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Valyar
December 1st, 2020, 00:06
I have been asked to run “Fall of London” campaign, especially after it has been gifted and I must deliver excellent experience. This ruleset has the best visual appearance compared to the bleak alternatives, though there is one in Foundry that is quite good too. I have browsed the latest threads and I wonder to what extent the ruleset is working, clean of bad bugs.

I really appreciate if someone can address concerns:

Are there broken parts that will prevent running a game?
What is the combat automation if any?
Does it work now in Unity or I have to run in a classic?
Any caveats or things I should be warned about?
Is it in development or we go into maintenance mode?

vegaserik
December 1st, 2020, 00:52
I ran a one-shot but really didn't find anything game-breaking. Some things I did find is after dragging the pc to the combat tracker, the token was the clan symbol. I tried dragging the portrait onto the where the clan symbol is on the combat tracker and it changed to the portrait, the clan symbols could get confusing on a map if you have more than one type. There really isn't much in the way of combat automation that I found, but combat is pretty abstract in V5. Rouse checks are automated, it will tell you successes, messy crits, etc ... with the die roll. Willpower works nicely with a pop up window that lets you select which dice you want to reroll then it gives you the full total for the roll, not just what you rerolled. Hunger dice are automated. I didn't come across any errors in my game. The ruleset seemed pretty polished and in good shape. It does look amazing as well, very nicely done graphics.

I found that if you're using a discipline in a skill roll, click it's plus, then the skill plus and roll from the attribute ... if you click the discipline and attribute and roll from the skill it skips the attribute's dice.

As far as development, there isn't much out there yet. I found it really easy to input the Lasombra and Banu Haqim and their disciplines. There are three more clans being released sometime in December with the World of Darkness Companion release which will be free on worldofdarkness.com. There was a post saying Anarchs was supposed to follow Camarilla but it's been sometime since Camarilla came out and no sign of Anarchs yet. Neither book has much crunch through and are mostly setting info so my hope was they'd get to Chicago by Night and Fall of London being that they have much more to offer from a VTT standpoint.

pralix1138
December 1st, 2020, 03:07
I've been running a campaign for the last two months, and have enjoyed it immensely. I have not encountered anything that is campaign or game breaking. I've actually started importing the Fall of London campaign material via copy and paste from the pdf. I've imported the Lasombra and their disciplines/powers in from Chicago by Night since that's what I'm currently running. Adding new clans, disciplines, and powers is fairly easy. It takes a bit to get familiar with it, but as you do, it's pretty great.

Have not found anything that breaks the game.
The combat tracker helps keep track of Health, Willpower, and Hunger, but there is not much automation to speak of. The way combat works in V5 doesn't really lend itself to more automation, I don't think. But maybe that's just the way I run it :)
I'm running it in Unity and it's pretty smooth.
It may take some time to learn how to use it efficiently, but if you love poking around it like I do, it's not difficult.
I think there is supposed to be more content coming, but honestly, with the ability to import anything you want, you can expand it for years.

Valyar
December 1st, 2020, 12:18
vegaserik, pralix1138, thank you for sharing your experience and feedback! I am now seriously considering it, especially after there is sale on the store.

pralix1138
December 1st, 2020, 14:21
Great! I look forward to reading your experience with it! I think I'm gonna pick up the Camarilla add-on during the sale as well.

Fear Grounds
December 1st, 2020, 18:49
I have been running and playing in multiple games using this ruleset since shortly after it's release. The ease in adding your own content is amazing, and makes it completely customizable. So far I have added, Camarilla, Anarch, Fall of London, Cults of the Blood Gods, and working on Chicago by Night now.

You may see some console errors when using Abreviated SPC sheets, but generally see fewer errors if you copy them before trying to use them in game(use the copied sheet not the original).

Combat tracker is nice to see all your player stats, but as there is no "AC" to hit, ŕnd Initiative being determined by action/location instead of a number, it doesn't really add much to my games.

