) are open." and "Spell lookup failures: force push, improved darkside tendrils", that's what the chat spat out at me. Same goes for Grand Inquisitor, and Inquisitor Knight is only missing dark side tendrils. In the SW5e Supplement I do not see "Force Push", but there is a Force Push/Pull. I also do not see a "dark side tendrils" spell, so I think that may be the cause for the error.

pico
November 14th, 2020, 16:35
Thanks Collegemerc, I'll look into it

lordcygnus
November 28th, 2020, 19:53
This is amazing!!!! Thank you so much for the hard work on bringing this to FG! Looking forward to start a new campaign and contribute to the setting with whatever I can!

pico
November 29th, 2020, 01:07
I have made updates to both modules to fix issues listed in the 2nd post of this thread. Please, use the links in the first post of this thread to download the latest updates.

Please, continue to report issues no matter how minor you might think they are. Every bit of play-testing helps. But, only if I hear about the issues.

Thanks

lordcygnus
November 29th, 2020, 20:47
Instructions and Notes
- Install the extension SW5e.ext for SW5e skills, money, languages, damage types, skills, npc types, etc. Modules will not work correctly without the extension.
- Install the 2 modules: SW5e Player Book.mod (classes, races, backgrounds, npcs, etc), SW5e Supplement.mod (spells, items, equipment, etc). BOTH MUST BE LOADED!
- When creating a game make sure to use game system "5E" and choose the above SW5e extension.
- The extension includes some appropriate background decal images.
- Remember when creating characters that many of the casting classes have a choice of which ability counts as the Spell Casting Modifier. So it must be set up manually.
- Proficiency seems to be working for classes, races and backgrounds. I don't think they work for feats, adjust manually.
- The author of SW5e suggests using the Spell Point System rather than Spell Slots. This is an interface adjustment to make during character creation if you use points. Search the FG forum for implementing D&D 5e alternate spell point system.
- All spells (powers), some classes, and some items have item effects coded into them for use in the combat tracker. Use the Source selector in the Spell window to see Force Powers, Tech Powers, Items, or a class.
- All included races have pictures in case you forget what they look like.
- Starting Equipment Packs are available in Parcels.
- Backgrounds have trait tables available for rolling.
- All classes now prompt at level 3 for sub-class choices.
- Expanded choice of species (race) and languages to 30.

New Starship rules
These new rules basically has ships as complex as a player character with character sheets. I would suggest providing your players with their ship's sheet and using the FG interface for a star map, token movement, and dice rolling. But, at this time I don't know of a way to implement the starship combat of SW5e into the FG system.

** Reserving this post for future updates

Hey! I was testing the operational class, but the level 3 prompt was not available / working, also, for the Fighter Class, the Second Wind was not taking into account the Fighter level for the healing effect.

pico
November 29th, 2020, 21:00
hmm... I tested the Operative Practice selection yesterday. I'll double check it.

I've been playing a long regular 5e campaign and I'm pretty sure even in the regular D&D setup the DM/GM needs to update these class feature dice. Like bardic inspiration, sneak attack, second wind, etc. At least, I've always had to adjust these myself in Fantasy Grounds. There are even some normal spells that change depending on level, I just had to fix one of my clerics spells for this a few weeks ago. Just click on the magnifier glass or loop or whatever that icon is and update the dice used. If that's not true and I just don't know how it works, I'm happy to learn new things :)

Are you using FGU or Classic?
Thanks for your feedback

lordcygnus
November 29th, 2020, 22:02
hmm... I tested the Operative Practice selection yesterday. I'll double check it.

