Log in

View Full Version : D6 WEG Ruleset feedback



bayne7400
December 1st, 2021, 20:23
Please provide bug reports here for the D6 Star Wars Ruleset located on the forge. If your an old subscriber this will automatically update for you.

https://forge.fantasygrounds.com/shop/items/390/view

https://youtu.be/vg_aHC12qrg


This ruleset has been completely revamped. It now has full starship vehicle integration among other improvements.

The Cepheus engine theme done by Pharoid looks great with the revamped ruleset!
Found here:
https://forge.fantasygrounds.com/shop/items/1175/view

damned
December 2nd, 2021, 00:44
Feedback incoming - well done guys!

kronovan
December 8th, 2021, 00:41
I agree, this is a terrific ruleset.

I don't really have a bug, but I wanted some clarification on an aspect of the ruleset, as I didn't see anything in the Youtube video that touched upon my question. I'm wondering how the linked Attributes for Skills should be entered and whether it even matters? So far I've been entering them as DEX, KNO, MEC, PER, STR and TEC, but I noted on the Character sheet they're listed by their full names i.e. DEXTERITY, KNOWLEDGE, MECHANICAL, etc. That said, in my initial experimenting I haven't come across anything that leads me to believe that the Attribute field for skills is even being referenced?

I'll make a forum post for any other questions I might have.

bayne7400
December 8th, 2021, 00:54
Yeah they are not linked. It is just informational so the player knows where to drag it I guess :). I made it in case a DM wanted to build the full list of skills in for players to review. A guy on youtube asked for a race option and I may add that it depends on how Mothership goes ( which as a ruleset smokes anything I have done). I am about to real get real busy doing some work I promised some people once the new core update hits though.

My plan with these rulesets is to continue to support them as long as even one of my patrons are playing them. Also if nobody provides any feedback that is a pretty good indicator its not being used:)

kronovan
December 14th, 2021, 01:21
Not so much of a bug report but some feedback on some limitations I'm encountering. The title of this thread states "D6 WEG", but I'm finding the character sheet doesn't support WEG's D6 Space rules that well. I like that the attribute labels are editable, so that Dexterity can be changed to the D6 Space equivalent of Agility. I also like that the 3, D6 Star Wars Force skills can be edited so that Alter and Control can be changed to D6 Spaces' Transform and Channel. However the "C", "S" and "A" labels are hard coded. I'm also wondering why the attribute listed to the above-left of those 3 skills references the upper leftmost attribute on the Main tab? That seem confusing, because the linked attribute for those D6 Star Wars skills should be FORCE and METAPHYSICS for D6 Space. Yet there's not enough Attribute labels on the Main tab to accommodate all 7 attributes? Shouldn't that upper left attribute on the Abilities tab just be it's own, separate listing?

I realize the Attribute labels are cosmetic, but not having them correct will only confuse players.

bayne7400
December 14th, 2021, 11:49
I can make those labels editable. I'm not sure about what you are referring to with you other issue

bayne7400
December 14th, 2021, 17:07
Not so much of a bug report but some feedback on some limitations I'm encountering. The title of this thread states "D6 WEG", but I'm finding the character sheet doesn't support WEG's D6 Space rules that well. I like that the attribute labels are editable, so that Dexterity can be changed to the D6 Space equivalent of Agility. I also like that the 3, D6 Star Wars Force skills can be edited so that Alter and Control can be changed to D6 Spaces' Transform and Channel. However the "C", "S" and "A" labels are hard coded. I'm also wondering why the attribute listed to the above-left of those 3 skills references the upper leftmost attribute on the Main tab? That seem confusing, because the linked attribute for those D6 Star Wars skills should be FORCE and METAPHYSICS for D6 Space. Yet there's not enough Attribute labels on the Main tab to accommodate all 7 attributes? Shouldn't that upper left attribute on the Abilities tab just be it's own, separate listing?

I realize the Attribute labels are cosmetic, but not having them correct will only confuse players.

OK so I am updating test with more editable labels. I also added code so that when a player clicks on an empty field it doesn't try to make a roll and throw an error. That field I think you are referring to should default as force powers and is editable. You can even delete the text. Also most are set to Gm edit only. If you want me to make it player editable just say so.

Lastly whoever gave us the donation on the Forge Jolly and I really appreciate it.

kronovan
December 16th, 2021, 20:34
OK so I am updating test with more editable labels. I also added code so that when a player clicks on an empty field it doesn't try to make a roll and throw an error. That field I think you are referring to should default as force powers and is editable. You can even delete the text...

Yes it's now editable as an independent text label, whereas before it was editable but was also synchronized with the label for the 1st Attribute on the Main tab and vice versa - what I was trying to say above. Excellent that the "C", "S" and "A" labels on the Attribute tab are now editable. The Character sheet is now fully compatible with D6 Space - nicely done!

I'm wondering if it would be helpful to others if I created a bare bones d6 Space character sheet with the necessary label changes and then exported it and attached the XML template to a post here? Or am I perhaps just some oddity and one of very few that prefer the later D6 Space edition of the rules?

bayne7400
December 16th, 2021, 20:37
You can also do an extension you never know!

kronovan
December 16th, 2021, 22:49
One of the problems I still see is that Metaphysics (equivalent of force powers) in D6 Space differs from WEG Star Wars 2e or REUP Force Powers. In D6 Space, Metaphysics is an attribute with its own dice levels, whereas with WEG Star Wars you only put dice into the skills. So when you make a roll with with 1 of D6 Spaces 3 Metaphysics skills (Channel, Sense or Transform), you also include the base attribute dice. It would be optimal if Metaphysics had an attribute dice box like the 6 attributes on the main tab. Otherwise, it's by all means not game breaking because the attribute dice could just be listed in the Metaphysics label and then manually included for each skill.

I now only own the a hardcover of d6 Star Wars 2e and the SW REUP PDF, so I can't recall the way Force Powers were handled in Star Wars Classic or 30th Anniversary - were they the same as 2e?

bayne7400
December 17th, 2021, 00:33
Yeah that's beyond the scope of what I am willing to change at this point. I am on to bigger things! (Mothership) Patrons guide the creations of these rulesets. That would have been something to go in at the beginning. Thanks for all the feedback.

kronovan
December 17th, 2021, 00:51
Yeah that's beyond the scope of what I am willing to change at this point. I am on to bigger things! (Mothership) Patrons guide the creations of these rulesets. That would have been something to go in at the beginning. Thanks for all the feedback.

