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new_vision
August 26th, 2021, 18:07
Hey folks,

i am quite savvy with the regular 7th edition of CoC and want to dive deep into the Pulp world for my new campaign. However - there seem to be some issues (on my end?) with the ruleset and i hope someone can help me out here.

1) I have loaded the following modules: Investigators handbook, CoC 7e, CoC 7e Pulp Cthulhu, CoC7e PC Reference. Going to options, activate Pulp Cthulhu area. When i check the "Use Pulp Cthulhu Rules" i get the following console error:

handler error: [string "campaign/scripts/char.lua"]:214: attempt to index global 'maxhp' (a nil value)

2) Character creation: I have found a thread clarifying how to bring the talents onto the sheet, but what about the additional skills from archetypes? I can drag and drop the archetypes onto the sheet, but where should i put the skill point for the archetype? The char sheet doesn't show a column for that.

FGU is updated to the newest version.


Ideas?

damned
August 27th, 2021, 15:05
I dont get the error.
Is this a new campaign or existing campaign?
Is there anything else you have done?

Its an accounting thing only.
Add the extra points to Personal.

new_vision
August 27th, 2021, 15:28
I dont get the error.
Is this a new campaign or existing campaign?
Is there anything else you have done?

Brand new campaign. No extra extension or any other shenanigans.



Its an accounting thing only.
Add the extra points to Personal.

Thanks! ;)

new_vision
August 28th, 2021, 15:09
I tested a bit, deleted the campaign and created a new one. Same steps, but this time the is not console error message. Strange! Anyway - it runs now! Onward to creating the campaign properly. :D

MNight75
October 11th, 2022, 01:34
I am having an issue with the Pulp Archetype not adding any of the Archetype benefits, doesn't add to the attribute, doesn't add the 100 extra skill points, doesn't do anything like Career does.

damned
October 11th, 2022, 01:36
I dont believe that was ever coded. I believe it just adds the info/link to the character sheet.

MNight75
October 11th, 2022, 01:41
I don't mean to be a complainer, and I get some of why things like items and vehicles aren't coded in, but given that the archetype is a CORE mechanic of PULP cthulhu, and given that it was a paid, not a free add on, I am left bewildered why the functions of Archetype are not coded in the same way Career is. If I have to manually add this stuff in, it defeats the purpose of using Fantasy Grounds, not to mention sowing chaos and discord among my players when I confusedly tell them their dhole created playersheets must be wrong cause I paid all this money for Fantasy Grounds stuff and the math that goes into it only to find out the most basic functions to core elements have not been coded in.

Given that some of these like adding additional attribute, I don't even see how to add, am I asking too much to ask that this oversight be corrected?

damned
October 11th, 2022, 01:49
How would you propose that it handle it? What would the workflow look like? What is it you are wanting it to do?

damned
October 11th, 2022, 01:51
For example - the attribute.
Should it roll the dice for you? Most players want to roll their own stats.

damned
October 11th, 2022, 01:53
For the 100 points. Should they be added to Personal or to Occupation pool? Neither is really accurate. Or should we expand the sheet and add another field for Archetype points?
After the initial build the points and where they came from are no longer relevant as skill totals start changing at the end of each session already.

damned
October 11th, 2022, 01:56
For Talents most are "pick any two"
Some have recommended
Some specify that one must be something particular

What would be the workflow that you see this producing?

damned
October 11th, 2022, 01:57
For Traits - they are suggestions, for inspiration and you dont have to choose them.
What would be the process for it?

damned
October 11th, 2022, 02:01
Im not saying you are wrong or anything. I just dont see a uniform way to do this. if you are creating your characters via another source and then copying them into FG just drag and drop the relevant info in. Add the points where you want them, ignore the totals at the top of the page. Pregens in published adventures rarely add up to the same values as the rulebook says they should so enforcing more restrictions seems like it will hurt at least as much as it helps.

damned
October 11th, 2022, 02:04
If you can think of workflows that cater to these Im all ears. I cant promise you that we will do them but we will entertain it at least.
Building a character builder like 5E has is unlikely to happen. 5E is currently built and maintained by a full time developer. Call of Cthulhu cant justify that level of development.

MNight75
October 11th, 2022, 22:11
Well I don't propose to limit the traits, I have a house rule for pulp level (from dholes house) that you can pick called max pulp, which doubles the HP, (a box for a hitpoint modifier and/or multiplier would be helpful). Currently HP max is calculated and unalterable. Doesn't have to be something characters can interact with, could just be part of the things only GMS can fiddle with like a box you check for double hp.
As for the enactment of them, There are rolls you can do from the character sheet, such as rolling for the weapon hit and damage, some of the traits modify things like this. I would want to sit down with the talents and could come up with some specifics to consider. You can roll from the skill sheets as well in the same fashion as the weapons right?

MNight75
October 11th, 2022, 22:18
Thank you for being willing to consider workflows, I will take some time and come up with some proposals other than what I have listed so far which you can consider. I don't want to create a straight jacket for players. The one mechanic I see that justifies changing the most in my mind is the extra column for skill points from archetype. it eliminates a need to explain why there are 100 points, where they can be spent, and eliminates my headache for keeping track (a log for additional skill points earned (when and why) would be fantastic by the way.) There is already a log in calendar so I would imagine the core of making logs exists, would it simply need a hook into the skills ?

damned
October 12th, 2022, 01:31
Ill review your suggestions MNight75 and see what we can come up with.

MNight75
October 13th, 2022, 03:08
Not sure where to put this exactly but its a pulp cthulhu oddity so.

With only
Call of Cthulhu 7e Pulp Cthulhu
and
COC 7e PC Reference

Loaded I am faced with some weirdness in the skills list

There are some duplicates and one of each of the pairs of duplicates says Pulp Cthulhu next to it. the 7E Reference and book are not activated in modules.

Computer Use
First Aid
Hypnosis
Medicine

Is this intentional or is there some error in either how its written or how my computer has handled the downloading of the file? The help files that pull up are different, sometimes drastically. Whats going on, and do I clear everything and redownload it or what do I do with the extras? Which belong which don't.

Trenloe
October 13th, 2022, 03:34
Not sure where to put this exactly but its a pulp cthulhu oddity so.

With only
Call of Cthulhu 7e Pulp Cthulhu
and
COC 7e PC Reference

Loaded I am faced with some weirdness in the skills list

There are some duplicates and one of each of the pairs of duplicates says Pulp Cthulhu next to it. the 7E Reference and book are not activated in modules.

Computer Use
First Aid
Hypnosis
Medicine

Is this intentional or is there some error in either how its written or how my computer has handled the downloading of the file? The help files that pull up are different, sometimes drastically. Whats going on, and do I clear everything and redownload it or what do I do with the extras? Which belong which don't.
Also posted here: https://www.fantasygrounds.com/forums/showthread.php?61686-Odd-Behavior-in-CoC7-Ruleset&p=665088&viewfull=1#post665088

Please only post issues/questions in one place - it's more efficient all round and stops people wasting time.

Too late for this issue, but unless there is a thread with 100% exactly the same subject/issue it's best to start a new thread.

Grondel
January 24th, 2023, 06:23
I was just helping my group build pulp characters and I think adding in another field for Archetype skills would be very helpful. As far as I can tell the 100 skill points have fixed skills per archetype. Even if skill points will change between sessions it is helpful for building initial characters to be sure they are added and for accounting for skill points over the course of play.

damned
January 24th, 2023, 07:01
Hi Guys,

I did have a go at coding this and it was really quite complex.
I didnt get it fully working with the logic that runs the Occupation skills.
Ill have another crack at it soon(ish).