I've been playing a long regular 5e campaign and I'm pretty sure even in the regular D&D setup the DM/GM needs to update these class feature dice. Like bardic inspiration, sneak attack, second wind, etc. At least, I've always had to adjust these myself in Fantasy Grounds. There are even some normal spells that change depending on level, I just had to fix one of my clerics spells for this a few weeks ago. Just click on the magnifier glass or loop or whatever that icon is and update the dice used. If that's not true and I just don't know how it works, I'm happy to learn new things :)

Are you using FGU or Classic?
Thanks for your feedback

Thanks for checking the Operative stuff, I'm testing all classes now to see if I can find some critical stuff before starting a new campaign with the setting, I mean this, excellent work so far!

About the classes perks, on the Second Wind part, sure, I know about the setup for the heal ability but something is happening with the Ftr reference, see the image on what I'm using on a DnD campaign currently:

41525

It's exactly the same setup on the second wind on your setting, but, it's working on the DnD part, not in this one, probably something's happening with the Ftr reference around it, might be a good idea to check those if you can.

I'm testing on both versions of FG, same behavior on all.

Thanks for the help! And again, excellent work!

pico
November 29th, 2020, 23:45
Ah, ok, I see exactly what you mean. I hope it isn't what I think it is. But, for instance the Berzerker's unarmored defense doesn't work as expected either because FG hard-codes the class names in the Lua code... But, I have an idea to add a "spell" that you (the GM/DM) could add to the actions tab of a player so they can use these class features in the combat tracker... I'll post an update here and to the reference section of the module if I can solve it this way.

pico
November 30th, 2020, 18:18
lordcygnus,
I've just installed a fresh copy of FGU and downloaded the modules and extension from github on a mac I never use just to be sure it was a fresh environment. I also tested on windows, but it's my development machine so I am always skeptical when things work where you develop them... of course it does.

When I drag the third level of operative onto the PC sheet I get prompted and the choice is reflected in the abilities tab.

Perhaps I've misunderstood the issue. But, I've made 3 new operatives and chosen a different practice for each.

lordcygnus
November 30th, 2020, 18:55
lordcygnus,
I've just installed a fresh copy of FGU and downloaded the modules and extension from github on a mac I never use just to be sure it was a fresh environment. I also tested on windows, but it's my development machine so I am always skeptical when things work where you develop them... of course it does.

When I drag the third level of operative onto the PC sheet I get prompted and the choice is reflected in the abilities tab.

Perhaps I've misunderstood the issue. But, I've made 3 new operatives and chosen a different practice for each.

Hey @pico, thanks for the quick fix, I've tested on both FGC and FGU and the prompt is now showing successfully now for the Operative!

Did you have a chance to check the class level issue with the reference window within the Effects functionality?

pico
November 30th, 2020, 19:11
Stay tuned on the class features front. I think I will need to do something similar to rob2e's add-on and the GM can drag the feature into the character's sheet action tab. The player can then use actions or apply effects in the combat tracker as needed.
I started this a while ago, the Guardian's channel force is in there already.

In the Spells windows pick the class as the "Source" and you will see what I mean. This seems like the fastest way to get something into player's hands that works.

In the meantime, it's easy to create effects and features as needed. Here's an excellent tutorial on creating the Fighting Style features: https://youtu.be/a-fJpe6duM0

lordcygnus
November 30th, 2020, 19:25
Stay tuned on the class features front. I think I will need to do something similar to rob2e's add-on and the GM can drag the feature into the character's sheet action tab. The player can then use actions or apply effects in the combat tracker as needed.
I started this a while ago, the Guardian's channel force is in there already.

In the Spells windows pick the class as the "Source" and you will see what I mean. This seems like the fastest way to get something into player's hands that works.

In the meantime, it's easy to create effects and features as needed. Here's an excellent tutorial on creating the Fighting Style features: https://youtu.be/a-fJpe6duM0

Yup, I'm using a lot of guides for the Effect Creation part, so it's something I'm familiar with, no worries, I can figure out much of the programmatically effects on my own, I was just asking if the reference was reviewed since it's something related to the setting, but thanks anyway =)

Let me know if you need a hand while trying to build the other books as content packages. I will be happy to help wherever I can on your amazing work with this setting.

pico
November 30th, 2020, 20:03
If it isn't too much trouble, you could log into github and add a comment to this issue in the issue tracker https://github.com/BeeGrinder/FantasyGrounds-SW5e/issues/17. Then just update it with class features/effects you notice are needed. It's difficult for me to catch everything, and having input is invaluable.