I've created Savage Worlds extensions that add custom, derived stats boxes to character sheets. So at some point I might delve into your D6_Generic ruleset to see if it would be possible to code an extension that adds a Metaphysics dice box to the Abilities tab. I'm thinking I could unravel how you're doing it for the Attribute dice boxes on the Main tab and then possibly mimic it for the Abilities tab. I did create a D6 Space Character Sheet XML, that when imported correctly sets the labels on the character sheet for D6 Space. I'll make a thread with a link to it.

ChrisRevocateur
December 20th, 2021, 23:21
I now only own the a hardcover of d6 Star Wars 2e and the SW REUP PDF, so I can't recall the way Force Powers were handled in Star Wars Classic or 30th Anniversary - were they the same as 2e?

Yeah, the only difference is in 1e all force users get all powers for every force skill they have.

hawkwind
December 21st, 2021, 11:44
does the ruleset cover spaceships and other vehicles or is it just a automated character sheet?

bayne7400
December 21st, 2021, 11:45
It has spaceships

Hjorimir
January 6th, 2022, 09:53
First, thank you so much for creating this ruleset. I'm just getting started, but a thing I noticed early is that even when a skill description is locked, you can still fully edit both the description and attribute fields.

bayne7400
January 6th, 2022, 12:26
Ok let me check my record locked script thanks

bayne7400
January 6th, 2022, 13:25
First, thank you so much for creating this ruleset. I'm just getting started, but a thing I noticed early is that even when a skill description is locked, you can still fully edit both the description and attribute fields.

Should be fixed. I found a few other records I missed locking. Thanks for the feedback.

Hjorimir
January 6th, 2022, 20:14
Another quick note, I had created groups for the skills that I was adding in last night (i.e. Dexterity, Knowledge, etc.). I got through Dexterity and Knowledge last night. Today, when I started the server back up to continue, it had deleted the empty groups that I already created (e.g. Mechanical, Perception, Strength, and Technical). Not a huge deal, as I can just add them in, but it was an odd behavior.

bayne7400
January 6th, 2022, 20:28
You mean the one that goes in the attribute box under skills? I just checked the control name did not change. Can you send me your campaign DB file over discord? Bayne#7400

Hjorimir
January 7th, 2022, 06:16
The group under Skills (not on the character sheet, but the skills button on the far right). I had created groups for each of the six attributes and the ones that had not yet had any skills under them were removed/deleted when I started the server back up the next day.

damned
January 7th, 2022, 09:09
That is a feature of CoreRPG.

Hjorimir
January 7th, 2022, 09:28
Ah, okay. Thanks, damned.

Hjorimir
January 11th, 2022, 14:49
If you drag a character's skill to the hotbar/shortcut (whatever you call the bar at the bottom), it doesn't respect/use the roll modifiers pop-up from that character's sheet. I'll add that I REALLY wish there were some quick mod buttons available down by the dice as they come up often with the way cover/concealment works in the game.

bayne7400
January 11th, 2022, 15:12
Thanks for the feedback. I have a list from our patrons that I am working on. So maybe this will make the list. I have lots of plates spinning at the moment.

Hjorimir
January 11th, 2022, 15:31
I get the following error whenever I lock or unlock an NPC entry (image attached).

Hjorimir
January 11th, 2022, 15:40
This one seems pretty major. I can't find a way to roll initiative for NPCs, which should be linked to their Perception. Would be nice to also have an option to reroll initiative each round automatically (characters and NPCs).

(Sorry for the spam, just testing things this morning...excited about the ruleset.)

bayne7400
January 11th, 2022, 15:41
Ok man I'll get that fixed tonight. I was messing around with locks and missed something

bayne7400
January 11th, 2022, 15:41
Check the combat tracker for npc initiatives roll.

Hjorimir
January 11th, 2022, 15:49
Check the combat tracker for npc initiatives roll.

My options from the CT Menu:
1) [X icon] Close Window
2) [TRASH CAN] > Delete Non-Friendly or Delete Foes Only
3) [HANDSHAKE] Turn Order > Reset Turn Order

Other than that, I have a "Next Actor" button at the bottom, the Arrow icon I can drag to the acting character on the CT and a client button (which opens a second CT that shows the Player view of the CT).

Am I just missing something obvious here?

bayne7400
January 11th, 2022, 17:43
Yeah so we are both technically right. It is there but I hid it for some reason. I need to investigate further. Maybe I forgot to code or or I needed to research something. In the mean time roll a d6 and update manually I would not categorize this as game breaking. NPC record is fixed. I forgot to add the script path to the XML. Good catch I did the same thing to Mothership.

Hjorimir
January 11th, 2022, 18:43
Sounds good. Thanks, bayne7400.

t3xx3r
March 2nd, 2022, 00:26
Is this ruleset for REUP?

bayne7400
March 2nd, 2022, 00:37
Indeed it is

t3xx3r
May 16th, 2022, 05:25
Weapon damage is not tracking correctly. When I put in 8D for the damage and every time I click, it comes out at 2D6, not 8D6. As for Armor, I am so confused. Why is there Ph, En, Dx, Pr? Dx and Pr does not roll at all when I put in 3D. As for Ph and En, 3D does roll but comes out at 6D6. Why the additional 3D6?

Window is not resizeable for PCs; perhaps enabling resize would help.

bayne7400
May 16th, 2022, 13:20
Works for me.
52804

Dx and Pr do not roll they are reductions from your armor

I believe the rules state the armor rolls add your strength score correct?

bayne7400
May 16th, 2022, 13:21
for some reason it double posted :)

Try making an actual item and equipping it. If you are trying to create a window entry you missing half the information unless you go back into inventory and edit it. So to answer your question it is working correctly.

t3xx3r
May 16th, 2022, 15:30
for some reason it double posted :)

Try making an actual item and equipping it. If you are trying to create a window entry you missing half the information unless you go back into inventory and edit it. So to answer your question it is working correctly.

I will check it when I get home. Thanks.

