SilentRuin
February 9th, 2023, 01:28
Per discussion with Pico - I'm just creating a new thread for this. I spent more than 100 hours working on this port of SW5E to FGU with data supporting the Generic Actions, BCEG, AURA, and Equipped Effects extension for the latest (as of 1/15/2023) SW5E PHB (https://www.sw5e.com/assets). Its the stuff I use in my ongoing campaign with my players and I share in the spirit of SW5E with NO PLANS TO SUPPORT THIS FOR ANYONE BUT ME. However, you can use it, mangle it, do whatever you want with it. This page 1 will have my current campaign's version of the data. THIS IS NOT IN FORGE. I will add a video on how to create a campaign with this at some point and add it in this thread. Using Character Wizard can get you a start on a character but you will really need to revisit the class/background/race for legit equipment/money/spells - really all the class description page should be checked (especially any chart) .
SW5E FGU Data
One must know how to use Fantasy Grounds Unity (FGU) 5E ruleset already to really be able to put this module to use. The data differs from typical FGU 5E data in the respect that there are no spell slots in this game. But because FGU 5E requires them to be defined to process spell data (which we use for forcecasting, techcasting, and other tracking of points as described in those features) we have to put dummy numbers in each of the spell slots when they appear. I just put the point total in each one across the board so there are no issues with spell level processing when a PC or NPC has them in their sheets. Any conflicting names (in same DB space only) will have unique names which should be the only point of difference with the SW5E PHB text. No spells used to define actions will take into account any leveling and increase of dice etc. - that must be done by players as they level. The term "enhanced" confused me in the context it is applied (not quite like magic in 5E) so the data does not deal with it, just the specifics of what is enhanced in terms of properties. Keep in mind where things cannot be defined exactly I'm more about consistent application than letter of the law in pdf. Feats and spells are crosslinked to each other so that those without Equipped Effects extension (EE) can more easily access them manually. Some spells have nothing defined and are only there so that something can show up in actions for the sheet (purely for reminder it exists). Some spells will need to be manually edited to tailor to the PC action so treat any spell atk/save/dmg/effect as a best first guess where you have to apply any level or other specifics you may have that alters it. For instance [HINT] is half intelligence bonus for an effect which you will have to make 1 if it comes out less than one (blank). In order to get character wizard to show spell button and spells, the spellcasting feature had to be added to any class level that had forcecasting (all force spell sources had to have classes that use them also added) or techcasting (all tech spell sources had to have classes that use them also added).
This SW5e.mod began with Beegrinder\pico's (from FGU forums) version using the token/image resources he had, but the data has since been completely redone. The data is now based on the latest SW5E PHB as of 1/15/2023 and has data support for extensions I use. This data was specifically designed to work by itself, but the true intention was to configure it as best I can with data useful to Generic Actions, Equipped Effects, Aura, and BCEG extensions which I use in my own games. This is all being updated as I play out my campaign to add things in I want. Currently, the PHB data is defined in this module along with some of the websites expanded content (EC) and outright made up data that we have decided to use in our campaign. As other EC data or made up data gets added into our game I will add that into the SW5E.mod also (unless it strays into Star Wars proprietary naming etc.). The starship combat rules in our campaign is all made up by me and in a separate module listed below.
USE ALL THIS DATA AT OWN RISK - I'm sharing this in the sprit of SW5E but by no means plan to support it. You can modify it for your own games/preferences as I plan on continue doing.
SW5e.ext (FGU extension)
Put this in your FGU extensions directory and select "SW5e" extension when you load your campaign. This has some common data overrides from FGU at the time this was created (common file included in the .ext zip file). All 5e common data was preserved even if not technically used in SW5E (i.e. it can be if you want).
SW5e_skills.mod (FGU module)
Put this in your FGU modules directory and load the module when you get into your campaign - players should also. This contains skill data that is specific to SW5E.
SW5e.mod (FGU module)
Put this in your FGU modules directory and load the module when you get into your campaign - players should also. This contains all the data to play SW5E for myself and my players. Your reading a story in this one.
SRs_SW5e_Starships.mod (FGU module)
[optional my own made up stuff]
Put this in your FGU modules directory and load the module when you get into your campaign - players should also. This contains NPC ship data and rules for use that is specific to my campaigns.