The other option is to keep a running list in a post here and edit it rather than add more posts. I'll bookmark that post and use it as a reference in my issue tracker.

Either way, I'll be working on it and doing periodic updates to the module.

lordcygnus
November 30th, 2020, 20:34
If it isn't too much trouble, you could log into github and add a comment to this issue in the issue tracker https://github.com/BeeGrinder/FantasyGrounds-SW5e/issues/17. Then just update it with class features/effects you notice are needed. It's difficult for me to catch everything, and having input is invaluable.

The other option is to keep a running list in a post here and edit it rather than add more posts. I'll bookmark that post and use it as a reference in my issue tracker.

Either way, I'll be working on it and doing periodic updates to the module.

Done, comment and file examples there, as I've said on the thread, probably you can implement the features that are similar (and mostly the same) with each other comparing the classes between settings.

I'll be testing most of related effects on your Star Wars setting just to be sure that they can be implemented as such at your end.

Thanks!

lordcygnus
November 30th, 2020, 22:31
Testing the Berserker right now, I've got a question about the available Archetypes, there are 4 for the PHB, two of them (Marauder and Warchief) are already in the setting, but there is an Augmented Approach that is not in any of the books, and seems a little odd, it has a lot of OP characteristics lol, can you confirm that Archetype for the Berserker and if you want me to review the Precision and Ballistic approaches as well (those two are not in the setting for the Berserker) let me know.

pico
November 30th, 2020, 23:14
This is difficult to put diplomatically.

The SW5e rule set is an uncontrolled dumpster fire.

In March 2020 they announced the final version of the PHB. It was to be the final version and only have minor errata fixes. Anything new would be called expanded content, but the PHB would remain the same.
This did not happen.

I spent many months keeping up with the tweaks looking forward to this event. Then, the tweaking resumed almost immediately. I realized I could never keep up. Especially when they stopped carefully documenting what pages had changes from release to release. Fine for them, they are just updating one master PDF. But, maintaining a translation into electronic implementation of the rules into Fantasy Grounds became untenable. So, I am striving to add some stability to the rule set.

So, I stuck with the "final" March 2020 rule set. Since I can't do what everyone would want and "update everything all the time", I'd wait until someone brings up a specific issue.

So far, this is the first time anyone has brought up a specific issue with a later version of the PHB.

I will add "Update Berserker class" to my project list.
My question to you is... would you make this a higher priority than effects/features since they are pretty easy to do yourself since a GM only has to do what their players are actually using?

lordcygnus
November 30th, 2020, 23:30
This is difficult to put diplomatically.

The SW5e rule set is an uncontrolled dumpster fire.

In March 2020 they announced the final version of the PHB. It was to be the final version and only have minor errata fixes. Anything new would be called expanded content, but the PHB would remain the same.
This did not happen.

I spent many months keeping up with the tweaks looking forward to this event. Then, the tweaking resumed almost immediately. I realized I could never keep up. Especially when they stopped carefully documenting what pages had changes from release to release. Fine for them, they are just updating one master PDF. But, maintaining a translation into electronic implementation of the rules into Fantasy Grounds became untenable. So, I am striving to add some stability to the rule set.

So, I stuck with the "final" March 2020 rule set. Since I can't do what everyone would want and "update everything all the time", I'd wait until someone brings up a specific issue.

So far, this is the first time anyone has brought up a specific issue with a later version of the PHB.

I will add "Update Berserker class" to my project list.
My question to you is... would you make this a higher priority than effects/features since they are pretty easy to do yourself since a GM only has to do what their players are actually using?