Travin72
August 27th, 2022, 00:00
OK, I'm building up a database in the D6_Generic ruleset and I ran into a snag that I'm hoping someone else knows how to get around. I have a weapon that the damage is STR + 2, but when I put in STR+2 I get a roll of Strength + 2D6. If I put in 1D6+2, I'll get the 1D6+2. On the Weapons line on the character sheet there is a "Select" that can be changed to "None" or "STR" and this will add the Strength roll into the damage. However I can't get the weapon damage to just be +2. Any ideas?

bayne7400
August 27th, 2022, 00:01
Ok so it's basically two pips? Maybe put a few screenshots and I'll see what the deal.is.

Edit. Try toggling str and then 0D+2 . Let me know if that works

Travin72
August 27th, 2022, 00:09
Here is a screen shot of the Character Sheet, Weapon and Roll. Damage should be 3D6+2 not 5D
54119

bayne7400
August 27th, 2022, 00:58
Updated thanks for feedback.

bcoker
November 11th, 2022, 15:42
I seem to be having issues with the Character Sheet Working on D6. The new Dice Color add on is my suspicion for the problem as it seems to have broken other things. I had only started looking at using the system since the Update which is why I am uncertain as to why it's now broken. The NPC rolls work fine, but the Character Sheet doesn't seem to work at all. Error code is 77 something about Get Child.

bayne7400
February 22nd, 2023, 23:12
Updated Ruleset for upcoming FG patch. Please let me know if something is broken!

Unimatrixzer0
March 21st, 2023, 01:17
Hi bayne.
I recently downloaded the D6 Generic ruleset and I'm giving it a whirl. When trying to delete 'all foes' from the combat tracker it throws up an error message. I managed to track down and eliminate the error by removing some code from managercombat.lua , that needed to check a number value for the string wounds.
Also..In your video explaining the various functions of the ruleset you show that you can add vehicles to the combat tracker yet when I tried to do it the combat tracker doesn't accept it. I did try to figure out if there was a simple fix in the scripts, but unfortunately I'm just starting out trying to understand lua. Is it fixable or was it a feature that was abandoned?
Thanks for putting the ruleset out there and I appreciate any help/suggestions from anyone.

bayne7400
March 21st, 2023, 01:43
I'll take a look this week for you.

bayne7400
March 21st, 2023, 18:25
Ok give it a shot

Unimatrixzer0
March 22nd, 2023, 12:08
Ok give it a shot

That's perfect! Thanks. This ruleset is going to get plenty of use from our group.
Much appreciated.

bayne7400
March 22nd, 2023, 14:35
No problem. it is a free ruleset so vehicles are not automated like they are on the paid stuff. Just keep that in mind.

Atenhotep
August 30th, 2023, 20:33
I have no idea where to post this as I rarely visit the forums. We were using this rules set to run our Star Wars D6 WEG game but the new update just made it unplayable (error screens etc)

bayne7400
August 30th, 2023, 21:37
updated best I could with dearth of information provided.

Atenhotep
August 30th, 2023, 21:54
Oh!? That's awesome! So much appreciated. I'll check and let you know. Thanks

Atenhotep
August 30th, 2023, 22:00
updated best I could with dearth of information provided.

Wow - looks like it works great now.


Sorry I wasn't more specific before. I had tried to upload a screenshot. I just figured others might be having the same issue.

Honestly as valuable as this ruleset is and as far as I can find - it's the only one that allows us to play Star Wars D6 WEG on Fantasy Grounds, you should really be getting more recognition.

I'm definitely going to be talking about it in a future YouTube video on my channel. Thank you so much!

Atenhotep
September 3rd, 2023, 02:30
updated best I could with dearth of information provided.

Hi, sorry to bother you. Discovered something major that is broken now but worked earlier fine.

Equipping weapons and/or armor (from the character sheet inventory) no longer populates the appropriate fields on the character sheet and thus armor and weapons are unusable.

For clarity - I entered in all the weapons and armore from the books and prior to this update they populated correctly in the weapons and armor sections of the character sheet.

bayne7400
September 5th, 2023, 20:00
Armor was dorked up to. It should all be fixed. It took a bit but somebody tipped me some forge coin so went ahead and knocked it out.

Atenhotep
September 5th, 2023, 20:04
Armor was dorked up to. It should all be fixed. It took a bit but somebody tipped me some forge coin so went ahead and knocked it out.


Thanks. I wished I had more forge coin - that was all I had. I appreciate your time.

bayne7400
January 17th, 2024, 15:39
This ruleset has been completely redone. While for the most part I was able to maintain compatibility with existing records. Please see post one and provide comments for any issues you run into. (FULL vehicle and Starship integration)

I recommend using this theme with the ruleset.
https://forge.fantasygrounds.com/shop/items/1175/view

** Any character sheets will need to remade. If it dorks up your game send me a message and I will assist.**

Atenhotep
January 17th, 2024, 16:15
This ruleset has been completely redone. While for the most part I was able to maintain compatibility with existing records. Please see post one and provide comments for any issues you run into. (FULL vehicle and Starship integration)

I recommend using this theme with the ruleset.
https://forge.fantasygrounds.com/shop/items/1175/view

** Any character sheets will need to remade. If it dorks up your game send me a message and I will assist.**

Wow! Thank you!

ChrisRevocateur
January 17th, 2024, 16:21
Woo! Can't wait to see what it looks like now.

bayne7400
January 17th, 2024, 19:01
I stripped/reverted/standardized all the graphics to make it a lot easier to use themes. So you will probably want to load one of the many free themes out there. Biggest changes I think are for the GM and the combat tracker. Also using the party sheet for the players ship. I added a hangar bay and cargo hold as well.

https://youtu.be/vg_aHC12qrg

bayne7400
January 20th, 2024, 20:35
Added drag and drop type and species for characters.

bayne7400
February 14th, 2024, 14:09
- Cleaned up a few errors when equipping armor
- Added icon on desktop to roll a wild d6. To roll more than one d6 left click to grab and right click to add die. This will let you quickly make a roll as the DM.
- Fixed alignment issues on client CT labels
- When the stunned effect is remove don the Character sheet it will now remove the CT effect
- Standard grid is now 2 meters not 5 feet

bayne7400
February 28th, 2024, 14:49
- Multi action now resets at end of the round
-Ammo box is now displayed for ranged weapon (set via subtype on item record) on combat tab (I forgot to auto decrement on attack will be on next update )
- Can now auto roll all FOE initiatives by right clicking menu button on CT. Make you you do this after you change round to clear any mutli-action penalties

Atenhotep
March 1st, 2024, 23:48
You've done a really great job making this available for us. Thank you very much!

bayne7400
March 13th, 2024, 15:19
3/13/24
- Rolling vehicle maneuver on CT will now add primary or specialization skill to the roll
- inserted a check for abnormal roll configuration so it should no longer throw an error when trying to use an invalid roll
- added missing locks on vehicle record
- reaction rolls on the CT will update correctly on a wild die

peterb
March 24th, 2024, 18:06
Thanks for your work on this ruleset.