Instead, I generally keep my player's character sheets pulled up so that I can easily see their status and quickly determine what dice pool will work best for their current situation.

viresanimi
December 2nd, 2020, 05:51
SPC sheets can in some cases generate console errors, but they are easy to avoid:

For normal SPC sheets: Make a template. Ignore any errors, as they will not reappear if you just make copies of that template. Don't ask me why - it just is.
As for Abbreviated SPC's: Errors can be avoided by never ever locking it again after unlocking it. If you start locking / unlocking them, you will generate errors. Just leave it unlocked.

It was reported ages ago.

Those are my workarounds. This is FGC. Haven't really tried in FGU. In my opnion, it runs better in FGC for sure.


I hope that helps.

Valyar
December 2nd, 2020, 07:24
I noticed the script error, this is not critical one I think. The devs didn't properly update the function that fails and it is obvious that the NPC sheets (short or long) are not OK as you can update text fields even on locked sheet. This is very easy fix but has to be done properly.

Echomikedelta
December 2nd, 2020, 14:19
They need to hop on this fixes. This product seems very sloppy imo.

ProfDogg
December 26th, 2020, 21:38
OK, Unity vs Classic? I have both licenses. Are there fewer issues in Classic?

Fear Grounds
December 26th, 2020, 23:06
The only issues in either, are minor inconvenience at their worst.

Question 1
How do you intend to use Fantasy Grounds in your game?
Need to share a bunch of large pictures, Unity.
Use mainly theater of the mind, with a few important pictures as needed, Classic

Question 2
Do you have problems with your players connecting to your current game?
Classic requiring port forwarding has been an issue for many people in the past, but once set up allows a good stable connection to the host, provided that their ISP does not go down in game.
Unity on the other hand, gives you the option to host on the cloud and avoid port forwarding altogether, but you still have the option to host locally as well.

Question 3
What type of computer are you using?
If you are plugged into a power source, then Unity works great. If on battery power, Unity will suck the battery in about half the time as Classic does.

Question 4
Are you only running Fantasy Grounds on the computer?
Unity can access more of the memory on your computer, and could cause any additional programs to not run as smoothly. Classic has a set amount of RAM it can use, which means there are more resources for other programs. I say this because I run Fantasy Grounds, Zoom, and Chrome at the same time. I can see a difference in quality when using Unity vs Classic, also determined by your bandwidth

As I use Windows 10, I cannot comment on other operating systems.

In general terms, the ruleset functions the same in both versions of Fantasy Grounds. It really just comes down to what version is going to be the easiest for you and your group.

ProfDogg
December 27th, 2020, 02:30
Thanks! I was more concerned about ruleset stability though. CoreRPG and MorCORE seem to have a greater number of issues in Unity. V5 is Core right?
The problems all get fixed eventually but it still seems to be a pain (e.g. tables not working, map links breaking, and yeah sometimes image issues). Classic has it's own hiccups (connectivity being the usual culprot) but I'm accustomed to it and can usually work around them. But obviously Unity is the wave of the future... I'm running some 5e and PF games on Unity soon. I'm going to hold off on any Savage Worlds or Conan games on Unity for a bit but I was wondering about going ahead and trying V5 in it.

Fear Grounds
December 27th, 2020, 03:30
Yes, V5 is built on top of Core RPG.

I run V5 in classic, D&D 5E in unity, and will probably run Cyberpunk in unity as well. I ran V5 on unity with no big issues, but my players preferred the simplicity of classic. I would actually prefer to run everything on the Unity System. It would be much less confusing to me.

I still build my Modules in FGC. Then copy them over into FGU for mapping, compatibility, and play. Classic, to me, seems to work faster when building modules.

Since I have both systems, I generally leave it up to my players to decide which one they want/prefer to use.

pralix1138
December 27th, 2020, 04:25
I've been running a V5 chronicle for a couple months on Unity, and will start a CoC soon, and have not run into any issues that I could not work around. There are certainly things I hope get improved or implemented, but it's been pretty easy for my players to use.