Thanks for the info, and as a developer, I completely understand the let downs of trying to be up to date with content like this, personally, I would prefer to update the content instead of adding the effects, because as you are saying, as a DM I can easily implement the feature effects on my own, it's a pretty straightforward thing to do if the DMs just stick to all the tutorials and wikis around FG.

On the other hands, a few of us knows how to make the content and implement it at some point for a setting, that's where you current work shines the most, so, if you ask me, I will absolutely prefer the updated content, since you know a lot better that myself you setting files (.mods. and .ext).

As I said before, I'm happy to help wherever I can to make this setting version as good as we can.

pico
December 1st, 2020, 01:48
lordcygnus,
You are doing me a great favor by calling out specific things that need attention. With bite sized things to fix, I can make progress.

I have just updated the PHB module with the updated berserker class.

lordcygnus
December 1st, 2020, 02:23
lordcygnus,
You are doing me a great favor by calling out specific things that need attention. With bite sized things to fix, I can make progress.

I have just updated the PHB module with the updated berserker class.

Great, thanks for the quick reply/fix, testing on both FGU and FGC, it seems that the Berserker class is working ok.

We've found something with the Consular class: there is no Way of Suggestion for the level 3 prompt selection, and in the Way of Lighting, the Electric Attunement has the word Affinity on it instead.

Also, we were trying to use the B2-HA Super Battle Droid, and the Rocket Launcher ACTION doesn't have a DC for the Dexterity Save, hence is not working as it should (check the other ACTION called Wrist Blaster Volley that has the DC 13 Dexterity saving throw), probably the rocket launcher one just needs a DC and that's it for fixing it.

Thanks!

lordcygnus
December 1st, 2020, 03:29
Just finished to review the Engineer class, here are the changes.

Check table for the Potent Aptitude values as a column (remove them from the Features Column) and change Slots to Modifications Slots.
Level 2 Tool Expertise instead of Tool Understanding.
Level 3 is missing the Gadgeteer Engineering and Astrotech Engineering is no longer there, replaced by Unstable Engineering (I'm checking and the Astrotech Engineering is at the Expanded Content, so I'm reviewing it as well)
Change Infuse Item at level 2 to Infuse Item (+1) and add Infuse Item (+2) at Level 10, Infuse Item (+3) at Level 15.

In the Armomerch Engineering:
* Level 6 Ability for the Armormech Engineering should be Extra Attack
* Remove Casting Celerity Level 14 and put Armomerch's Celerity instead.
* In the Armomerch Modifications:
- Absorption Shield should have the Physical Shield requirement instead of Light Shield Generator.
- Advanced power fist should have Armor as a requirement.
- Remove Armorweave Underlay.
- Artificially Intelligent should have level 9 and Armor requirements.
- Add Bonded Plates.
- Change Collapsible Suit requirement to Level 5 and Armor.
- Remove Dampening Overlay.
- Change Electroshock Shield requirement to Shield Generator instead of Heavy Shield.
- Change Infiltration Suit requirement to Armor instead of Light or Medium Armor. (Not sure about this)
- Change Overload Shield requirement to Shield Generator instead of Light or Medium Shield Generator.
- Change Prototype Power Fist requirement to Level 5, Armor instead of the current value.
- Add Reinforced Overlay.
- Shield Amplifier should only have Shield Generator as a requirement.
- Change Shield Cover to Shield Anchor.
- Change Weapon Integration to Weapon Integration Armoring.

In the Armstech Engineering:
* In the Armstech Modifications:
- Remove Augmented Steps.
- Change Burst Fire to Burst Core.
- Change Booming Strikes requirement to Level 5.
- Add Celerity Oscillator.
- Change Collapsible Hilt to Collapsible Frame.
- Add Improved Burst Core.
- Change Jagged Edge to Jagged Oscillator.
- Change Keen Edge to Keen Oscillator.
- Change Power Loop requirement to Level 9.
- Change Subdued Recoil to Recoil Dampener.
- Change Returning Weapon to Returning Weapon Guard.
- Change Shock Harpoon to Shocking Harpoon.
- Change Shocking Strike to Shocking Oscillator.
- Add Stabilizer Cell.
- Add Staggering Oscillator.
- Change Venomous Weapon for Venomous Oscillator.