I'm looking into writing an extension that implements Open D6 Fantasy. Shouldn't be too hard to get a basic sheet going.
One thing I'd like to remove is the droid in the lower left corner. It's out of theme for a fantasy setting and it's also in the way of both parts of the chat box and the modifiers box. See attachment. I do, however, have some trouble finding which file I need to edit to remove the droid. Thanks for any pointer.

60328

damned
March 24th, 2024, 23:59
It looks like t might be a desktop panel?

bayne7400
March 25th, 2024, 00:02
Yeah rename the icon to a new image. You probably want to keep the functionality since you can roll any number of die and use the d6 wild die mechanic. (left click the right click to add more die)

The ruleset is in your ruleset folder it is not in the vault.

peterb
March 31st, 2024, 12:51
Yeah rename the icon to a new image. You probably want to keep the functionality since you can roll any number of die and use the d6 wild die mechanic. (left click the right click to add more die)

The ruleset is in your ruleset folder it is not in the vault.

OK. Thanks. I'll try that approach.

Claybor
April 3rd, 2024, 15:53
I'm not that familiar with d6 Star Wars, but I do have the generic D6 system stuff. For those of you that know both, how well would this ruleset work for the generic d6 system?

bayne7400
April 9th, 2024, 19:25
4/9/24
- fixed a few minor bugs
-wounds will automatically decrement ability and skills.

Atenhotep
April 9th, 2024, 19:50
I'm not that familiar with d6 Star Wars, but I do have the generic D6 system stuff. For those of you that know both, how well would this ruleset work for the generic d6 system?

They're the same but with the trademarks taken off. Now it's called OPEN D6. When WEG lost the rights to Star Wars (because of their financial problems) they just couldnt use the Star Wars name anymore but they still owned the D6 rules (originally created for the Ghostnbusters RPG) Dozens of games have since copied it and even the new Daggerheart game seems to have been at least inspired by it.

Claybor
April 19th, 2024, 17:04
They're the same but with the trademarks taken off. Now it's called OPEN D6. When WEG lost the rights to Star Wars (because of their financial problems) they just couldnt use the Star Wars name anymore but they still owned the D6 rules (originally created for the Ghostnbusters RPG) Dozens of games have since copied it and even the new Daggerheart game seems to have been at least inspired by it.

OK. Thanks for the info.

Mumphery
June 17th, 2024, 16:10
HI all,
First, huge thanks to bayne7400 for the rulesetwork !
I added the .pak ( and Cepheus theme btw ) , wihtout problem. But I have no items , vehicules ...available.
Is there a trick getting them available ?
Thanks !

bayne7400
June 17th, 2024, 16:14
In the type field insert the type of the vehicle directly from the REUP book. this will dynamically set the required fields for you.

"ship","starfighter","capital ship","space transport","cloud cars"
or
"vehicle","speeder bikes","swoops","armored assault", "pod racers","landspeeders","sail barge","skiffs","cloud cars","walkers","walker"

The content is someone's IP an you have to enter in the data yourself

Mumphery
June 17th, 2024, 16:19
Hi Bayne7400, thanks for the quick response.sorry for my english if I was not clear. I don't have any inventory.
I tried to create a new item in case of, but it just display the field I just created as filter ?
Thanks

bayne7400
June 17th, 2024, 16:22
For items in the "type" field use "Armor" or "Weapon" or "Shield"

Mumphery
June 17th, 2024, 16:24
Ok, understood, but there is no "library " of items , I need to create them each ?

bayne7400
June 17th, 2024, 16:25
that is correct

Mumphery
June 17th, 2024, 16:28
Ok, so everything is perfectly working !
Thanks again for all !

t3xx3r
August 2nd, 2024, 19:05
@bayne7400 I assume this is the ruleset called REUP, correct? If so, you might want to fix the image of R2-D2 the astromech droid to the right because it is blocking the chat view every time I load a campaign and it does get tiresome having to adjust each time I load the game. Could you make some minor changes to this?

bayne7400
August 3rd, 2024, 13:26
Once you move it once it should remember your positioning.

Draykor
August 3rd, 2024, 16:24
I have the same issue. Any resizing of the FG window moves the dice icons/R2/Tower into seemingly random positions, including over the chat frame

bayne7400
August 4th, 2024, 13:03
You guys realize you can unlock and move r2 panel right? Once you move it FG should remember the location

Draykor
August 4th, 2024, 14:35
Yep, then once locked it still floats around on resize

bayne7400
August 4th, 2024, 17:55
I cant help that

t3xx3r
September 4th, 2024, 14:00
I cant help that

Understandable. If it can't be helped, noted.

bayne7400
September 4th, 2024, 15:01
Small update today to fix the client Combat Tracker

Naveren
October 31st, 2024, 21:22
Sorry if I'm being daft, but is this just the ruleset, so no items or skills are included I have to add them all manually one by one?

bayne7400
November 1st, 2024, 13:19
Yeah the book is the IP of west end games. You have to make the records you need.

Tatertron
January 24th, 2025, 19:42
Just bought the D6 ruleset on Forge.

I updated and when i created a campaign the only new ruleset i found was "REUP". I selected it and it does look like its for star wars as there is an R2D2 in the bottom left hand side of the screen. However, i don't have any rulebooks to load, so there is no content I am able to access.

I feel like I've had this problem before with Forge content and I had to manually load something, but I can't remember. 100% sure this is just me being technically inept

bayne7400
January 24th, 2025, 19:49
Yeah it is just the ruleset. I cant sell west end games IP

bayne7400
January 24th, 2025, 19:50
In fact that droid was not there *waves hand* if he was there you could use right click to add any number of die just fyi

Tatertron
January 24th, 2025, 20:46
So in the video you made I saw a ton of equipment (Armor, Blasters, etc). None of that actually comes with the ruleset? I have to build it from scratch? Not a problem If I do, just want to make sure before I invest the time

bayne7400
January 24th, 2025, 20:58
Yup

bayne7400
March 9th, 2025, 15:02
Small update on character sheet to fix bugs from the new Core RPG build.

