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Simpe
June 11th, 2020, 16:46
I've bought the ruleset now and want to echo the above. Wherever possible I want to be able to see (as in the 5e ruleset for example) what a calculation is drawing from and then edit it. Failing that, add in a 'custom weapon' and 'custom armour' that we can use. Cheers!

On another note, I was surprised that The Promised Land adventure isn't set as Story entries. Will it be eventually?

Keep up the great work!

Hi and sorry for the late answer!

So funny thing, 'The Promised Land' was built before we knew of the functionality of the story parts and that it was possible to merge them over from story to a reference manual. We thought that the standard was to make everything into the reference manual and hence that's what we did. I haven't seen any way to convert it from reference manual into story entries so I'm not sure that's possible.

While I am buzy working with another ruleset, I'll take a dip into the Symbaroum ruleset this weekend to see if I can expose the die-functionality in a simple way. I think that the idea of custom weapon/armor is a way that definitely would work! So that's a really good suggestion!

Thanks,
Simon

Ramflax
November 15th, 2020, 20:34
Howdy, I was quite suprised and happy to find that symbaroums ruleset was in fantasy grounds.
By chance is the advanced players guide going to find it way to fantasy grounds as well?
And in the mean time, is there any tips you could provide a pure novice for importing abilities and them be functional?
Thank you for time and assistance, and for all the hard work you put into the corebook ruleset.

Simpe
November 16th, 2020, 12:45
Howdy, I was quite suprised and happy to find that symbaroums ruleset was in fantasy grounds.
By chance is the advanced players guide going to find it way to fantasy grounds as well?
And in the mean time, is there any tips you could provide a pure novice for importing abilities and them be functional?
Thank you for time and assistance, and for all the hard work you put into the corebook ruleset.

Hi Ramflax!

I'm glad to hear it. Unfortunately the development on the APG is currently paused, mostly because other rulesets has taken priority (such as the recently released ALIEN) - but also due to the amount of work needed to implement a lot of the features in the APG. We haven't given up to it but currently there are other things being worked on.

Due to the complexity of some of the abilities in the APG, it will either be quite easy or all the way to actually impossible to add them by yourself. The most comprehensive guide out there is to look at the user guides: https://www.fantasygrounds.com/wiki/index.php/User_Guides under "Symbaroum" and check those out, it will hopefully help you a bit on the way.

I'm looking to possibly re-write how the abilities functionality is implemented (today it's quite a complex setup with very specific settings) into something that is easier to setup and to customize, but unfortunately it has been a hard nut to crack so far.

If you do have any suggestions or things that should be fixed - please let me know here or in this forum and I'll see what I can do!

Cheers,
Simon

kazar86
December 2nd, 2020, 09:23
Hi,
in FGU when I create a new custom Trait, i can input a text for each grade (novice, adept and master) ad select the grade when I create a PC or a NPC.
I think wuold be nice if we have the same for Powers and Abilities.

Thanks

Simpe
December 2nd, 2020, 11:43
Hi,
in FGU when I create a new custom Trait, i can input a text for each grade (novice, adept and master) ad select the grade when I create a PC or a NPC.
I think wuold be nice if we have the same for Powers and Abilities.

Thanks

Hi Kazar! Yes that is a very valid point. I will look into it. Thanks!

Cheers,
Simon

kazar86
March 13th, 2021, 18:39
Hi Kazar! Yes that is a very valid point. I will look into it. Thanks!

Cheers,
Simon

Any news? This upgrade really fix a lot of issues that I'm having when I create a new ability.

Also I would be usefull the possibility to set the defense value like the damage vaule (both for PC and NPC).

I hope for these implementations!

kazar86
March 13th, 2021, 18:46
Also a way to set the Attack attribute (for exemple Resolute instead of accurate)...

Simpe
March 15th, 2021, 08:18
Hi,

Sorry no progress on this yet. The little time I've managed to get into FG work has gone into the Alien module and the incoming features for that one. I had covid recently and now I'm soon moving to a new location so time will be a little bit hectic for me the nearest time. I'll really try to squeeze in some time but can't promise anything.

Cheers,
Simon

kazar86
March 15th, 2021, 18:04
Hi,

Sorry no progress on this yet. The little time I've managed to get into FG work has gone into the Alien module and the incoming features for that one. I had covid recently and now I'm soon moving to a new location so time will be a little bit hectic for me the nearest time. I'll really try to squeeze in some time but can't promise anything.