In the Astrotech Engineering:
* In the Astrotech Upgrades change the wording to Astrotech Modifications:
- Add Analysis Protocol.
- Remove the Class 4 Droid Requirement from Back-Up Protocol.
- Add Darkvision Optics.
- Remove the Class 4 Droid Requirement from Emergency Mode.
- Remove the Level Requirement from the Four-Armed Combatant.
- Add Martial Protocol.
- Add Memory Protocol.
- Add Powerful Droid.
- Add Powerful Grip.
- Add the d6 Hit Die requirement to Premium Power Core.
- Add Truesight Optics.

Thanks!

lordcygnus
December 1st, 2020, 04:12
Now with the Fighter class, same drill as before.

Add the Martial Superiority column to the class table.
Add the Fighting Mastery at 3rd level (and possible reference to that particular feature list within chapter 6 of the PHB).
Add Heavy Weapon Specialist to the 3rd level Fighter Specialty prompt window (and all related information on that subclass)
Change Fighter Specialty to Fighter Specialty Feature at level 7th, 10th, 15th and 18th.

In the Assault Specialist:
* Change the Brute Force ability, new values for damage per level and updated requirement as well.
* Add Remarkable Athlete at 3rd level.
* Check the updated wording on the Brutish Durability 7th level ability.

In the Shield Specialist:
* Check and update the Techcasting new values for the known powers and wording within the feature.
* Add Stay in Formation.
* Check the fighter word typo on the Rallying Cry feature text.

In the Tactical Specialist:
* Check the wording and setup for the all features within the subclass, table for Tactical Specialist Superiority Dice and Maneuvers Known as well.
* Update Student of War to Bonus Proficiencies at 3rd level.
* Update the other 3rd level feature to Improved Combat Superiority.
- Add inside the Improved Combat Superiority:
. Improved Maneuvers.
. Improved Superiority Dice.
* Change Signature Maneuver to 3rd level.
* Change Greater Signature Maneuver to level 10th
* Add Maneuver Mastery at level 18th.

lordcygnus
December 1st, 2020, 05:03
Here is the Guardian feedback as well =)

Update class description word from Predator to Destroyer.
Update Class Table, Force Powers Known values and add Focused Strikes column as well.
Change Force Powered Strikes description, they have new values per level for the damage.
Move Guardian Aura to level 3 and add Fighting Style to Level 2.
Change Guardian Focus to Focus Feature at level 7, 15 and 20.
Add Guardian Aura (15 ft radius) to level 9.
Change Guardian Aura description to Guardian Aura (two auras) at level 10.
Add Guardian Aura (30 ft radius) at level 17.
Change Guardian Aura description to Guardian Aura (three auras) at level 18.
For the 3rd level prompt subclass selection, the current PHB has Makashi, Niman, Shien/Djem So, and Soresu
. We are missing Niman and Shien/Djem So forms completely, please add the two forms currently not present.
. Shii-choo is on the EC so I'm going to review it here as well.
Remove Aura of Devotion from the Guardian Aura list.

In the Form II - Makashi:
* Change the Fighting Style wording and title to Form Basics.
* Change the Channel The Force content from Advancing Defender to Makashi Riposte. (it has the Spec. Required as Form III - Soresu, so if the other one has the Makashi Riposte, just change it, going to review Soresu after)
* Glancing Blow content is repeated, remove the repeated part.

In the Form III - Soresu:
* Change the Fighting Style wording and title to Form Basics.