WookV3M0
May 3rd, 2025, 18:44
Well I don't know what happened but a recent FG update seems to have made it so I can no longer enter information into the Vehicles "actions" tab. Unless I'm missing something. Kinda sucks as I have a planned Star Wars game for this month.

If I'm missing something please let me know. It was wroking fine until I updated Fantasy Grounds.

bayne7400
May 3rd, 2025, 19:35
Yup let me check it out and get it fixed. Hopefully tonight

bayne7400
May 3rd, 2025, 22:13
OK give that a shot. I added an Add button on the tab to add a blank entry.

WookV3M0
May 4th, 2025, 03:36
Wicked! It's working just fine again! Thanks for the very quick response. Sorry I took so long to reply. Had a busy day.

WookV3M0
May 5th, 2025, 17:16
Well, not sure if I found another issue or if I'm doing something wrong here but I can't seem to drop my NPCs into encounters anymore. I clicked the edit button and tried making new encounters just to see but nothing seems to work. Sorry to have to keep bugging like this.

bayne7400
May 5th, 2025, 19:31
Run an update and give it a shot now.

Martin2301
May 6th, 2025, 01:57
Hi, Is the ruleset work ? I have it on my system but if i try to create a campaign I dont see it in my game systems ruleset!

WookV3M0
May 6th, 2025, 06:07
Hi, Is the ruleset work ? I have it on my system but if i try to create a campaign I dont see it in my game systems ruleset!

It works. Not sure how recent you got it but the ruleset is named REUP. When I first got it I was looking for Star Wars and d6 and such and was lost, but then I found it there. Hope that helps.

WookV3M0
May 13th, 2025, 11:26
Alright, I'm sorry to keep bugging. I'm just not sure if I'm doing something wrong or not. It seems when I roll damage from the character sheet or NPC if the Damage says STR+1 or STR+2 it won't add the pip. If it's the ability+1D or something like that it adds it just fine. The pips are also added whenever it's anything like 5D+1 or 5D+2. It's only when it's attribute + pip that it won't seem to add it up properly.

bayne7400
May 13th, 2025, 12:43
Yeah good catch. I had str+2 on one of my characters so I cant explain why that was not working because I obviously tested it ?! Try running an update and let me know.

WookV3M0
May 13th, 2025, 12:46
Awesome! Working fine now. Both for Character Sheet and NPCs. Thank you :)

WookV3M0
May 20th, 2025, 05:57
Oka, so I seem to have discovered yet another issue maybe. Seems in the armor section of the combat section character sheet I am unable to write any number iin the penalties and dice. If I drag and drop to the inventory the numbers show up in the combat section of the character sheet but I'm still unable to change the die codes there. I can chage it in the weapons part of the combat sheet however so I dunno if this is meant to be that way or not.

bayne7400
May 20th, 2025, 12:56
Did you equip an armor item? It should pull penalties from the main tab depending on the armor.

WookV3M0
May 20th, 2025, 13:02
YYeah so it could be as written. I put the armor and weapon in my inventory and then clicked the buttons for both to have them equipped. Then I went to the combat page on the character sheet.. I can still change the damage dice for the weapon, but I can't change the protection dice. If that's normal disregard my inquiry. I just wasn't sure.

bayne7400
May 20th, 2025, 13:52
Does your armor look like this? TBF its not like there is a documentation on this and the video is out of date I am sure. I might document some things on the character sheet in an unobtrusive way.

WookV3M0
May 20th, 2025, 14:06
Yes it does. Anyway, for some reason restarting my client seems to have resolved the issue so I think it was an error on my end. I should have done that first. but it seems to working fine now. Sorry.

bayne7400
May 20th, 2025, 14:11
I will double check later today on a new PC

WookV3M0
May 22nd, 2025, 06:00
Okay, so I'm coming across another problem, and my players are noticing it now. So, when rolling damage., though the STR+1 pip thing is fixed, whenever it's like STR+1D it still adds a +1 to it as well when it should. So, it's rolling STR+1D+1. instead of just STR+1D. It seems to be only when it's rolling the attribute + dice. Otherwise, it's working fine.

Also, sorry I'm the one who keeps bugging here. Since I'm gonna be running a game soon I've been working a lot to prep and it's the only reason I'm bugging so much. And I keep running into problems one at a time

bayne7400
May 22nd, 2025, 12:29
So you are rolling damage on the combat tab or rolling str on main tab. Im not sure i am following can you provide me the steps to replicate?

Also are you sure the player doesnt have extra pips in the bonus box?

WookV3M0
May 22nd, 2025, 13:19
Yeah, I doubled checked to make sure it wasn't the player. I added to other character sheets to test, and it did the same. It's when I roll the damage from the combat tab and have it written as STR+ the number/die.

So STR+1 works fine and so does STR+2. It's after that that things start to get wonky. Hopefully the attachment I added shows up and you can see what I mean.

bayne7400
May 22nd, 2025, 14:38
Ok that helps a lot thank you. I will take a look. Just based on your image it looks like it is adding the # in front of the D as a pip and a die

bayne7400
May 22nd, 2025, 14:48
Update and give that a shot. It was doing what I said above.

WookV3M0
May 22nd, 2025, 14:57
Hmm okay. So it's now recognizing the dice, but the pips seemed to have stopped working now. Like STR+1 and STR+2 are just rolling STR without any pips. If a number is in it works fine though like if it's 2D+1 it rolls it correctly. Again in the damage section of the combat page.

bayne7400
May 22nd, 2025, 15:04
OK try now think i got it this time. That is a unique template in the entire ruleset. no other roller works like it. I wanted it to work like the book displays.

WookV3M0
May 22nd, 2025, 15:18
Okay so it seems the pips and dice work now. Only real issue I've noticed now is just that something like the Vibro-Axe which has the option to do STR+3D+1 won't register both the dice and the pips but that itself feels more like a niche situation that can be dealt with just using the modifier option under the chat box.