Remember: EXTENSIONS = RISK!
[This has the SR seal of quality... "Good Enough"]
If not here in the forums you can find me usually the Grim Press discord: https://discord.gg/N7MM93a - where I can tell you "No" to any requests... my favorite answer :)
KEEP AN EYE FOR FILE UPDATES HERE - I WILL NOT BE ANNOUNCING THEM JUST UPDATING THEM
https://www.youtube.com/watch?v=jef2eWnTv68
SW5E FGU Data
One must know how to use Fantasy Grounds Unity (FGU) 5E ruleset already to really be able to put this module to use. The data differs from typical FGU 5E data in the respect that there are no spell slots in this game. But because FGU 5E requires them to be defined to process spell data (which we use for forcecasting, techcasting, and other tracking of points as described in those features) we have to put dummy numbers in each of the spell slots when they appear. I just put the point total in each one across the board so there are no issues with spell level processing when a PC or NPC has them in their sheets. Any conflicting names (in same DB space only) will have unique names which should be the only point of difference with the SW5E PHB text. No spells used to define actions will take into account any leveling and increase of dice etc. - that must be done by players as they level. The term "enhanced" confused me in the context it is applied (not quite like magic in 5E) so the data does not deal with it, just the specifics of what is enhanced in terms of properties. Keep in mind where things cannot be defined exactly I'm more about consistent application than letter of the law in pdf. Feats and spells are crosslinked to each other so that those without Equipped Effects extension (EE) can more easily access them manually. Some spells have nothing defined and are only there so that something can show up in actions for the sheet (purely for reminder it exists). Some spells will need to be manually edited to tailor to the PC action so treat any spell atk/save/dmg/effect as a best first guess where you have to apply any level or other specifics you may have that alters it. For instance [HINT] is half intelligence bonus for an effect which you will have to make 1 if it comes out less than one (blank). In order to get character wizard to show spell button and spells, the spellcasting feature had to be added to any class level that had forcecasting (all force spell sources had to have classes that use them also added) or techcasting (all tech spell sources had to have classes that use them also added).
This SW5e.mod began with Beegrinder\pico's (from FGU forums) version using the token/image resources he had, but the data has since been completely redone. The data is now based on the latest SW5E PHB as of 1/15/2023 and has data support for extensions I use. This data was specifically designed to work by itself, but the true intention was to configure it as best I can with data useful to Generic Actions, Equipped Effects, Aura, and BCEG extensions which I use in my own games. This is all being updated as I play out my campaign to add things in I want. Currently, the PHB data is defined in this module along with some of the websites expanded content (EC) and outright made up data that we have decided to use in our campaign. As other EC data or made up data gets added into our game I will add that into the SW5E.mod also (unless it strays into Star Wars proprietary naming etc.). The starship combat rules in our campaign is all made up by me and in a separate module listed below.
USE ALL THIS DATA AT OWN RISK - I'm sharing this in the sprit of SW5E but by no means plan to support it. You can modify it for your own games/preferences as I plan on continue doing.
SW5e.ext (FGU extension)
Put this in your FGU extensions directory and select "SW5e" extension when you load your campaign. This has some common data overrides from FGU at the time this was created (common file included in the .ext zip file). All 5e common data was preserved even if not technically used in SW5E (i.e. it can be if you want).
SW5e_skills.mod (FGU module)
Put this in your FGU modules directory and load the module when you get into your campaign - players should also. This contains skill data that is specific to SW5E.
SW5e.mod (FGU module)
Put this in your FGU modules directory and load the module when you get into your campaign - players should also. This contains all the data to play SW5E for myself and my players. Your reading a story in this one.
SRs_SW5e_Starships.mod (FGU module)
[optional my own made up stuff]
Put this in your FGU modules directory and load the module when you get into your campaign - players should also. This contains NPC ship data and rules for use that is specific to my campaigns.
Remember: EXTENSIONS = RISK!
[This has the SR seal of quality... "Good Enough"]
If not here in the forums you can find me usually the Grim Press discord: https://discord.gg/N7MM93a - where I can tell you "No" to any requests... my favorite answer :)
KEEP AN EYE FOR FILE UPDATES HERE - I WILL NOT BE ANNOUNCING THEM JUST UPDATING THEM
https://www.youtube.com/watch?v=jef2eWnTv68