In the Form I - Shii-Cho:
* Change the Fighting Style wording and title to Form Basics.
* Need to separate the Channel The Force ability from The Way of The Sarlacc.
* Be sure to check the Channel the Force ability Disarming Strike.
* Change the DeterminatioN word for Determination in the Master of Determination level 20 ability.

lordcygnus
December 1st, 2020, 05:49
And here are the Monk change as well.

Check table values:
. Change Martial Arts Damage Die column to Martial Arts with dice values column.
. Add Monastic Vows column.
Add Monastic Vows to level 2 (and all related content), change Unarmored Movement to level 3 (also, new wording in the ability description)
Level 6 change Focused Strikes to Enhanced Strikes.
Move Purity of Body to level 13 and add Ability Score Improvement to level 10.
Change Monastic Order wording to Monastic Order Feature at level 6, 11 and 17.
Remove Tongue of the Sun and Moon from level 13.
Change Timeless Body to Timeless Vessel at level 15.
At the Martial Arts description, update new content.
Change the Focus description, update to new content for each ability.
At level 3, promtp subclass selector:
. remove Teras Kasi Order, doesn't exists anymore on any of the 5E content.
. Add Matukai and Crimson Orders to the selector (and all PHB Content related to these two orders).

In the Nightsister Order
* Ichor Lighting has a new content description, please change.
* Dark Magick description needs a change as well.

I'm done for today, let me know if you need help regarding these changes, I'll gladly help you out if you instruct me on how to do it =) thaaaaaaaaaaaanks!

lordcygnus
December 1st, 2020, 06:16
Operative updated info after a quick review!

At the class table, add the Operative Exploits column.
At level 2 add Operative Exploits (and all PHB content related to this feature).
Change Bad Feeling from level 2 to level 3.
At level 3 prompt selection:
. Acquisitions and Beguiler Practices missing, please add them (and all related PHB content).
. Lethality and Saboteur Practices from the EC, to be reviewed.

In the Lethality Practice:
* Add Lethal Strikes to level 3 (and all related EC content).

In the Saboteur Practice:
* Check Techcasting table for updated values.
* Change Tracking Droid Improvements to Tracker Droid Companion, and update description and all related Generating your Tracker Droid content.
- Not so sure about the Tracker Droid Upgrades, but you can list those just in case.
* Add Ion Pulse at level 13.
* Remove Explosive Retribution.

Thanks! =)

lordcygnus
December 1st, 2020, 22:44
Here are the Scholar items for review/update!

At the class table:
. Check the values for the Academic Superiority and Discoveries columns, update needed.
Change Multitasker descriptor to updated one.
At level 3 Academic Pursuit prompt windows:
. Change the Physician word for Doctor in the first option and all related descriptors for it.
. Gambler pursuit is missing, add the option and all related content from the PHB.

In the Doctor Pursuit:
* Separate Remote Healer and all the Additional Maneuvers.
* Check last point on the Additional Maneuvers, add it and put all the content present for it from the Remote Healer feature.
* Change Discoveries-Physician Pursuit descriptor to Discoveries (Doctor).
- Put a reference link to the Side Effects table already created
- Change Scholar Physician Side Effects name and references if possible.

In the Politician Pursuit:
* The Additional Maneuvers are being referenced from another set of skills (probably the Tactician Pursuit), change it to have the content for the Politician Pursuit and update references.
* Change the wording for Discoveries-Politician to Discoveries (Politician).

In the Tactician Pursuit:
* Change the wording for Discoveries-Tactician to Discoveries (Tactician).

Thanks!

lordcygnus
December 2nd, 2020, 00:46
Here are the Scout items:

At the class table:
- Add Ranger's Quarry column with dice values.
- Check and update values for Tech Powers Known and Tech Points column.
Remove Swift Response from Level 1 and add Pathfinder.
Add Scout Routine to Level 3.
Add Scout Routine (two routines) to Level 7.
Add Scout Routine (15-foot radius) to Level 9.
Add Expertise to Level 14.
Add Scout Routine (three routines) to Level 15.
Add Scout Routine (30-foot radius) to Level 17.
Change Ranger's Quarry descriptor and update ability content.
At level 3 at the Scout Technique prompt windows:
. Add the Slayer and Bulwark Techniques that are missing (from the PHB).
. Deadeye Technique is from the EC, going to review here as well.