Thank you so much for taking the time out to do this.

bayne7400
May 22nd, 2025, 15:27
I'll look at the axe

bayne7400
May 22nd, 2025, 15:55
Ok I don't think you can break this anymore :) I completely redid it. Much better coding for it.

WookV3M0
May 22nd, 2025, 16:05
Awesome! All seems good! Thanks again!

Claybor
June 17th, 2025, 15:03
The posts first page mentions that attribute labels can be modified to correspond with other d6 games, but I can not find a way to do so. Am I missing it, or is this something that has changed over time?

bayne7400
June 17th, 2025, 15:07
Yeah when I did the revamp that was removed. What are you trying to play? Give me a list and I can see about adding to options menu. (If your ask isn't to big)

Claybor
June 17th, 2025, 15:17
Thats disappointing. I'm just in planning stages, but I don't use reup. I have the 3 open 'core' books which I figure are pretty close rules wise, but I'm more looking at the soon to be released Planet of the Apes rpg which uses the 'magnetic' variant by magnetic press play. I know some of it won't translate (static defenses and a few others) but I wanted to try to get as close as I could.

I'm not sure what I need specifically, but I will keep your offer in mind. Thanks.

Claybor
June 17th, 2025, 17:27
The variant I was looking at swaps out technical for Willpower. (Tech skills get folded into mechanical and knowledge.)

It would have been nice to have the labels variable for use with d6 adventure and fantasy as well, but I realize some things are not really feasible for various reasons.

bayne7400
June 26th, 2025, 21:15
Added a D66 dice to Desktop. The dice can be rolled and dropped into a rollable table.

WookV3M0
June 27th, 2025, 01:21
Right on! I was asking about this on reddit. Mainly cuz I thought that Fantasy Grounds had a default option to do this but thanks for adding it!

One more question. Is it at all possible to automate size scale math for combat like walker vs starfighter and such? Or is that beyond the scope of this?

Totally understandable if it's not or you don't have time. You've done a lot already.

bayne7400
June 27th, 2025, 01:46
You can adjust size on combat tracker. I saw your reddit post

WookV3M0
June 27th, 2025, 02:34
Hmm. Am I missing something? I can't seem to find a way to adjust scale in the combat tracker.

WookV3M0
June 27th, 2025, 02:44
Also I don't know what I'm doing wrong now but it doesn't seem I'm able to roll dice on targets anymore. Double clicking rolls but it's not rolling on the targeted token or in the combat tracker.

bayne7400
June 27th, 2025, 12:48
Whay type of roll are you trying to use targeting? Most rolls dont use targeting.

WookV3M0
June 27th, 2025, 20:45
It was combat roils. Like attacks but I think I'm just misremembering cuz I also do other games on Fantasy Grounds like D&D and that has automated targeting. For some reason I thought this ruleset had it and it stopped working but I remembered that d6 Star Wars actually plays and handles combat differently.

bayne7400
June 27th, 2025, 21:55
Yup its all resolved on the table.

Voxpopuli
August 30th, 2025, 17:14
A question? With the upcoming release of the Planet of the Apes RPG based on the D6 WEG ruleset but modified by Magnetic Press Play, is there any momentum to add The Planet of the Apes mechanics to the ruleset?

Tks

bayne7400
August 30th, 2025, 19:02
That is not even on my radar.

Capt Judan Vos
September 30th, 2025, 20:26
65537 I cannot adequately express how stoked I am to find my first SW RPG experiences on FG. Thank you for putting this together! I'm dealing with confusion. I downloaded from the Forge, I went through your youtube video before anything else, I even have the same Cepheus Blue theme installed with the ruleset and nothing else... but aside from what I started to put in manually from a couple of fan sites with homebrew stats for things not originally in the series, almost none of what I see populates like what's in the video. I have too few tabs on the character sheet, there's tremendous difference between the items entries or vehicle entries I see when I put in a new ship or weapon, and the font is almost impossible to read in the texts... white on very light, and I've spent hours pouring through my pc settings before I tried to reach out here... I'm set on stock settings. will you please help me identify why what I see is so different from your video?

bayne7400
September 30th, 2025, 20:29
Did you try any of the FG themes?

As far as the other issue I answered it on your PM. Which part about the records was unclear? Set the type and it changes dynamically. It is a little hard to parse everything in your message.

Capt Judan Vos
September 30th, 2025, 21:40
Did you try any of the FG themes?

As far as the other issue I answered it on your PM. Which part about the records was unclear? Set the type and it changes dynamically. It is a little hard to parse everything in your message.

65538 Here's a picture of your Leroy character sheet from your youtube video. notice the extra tabs on the side, that aren't on my Tabor character sheet. Was this a function I'm supposed to add? Where would I look for those instructions? I was believing the sheet ought to open up looking like that. Am I mistaken? is the sheet supposed to have the fewer tabs my sheet has? Again, I'm stoked this exists, and I'm absolutely grateful you put it together, but I'm confused by the differences I'm seeing, and feeling frustrated with myself for being confused, so trying to reach out and get guidance.

Using stock settings with FGU - because I haven't yet taken the time to figure out how to go altering settings like font colors, and not interested in doing so - why is the font so hard for me to read when the only things I have had when using only your ruleset and Cepheus Blue? I've gone through FG looking for those settings, I've checked my pc, I see nothing indicating a switch between contrasts, so I'm baffled. and yes, when I use a different theme, like Legacy - Classic for example, I can see what I'm looking for... I can read the texts in, for example, the vehicle details window I DO get. Still looks nothing like the one in your video, though. have you changed the way the windows looked, between the making of that video, and my downloading the module? Yes, I try to search and read through forums before I start sending PMs and commenting in threads, yes, I often miss details, this is a challenge I've had since grade school back in the 80s. But, I try to find answers before I start asking questions, so please, help me understand why I am seeing entirely different things? Do I need to change a setting I missed? what am I missing?

bayne7400
October 1st, 2025, 00:21
Are you sure you have the right ruleset loaded? The ruleset name is REUP. Mine looks great has all the tabs. Show me a screenshot of when you load your campaign so I can see the ruleset your using.

Capt Judan Vos
October 1st, 2025, 00:36
Are you sure you have the right ruleset loaded? The ruleset name is REUP. Mine looks great has all the tabs. Show me a screenshot of when you load your campaign so I can see the ruleset your using.
I already did, are you unable to see it in my first post?
6553965540

bayne7400
October 1st, 2025, 00:37
no what first post? if you mean Pm then no. Images do not show up. try loading it without the theme and show me screenshot

Capt Judan Vos
October 1st, 2025, 00:39
@bayne7400, from today at 12:26.