Valyar
December 27th, 2020, 08:09
I would like to report my progress with the ruleset - I have been running my first V5 game and the short story is based loosely on New Blood adventure. There are no issues with the ruleset and everyone are quite pleased with the style and how things are arranged and work. As constructive feedback there are two major things:
1. Small font on PC sheet - should be much more readable
2. Difficulty settings are on Storyteller side only and this puts quite big overhead on him to switch between values during more dynamic scenes.

Aside from that - wonderful. I am now really considering Fall of London.

ProfDogg
January 2nd, 2021, 00:36
I would like to report my progress with the ruleset

Thank you, Valyar, I appreciate your insight... I've decided to be lazy. I'm going to run the Chicago chronicle but I'm going to hold off till the official release...

MadBeardMan
January 3rd, 2021, 17:47
I would like to report my progress with the ruleset - I have been running my first V5 game and the short story is based loosely on New Blood adventure. There are no issues with the ruleset and everyone are quite pleased with the style and how things are arranged and work. As constructive feedback there are two major things:
1. Small font on PC sheet - should be much more readable
2. Difficulty settings are on Storyteller side only and this puts quite big overhead on him to switch between values during more dynamic scenes.

Aside from that - wonderful. I am now really considering Fall of London.

Hi Valyar,

Screenshot please for 1.
And about 2. Do you mean that you would like the Players to set the 'Difficulty Number'? ie they have the buttons to do that?

Cheers,
MBM

Valyar
January 5th, 2021, 08:55
Hi Valyar,

Screenshot please for 1.
And about 2. Do you mean that you would like the Players to set the 'Difficulty Number'? ie they have the buttons to do that?

Cheers,
MBM
Screenshot is attached. Issue is that players with high-resolution laptops (and even me sometimes on Razer Raptor, which is 27" WQHD) the fonts used for skill names is very tiny compared to the rest of the sheet. For players without perfect eyesight and with laptops with such stupid resolution (for 15" screen...) it is barely readable and increasing the scale of the UI causes another set of issues. So I think that if the skill font is increased to match the frame label or slightly smaller will be great. I understand the design consideration, but I think being one of the most used frames during play it should be functional.

In regards to the difficulty settings - after several sessions and discussion with the players, I think it will be best if not only the GM can set the difficulty but also the players. Sometimes the difficulty is different for the tasks they do, players roll simultaneously and waiting to change each time in line is dragging a bit in certain situations. So if I think out loudly, maybe setting in the options menu that will enable Player DN which will then overwrite what GM has set as DN and reporting will be done solely from the perspective of the player rolling and the DN they set.

There might be setting in the Options menu that control the behavior for example.

MadBeardMan
January 5th, 2021, 09:56
Screenshot is attached. Issue is that players with high-resolution laptops (and even me sometimes on Razer Raptor, which is 27" WQHD) the fonts used for skill names is very tiny compared to the rest of the sheet. For players without perfect eyesight and with laptops with such stupid resolution (for 15" screen...) it is barely readable and increasing the scale of the UI causes another set of issues. So I think that if the skill font is increased to match the frame label or slightly smaller will be great. I understand the design consideration, but I think being one of the most used frames during play it should be functional.

In regards to the difficulty settings - after several sessions and discussion with the players, I think it will be best if not only the GM can set the difficulty but also the players. Sometimes the difficulty is different for the tasks they do, players roll simultaneously and waiting to change each time in line is dragging a bit in certain situations. So if I think out loudly, maybe setting in the options menu that will enable Player DN which will then overwrite what GM has set as DN and reporting will be done solely from the perspective of the player rolling and the DN they set.

There might be setting in the Options menu that control the behavior for example.