Cheers,
Simon

I'm sorry to hear that.
No problem.

kazar86
March 25th, 2021, 08:54
Hi!
I'm writing a lot sorry...
When a player is targeting an NPC and roll on Attack or damage, in the chat he sees a text like this:

Attack [14 vs 18] -> [at NPC] [HIT] ( DEF +3 )

So he can see the NPC defence stat and also the armor... is possible hide this text from the player? I saw that in 5E modules there is an option like that.

Saturday I start my campaign so I'm writing a lot, sorry. This one is my only urgent request. I found a workaround for what I asked before, so no problem.

Thankyou very mutch.

kazar86
March 29th, 2021, 22:11
Hi! Another one, sorry:p

There is a way to see a lifebar near the tokens?

Plaindog
August 18th, 2022, 19:22
Is the development on Symbaroum dead? Is it worth buying?

Raldanash
August 22nd, 2022, 12:06
Is the development on Symbaroum dead? Is it worth buying?

Assuming you mean the FG module ... I believe that Free League said the Fantasy Ground implementation needed some work based on fan feedback and that they were going to poke the developer (Simpe). However, judging by there not being much activity on the forums, I think it is currently "dormant".

I moved my Symbaroum game to Foundry VTT and even made some videos showing it in action - my YT channel has the same name (Raldanash). IMHO, that implementation is preferable and was even when I had to manually enter all the reference information etc. myself (before the official modules were available).

Simpe
August 25th, 2022, 08:25
Hey guys,

Yes we have started work on recoding some of the parts of the ruleset but we ran into problems with getting the automation working. Unfortunately there are a lot of things in symbaroum that makes any type of automation really hard when it comes to abilities, mystical powers, artifacts and all of that. We're currently working on another ruleset and we're trying something out there that we might be able to adapt into symbaroum, hopefully.

I apologize that the Symbaroum module hasn't been getting the love that I think that it deserves. Also during the summer I've switched jobs as well as building a house so time to spend with these things has unfortunately been very low.

Hopefully we can complete the other ruleset during September and then go back to trying to finish the improved Symbaroum ruleset.

Thanks,
Simon

rodney418
June 19th, 2023, 20:36
Coming up to nearly a year since this last post - have there been any updates since? Or is this really truly dead now in favour of the Foundry version?

Simpe
June 20th, 2023, 06:03
Hi Rodney,

We are not involved with the foundry version at all. We haven't really been able to come up with a way on how to solve the way that symbaroum behaves in a way that leads to a good user experience. Symbaroum is sort of a role playing game where all the "cool stuff" is exceptions. It's rarely better rolls, but instead it allows you to do interrupts and sometimes things in new ways that are not done any other way in the entire ruleset (in particular some artifacts come to mind, but also for example Acrobatics III, Bodyguard tree, Man-at-arms III (ignore the ignore of armor), as well as some of the spells).

On top of that, I'm still building a house and we're trying to finish another ruleset (which we still haven't completed). I've been the victim of fraud during the last year and now also it turns out that my electrician didn't install things the proper way in the house according to Swedish law so I'm looking at taking him to court which will unfortunately take quite a lot of my spare time. On top of this I'm trying to get a startup company to succeed in a time where the economy isn't really helpful. So for the last 8-10 months I haven't had the time to do any hobby work outside of the ones mentioned, at all.

I'm sorry that there is no progress on Symbaroum and unfortunately I don't think there will be during the rest of the year given how things are looking. Smaller bugs or similar things is probably something we can get some time to add, but the recode seems far away at this point. We've already poured hundreds of hours into the ruleset (it was my first, for good and for bad) in order to get it to the state it's in. It's no small task to re-do the skill/spell/artifact system to work for all the quirks that Symbaroum includes.

All the best,
Simon

rodney418
June 20th, 2023, 17:58
I'm surprised that there hasn't at least been an effort to add in the stuff from the Advanced Players Guide, like the way Foundry does it (both books included in the Core Ruleset). That wouldn't require any extra coding, it's basically just extra data input.

As it stands, the fact that this ruleset is still being sold at $25 when the Foundry version includes the APG, automation etc. and costs only 2/3 of the price means that realistically it's off to Foundry I go.

Simpe
June 20th, 2023, 18:16
It seems that our understanding of this matter doesn't align.