Capt Judan Vos
October 1st, 2025, 00:41
65537 I cannot adequately express how stoked I am to find my first SW RPG experiences on FG. Thank you for putting this together! I'm dealing with confusion. I downloaded from the Forge, I went through your youtube video before anything else, I even have the same Cepheus Blue theme installed with the ruleset and nothing else... but aside from what I started to put in manually from a couple of fan sites with homebrew stats for things not originally in the series, almost none of what I see populates like what's in the video. I have too few tabs on the character sheet, there's tremendous difference between the items entries or vehicle entries I see when I put in a new ship or weapon, and the font is almost impossible to read in the texts... white on very light, and I've spent hours pouring through my pc settings before I tried to reach out here... I'm set on stock settings. will you please help me identify why what I see is so different from your video?

@bayne7400, from today at 12:26.

bayne7400
October 1st, 2025, 00:41
i don't understand what that means friend. If that was a PM like I said images do not show up.

bayne7400
October 1st, 2025, 00:48
What I asked you to do was log into fantasy grounds. Load your campaign and take a screen shot right before you hit the start button. I have tested all I am going to test on my end until I see that screenshot.

Capt Judan Vos
October 1st, 2025, 09:33
This evening, while logging in again, there was an update, and now it looks more like what was in your video, so thank you for whatever you did. I'm going to go back to watching your video a few more times, while I get everything entered in.

bayne7400
October 1st, 2025, 13:17
I did not do anything except move it to vault. But I am glad it worked itself out. I have had people load up a different star wars ruleset and have this issue but it doesn't sound like that was your issue.

Capt Judan Vos
October 2nd, 2025, 21:09
I finally figured out how to add armor, and noticed there's an extra letter in the Perception adjustment box label... "Per Reducation". I don't know if that influences the link to the automation at all, but I thought I'd pass the word along.
Do you happen to have a guide text somewhere? I thought I previously read something about a canvas, and I keep looking for one, or at least that reference again, but I'm not finding either.

bayne7400
October 2nd, 2025, 23:52
It does some armor reduces perception. It automatically adjusts per rolls. I do not have a guide.

Capt Judan Vos
October 4th, 2025, 21:00
I agree, some armor clearly indicates it has penalties to perception, including some armors whose helmets have MFTAS. It's the spelling... 'Reduction' is what I believe you meant, but it reads 'Reducation'. So far, I'm uncertain if you've had the ability to see a single picture I've posted in these chat threads, so I'm not sure if my screenshotting and highlighting the spot I'm talking about would make a difference.

Regarding a guide... no matter how many times I follow the video, entering a new vehicle doesn't give me a tenth of the box options that your video has, and the only vehicle I have a lot of stats on is the one I experimented with creating when I first discovered this ruleset. Entering new ships doesn't give me access to much of anything at all. Is there a different script being accessed somewhere in the folders? This is why I was asking about a written out, step by step guide.

Capt Judan Vos
October 4th, 2025, 21:01
adding on... I see you when you say you don't have a guide, I get that, I'm just trying to not bother you, while getting my solutions.

bayne7400
October 4th, 2025, 23:43
For type use the type set in the books. Show me a screenshot. I'll update the typo

bayne7400
October 4th, 2025, 23:56
it is all keyed off of type

Capt Judan Vos
October 5th, 2025, 04:11
65558 Here's the screenshot. Under Energy Prot, notice the Per Reducation. I'm unsure if that's just a label typo, or if that might have an impact on the linking, I'm absolutely unfamiliar with putting the boxes and their categories together. You sir, are leagues ahead of me, where it comes to dev work.

Thank you for explaining the Type: Ship part to me. Now this looks like what I saw on your screenshot and on your YouTube video... I kept thinking I needed to fill that box with Starfighter, Capital Ship, Freighter, Space Transports, that sort of thing. When it comes to editing the Weapon Systems... I still can't seem to influence the Arc, Atmos, or Space. Is there something I'm missing on that front, also?

bayne7400
October 5th, 2025, 14:18
Yeah I said above I would fix the typo. ALL of the types in the book work.

"ship","starfighter","capital ship","space transport","cloud cars"
"vehicle","speeder bikes","swoops","armored assault", "pod racers","landspeeders","sail barge","skiffs","cloud cars","walkers","walker"

Capt Judan Vos
October 6th, 2025, 02:35
Evidently I misunderstood what you meant by sending you a screenshot.
Yesterday, I got the skills entered in. Since folks have asked here and on youtube about having these things bundled, would you like me to export the skills, so you can add them to the next update?

Also, were you suggesting we put droids in NPCs, Characters, or something else perhaps? I've been wondering about that ever since I figured out how to use ChatGPT to rapidly extract data from pdfs and create xml entries for the db xml file.

jamesrh
December 21st, 2025, 18:25
Evidently I misunderstood what you meant by sending you a screenshot.
Yesterday, I got the skills entered in. Since folks have asked here and on youtube about having these things bundled, would you like me to export the skills, so you can add them to the next update?

Also, were you suggesting we put droids in NPCs, Characters, or something else perhaps? I've been wondering about that ever since I figured out how to use ChatGPT to rapidly extract data from pdfs and create xml entries for the db xml file.

I'm brand new to using Fantasy Grounds as a GM and want to use this ruleset. If you could export your skills, I would be interested in getting that, so that I don't have to type so much. Also if you know how to import using Fantasy Grounds that too would be useful.

t3xx3r
January 1st, 2026, 06:48
I have the SW D6 ruleset.

Whenever I go on to create a character for a friend, there are some glaring problems.

1. There is no adding for Weapons or Armor inside the Combat Tab. You cannot edit within Weapons or Armor at all either; there's only one armor statline there. You also cannot add anything to the Combat tab at all.
2. Inside the Items Tab, there's two types of items: Armor and Weapons. You cannot edit for Armor or Weapons at all because the only thing you can edit are items. There are no add/edit buttons for Weapons or Armor. Even then, the Items record that I create does not even contain all the values for Armor or Weapons so that these show up appropriately inside the Combat Tab.
3. As for Starships, I feel that it might be lacking so I'm not entirely sure.