Hi Chap,

Here in lies an issue with font sizes and scaling etc. My current thinking is move the skills to their own tab, and re-arrange the main page (move the Health, Willpower and Humanity to the left and increase their size a bit) and then move Advantages/etc up, but that then leaves a gap at the bottom.....

Regarding the Players setting the difficulty. I've done this with Traveller so I could look at repeating this process.

Cheers,
MBM
Cheers,
MBM

Valyar
January 5th, 2021, 10:32
I think skills are fundamental part of this skill-based game and should stay on the main tab. Increasing font size and allowing the sheet to be re-sized vertically or increase its size to accommodate the bigger fonts will be better. Unless you plan to keep the Attribute header on the Skill-s tab to facilitate easier pool build and not ask players to switch between tabs for skill roll. If you have few prototypes we can test it.

I like the idea to implement it as in Traveller. More control to players is a lot less overhead for the GM here :)

MadBeardMan
January 5th, 2021, 12:21
I think skills are fundamental part of this skill-based game and should stay on the main tab. Increasing font size and allowing the sheet to be re-sized vertically or increase its size to accommodate the bigger fonts will be better. Unless you plan to keep the Attribute header on the Skill-s tab to facilitate easier pool build and not ask players to switch between tabs for skill roll. If you have few prototypes we can test it.

I like the idea to implement it as in Traveller. More control to players is a lot less overhead for the GM here :)

Hi Chap,

Skills are central and the mix of Attribute + Skill really means they need to stay on the same page, but that limits the space for skills and thus the smaller font, it's just a shame fonts don't scale with resizing width.

Another idea would be to make Skills full width of the screen allowing a much bigger font. Move Health, Power, Humanity to the bottom left and then allow the Vertical resize to show more of the Skills.

No prototypes as I'm at work atm.

I'll get the Players access to the Difficulty Buttons stuff done this week for you.

Cheers,
MBM

MadBeardMan
January 19th, 2021, 23:28
Folks,

Just to keep you posted, I've got the 'Player' access to the Difficulty Levels working so I'm going to look into font's with FGU only and the character sheet. Should get an update for next week.

Cheers,
MBM

pralix1138
January 20th, 2021, 00:10
Folks,

Just to keep you posted, I've got the 'Player' access to the Difficulty Levels working so I'm going to look into font's with FGU only and the character sheet. Should get an update for next week.

Cheers,
MBM

Thanks for the update and all the hard work!

Valyar
January 20th, 2021, 10:48
Awesome!!! :)

eliasgharbi
January 22nd, 2021, 15:54
Question good sir, as you said you added new clans etc. is there a way to add more clan symbols to the corner of the character sheet? for example lasombra symbol and others.

pralix1138
January 22nd, 2021, 16:15
Question good sir, as you said you added new clans etc. is there a way to add more clan symbols to the corner of the character sheet? for example lasombra symbol and others.
43122

Hopefully someone with more capability will answer, but I have been able to create tokens for the clan symbols and even import them, I can't get them to show up on the character sheet the way I'd like. I got it to change the little token, but not the big one. The included picture shows what I mean.

vegaserik
January 22nd, 2021, 18:34
43125 It can be done! I'm not sure exactly how though because it doesn't work with any of the other clans I've done. It must have to do with image size and quality maybe. I haven't had much time to look into it.

Fear Grounds
January 22nd, 2021, 19:13
The Banu Haqim worked after they were released with the Camarilla book.

In order to show all the clan symbols appropriately, one of the developers with have to code it into the ruleset. They will likely be added in as their respective books are released on Fantasy Grounds

vegaserik
January 22nd, 2021, 20:14
I'm not really holding my breath for anything else, been a long time since anything was released for this rule set on FG.

eliasgharbi
January 25th, 2021, 16:43
Ah okey! thank you very much for your help x) currently trying to convert the material of Anarch/chicago by night/Blood god/companion books into my own campaign in fantasy ground, used to do our roleplay sessions on roll20 previously, so I'm a bit lacking in knowledge of the program!