In the Deadeye Technique:
* Update values to the Deadeye Technique subclass table.
- Change values for the Focused Superiority column.
- Change values for the Superiority dice column.
* Add the Maneuvers sub title and description to the Focused Superiority ability (there is only the reference to the Maneuvers there).
* Change Suppresing Fire to Covering Fire on the Maneuvers.

Thanks!

lordcygnus
December 2nd, 2020, 05:23
and finally, the Sentinel class =)

At the Class Table:
- Update values for the Force Powers Known column.
- Change Kinetic Combat Damage Die column title to Kinetic Combat Damage and check/update values on the column.
At Level 1 remove Kinetic Combat and add Led by the Force (add the latest from the PHB).
Add Sentinel Ideals (three ideals) to Level 6.
Add Sentinel Ideals (three manifestations) to Level 9.
Add Sentinel Ideals (four ideals) to Level 11.
Add Sentinel Ideals (four manifestations) to Level 17.
Change Forcecasting to match the content in the PHB.
Change the Force-Empowered Self to match the content in the PHB.
Remove Ideal of the Fighter from the Sentinel Ideals list.
Remove the reference of "Spec.Required Stalker Technique" from all the Sentinel Ideals list.
At level 3 at the Sentinel Calling prompt windows:
. Add the Path of the Forceblade that is missing (from the PHB).
. Deadeye Technique is from the EC, going to review here as well.

In the Path of Aggresion:
* Change Voltaic Slash description to the updated version.
* Change Thunderous Momentum description to the updated version.

In the Path of Focus:
* Change Focused Burst description to the updated version.
* Change Blade Storm description to the updated version.

In the Path of Shadows:
* Change Dead Silence description to the updated version.

With this, you can do the related updates, as proposed, I'm going to work on the text changes to help you out, let you know when finished.

Thanks!

pico
December 2nd, 2020, 06:07
lordcygnus,
Thank you for the detailed write up on each class. I've started adding them as projects in github. I have limited time over the next week, but should be able to hit them soon. It takes about 2-4 hours work to completely rebuild a class from a fresh copy/paste of the SW5e PHB pdf, so this should allow me to focus on what's changed rather than a wholesale redo.

I'd also like to figure out how to make some of these lists of optional features into something the player can drag into their character sheet when they choose them from the list... it's similar to how the warlock works, so I'm sure there's a way... but par5e can be tricky to figure out the "correct" way to do it. Currently they are just lists under the class feature that provides the list and players need to just type in their choices. I'll add this as a project after the updating is done.

I've also searched and found any changelogs from the sw5e project that have come out since my last update. Might be a good way to double check things:
https://github.com/BeeGrinder/FantasyGrounds-SW5e/issues/12

pico
December 10th, 2020, 01:59
Update to updating to the current (Nov. 2020) SW5e PDFs.


With the help of lordcygnus, the classes, backgrounds, feats, and races have all been updated.
Next is equipment. This should be done shortly. Keep an eye out.
Finally is spells...



Spells will be updated as time allows. These are symptomatic of the entire SW5e project.
In the past 10 months after declaring the "final" version of the PHB content, they have added over 100 new spells... at least, the count is still going.
I will not simply copy in the text. These will have full effects for use in the combat tracker. So this update will take time.

Why take the time to code effects for every spell? Because this is Fantasy Grounds. If you just want a simple spell name and some text, why not just use roll20? The automation of the combat tracker for the players and the GM are what FG is all about!
So, until this massive update is complete, simply add the spell to the players sheet and use the PDF.
If you see an NPC in my PHB module that uses a spell not update yet, tell me, and I will prioritize it so the NPCs all work in the combat tracker.

Thanks