Bayne, have you abandoned this project?

bayne7400
January 1st, 2026, 13:29
No you are just not using the ruleset correctly.

For items you need to set the type: armor, weapon, shield. That will change what is displayed

For starships you also need to set the type. use the types set in the REUP book. it will dynamically change what is displayed. I assure you it is not lacking.

To populate those tabs on the character sheet you need to drop in an armor or weapon and equip it.

If you ever used pathfinder, 5e , 2e or any of my other rulesets this is how majority of those work. This is not a basic morecore style ruleset. This ruleset is fully automated.

Did you watch the video linked on the store page?

bayne7400
January 1st, 2026, 13:35
Like I dont know whats missing? Are you sure your using my ruleset? I had a guy complain one time and he was using the 3.5 version someone else did.

bayne7400
January 1st, 2026, 13:37
What is lacking on the starships?

bayne7400
January 1st, 2026, 13:40
here is what it looks like when I equip armor and a weapon. Everything is rollable including checking for the skill on the main tab

t3xx3r
January 1st, 2026, 23:43
Bayne,

Here's some stuff that I had problems with regarding starships. Photos are attached:

Evidence 1, 1a shows you how shields are made. Where's the dice rolls for shields? If it has a die code, it should be rollable.

Evidence 2 shows you the hyperspace multiplier but where's the backup drive multiplier? Why omit the second?

Evidence 3, 3a shows you that it is possible for some die code to be omitting a 1, 2 or 3. Instead it's read as 0D+2. Or 1D+6, etc. The 1D+6 does work but the 0D+2 doesn't. It won't display a 2 only on a dice.

Some of the stuff that's missing. But so far, I'd have to look into it and see if there's anything else. Thank you.

t3xx3r
January 2nd, 2026, 03:57
I have watched your video today. It is very informative, helpful; it also got me to understand how to build out the character, vehicle, etc. and so on. Thanks for that. You should update the forum front page of this thread with the YouTube video link as well.

Great project and I also like Cepheus Blue.

bayne7400
January 2nd, 2026, 12:26
Shields are not rollable because you have to focus shields in a location. In that image you showed their is an editable field for fwd aft etc. You need to type in your shield and then roll it.

0d+2 does not give you a roll because there is no die to roll. You need three pips to make a single die. If it is skill based then it adds it all up for you but you still need at least 1D to get a single die to roll

t3xx3r
January 2nd, 2026, 12:50
Noted. Thanks, Bayne.

bayne7400
January 2nd, 2026, 13:21
Yeah in your case the skill is just "Sensors" Which is a mechanical skill. So a 1d sensor skill gets added to any sensor roll. in the case of )d+2. It rolls 1 die and adds 2 pips to it.

bayne7400
January 2nd, 2026, 13:28
Don't get bogged down initially as you learn how to use the ruleset. you and your players can use R2d2 to make any roll. Drag a die off his image and then right click your mouse to add additional dice to the roll. Any pips can be added in the modifier box.

t3xx3r
January 2nd, 2026, 14:45
This ruleset uses what? CoreRPG, MoreCore? I'm curious as I'm looking to build an extension for my friends.

jamesrh
March 2nd, 2026, 20:00
I've been working on this for some time and have most things figured out. However no matter how many times I zero out the force powers they always come back. Is there a bug where the force powers are defaulted to 1?

bayne7400
March 2nd, 2026, 20:08
Can you show me a screenshot of what your talking about?

jamesrh
March 3rd, 2026, 22:21
Can you show me a screenshot of what your talking about?

https://drive.google.com/file/d/1VCrh6Q6cGj4aCDgniB4BNcgBr2kYPQZn/view?usp=sharing

I can't seem to attach an image (not sure why), but above is a link to one.

EDIT: I think I figured out it's just an attachment from the advanced editing mode.

bayne7400
March 4th, 2026, 02:01
You can change it but yeah default is 1d. That's the lowest it can be and you get a roll

jamesrh
March 5th, 2026, 12:24
You can change it but yeah default is 1d. That's the lowest it can be and you get a roll

But when I try to blank it out, it just comes back as 1D?

bayne7400
March 5th, 2026, 12:45
Put in 0D

ArgentumSerpens
May 16th, 2026, 22:39
Hi there

Not sure if you are still actively working on the REUP ruleset anymore, but I do have one question though.

I watched your video (https://www.youtube.com/watch?v=vg_aHC12qrg) on the starships and vehicles, and you briefly touched the Force Power section, rather quickly, but I guess that is kind of fair considering that was not your main focus in the video.

I have been trying to set up Force Powers for some time now, and I cant get them just right. Not seeing what you see in the video, so I hope that you can help me understand how I set up a Force Power so that it can be activated from the Powers Tab on the Character sheet, and also how do I support multiple force skill requirements, like lightsaber combat need both Control and Alter.

And another question, how does your ruleset handle multi action in one round?

Great Ruleset though.

bayne7400
May 17th, 2026, 13:28
There is a multi button you can click on. It is on the character sheet.


As far as force powers. You use the top fields to roll or cast if you setup your force power record. You can always grab dice from R2D2 for any roll as well. As you spend points you can deduct them, if I remember correctly.

I will keep maintaining it but it has been a long while since I looked at how I set this up.

ArgentumSerpens
May 17th, 2026, 14:22
Hi Bayne7400

I might have explained it wrong, but I have created some Force Powers under Character --> Force Powers. Let us go with Lightsaber Combat, which I have created as you can see on the image 67492, and the other tab 67493 (this is where I am a bit puzzled as I am unsure on how to set the effect up correctly, I have tried following guides for both CoreRPG and DnD5, but does not seem to function correctly.

On the character sheet I see the following: 67494

Hope that you can guide me in the right direction as to set up powers so they show with roll option on the character sheet, if at all possible?

Sincerely
/Lars

bayne7400
May 17th, 2026, 14:35
Does it not let you add an effect to other tab of the record?

ArgentumSerpens
May 17th, 2026, 16:57
On the character sheet no. Under the force power itself under Other I can choose one of the 2 actions as you can see on the image I send you (Force Powere - Lightsaber Combat - Other tab), but I guess I might be typing something wrong when I try to add the action (Effect and Cast).

So maybe the problem is actually setting them up properly.