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bayne7400
December 1st, 2021, 20:23
Please provide bug reports here for the D6 Star Wars Ruleset now located on the forge.

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.