HywelPhillips
July 15th, 2023, 12:35
Hi,
I've been running Deadlands and SWADE for a while and I'm just embarking upon my first full home-brew campaign. There are a few technical FG questions which I'd appreciate some help with if anyone can kindly spare the time? It's mostly to do with the ruleset "philosophy" which is a bit different from 5E and which I'm struggling to get my head around from the wiki.
1) Are players intended to apply situational effects for themselves, or is it intended that GM does all of that?
For example, if someone decides to make a Wild Attack, there is an effect that covers that, and it is pretty easy to code as well [Attack +2, Melee Damage +2, @Attack +2]. Is there a way to add that effect to the character sheet so the player can click it and situationally apply it to their own character? I tried adding an "attack" to the combat tab with that as an effect but it doesn't seem to behave as I'd expect - I can "apply" the effect by clicking the little button, but it doesn't actually seem to do it.
In 5E I like to give the players control over this sort of effect - takes load off me as a GM and allows the player to have all the common things they invoke right there on their actions tab ready to apply to themselves. There isn't really an equivalent to the 5E action tab in SWADE, are we just not meant to do things that way at all? I could maybe add them as powers but that makes no sense for martial characters with no arcane backgrounds.
I can see how to add permanent effects to the character sheet and stuff that only applies when a weapon is being used [>effects] but that's not the same as "this effect should apply when I do this situational thing".
I really want to do this for things like the Savagery edge, so that player has their customised effect of [Attack +2, Melee Damage +4, @Attack +2] instead of the regular one without me having to remember to use the correct version on them every time.
2) Am I correct in thinking that there isn't a way to set out the predefined damage types for a campaign? There are some reserved keywords (Arcane, Melee, and the like) but mostly it's just up to me as the GM to make up and stick to a set of keywords which I put in the keywords box weapon by weapon and power by power, right?
And that also means no way of mapping the damage types to funky dice types for dice rolling for SWADE. (Not the end of the world, by any means! I just want to make sure I'm not missing how to do it).
3) The Size ability in the Abilities sidebar menu just has a link to description for all sizes.
If I drag and drop that to an NPC sheet, it has no effect.
Whereas if I look at something like the Giant Bee from the Fantasy Companion it says Size -2 (Small). It seems to be all I need to do is to rename the thing I drag and dropped from the abilities to Size -2 (Small) and the system picks it up, is that correct? There's not some underlying effect being applied or something is there, it is picking it up straight from the name of the ability?
Any help appreciated!
Cheers, Hywel
I've been running Deadlands and SWADE for a while and I'm just embarking upon my first full home-brew campaign. There are a few technical FG questions which I'd appreciate some help with if anyone can kindly spare the time? It's mostly to do with the ruleset "philosophy" which is a bit different from 5E and which I'm struggling to get my head around from the wiki.
1) Are players intended to apply situational effects for themselves, or is it intended that GM does all of that?
For example, if someone decides to make a Wild Attack, there is an effect that covers that, and it is pretty easy to code as well [Attack +2, Melee Damage +2, @Attack +2]. Is there a way to add that effect to the character sheet so the player can click it and situationally apply it to their own character? I tried adding an "attack" to the combat tab with that as an effect but it doesn't seem to behave as I'd expect - I can "apply" the effect by clicking the little button, but it doesn't actually seem to do it.
In 5E I like to give the players control over this sort of effect - takes load off me as a GM and allows the player to have all the common things they invoke right there on their actions tab ready to apply to themselves. There isn't really an equivalent to the 5E action tab in SWADE, are we just not meant to do things that way at all? I could maybe add them as powers but that makes no sense for martial characters with no arcane backgrounds.
I can see how to add permanent effects to the character sheet and stuff that only applies when a weapon is being used [>effects] but that's not the same as "this effect should apply when I do this situational thing".
I really want to do this for things like the Savagery edge, so that player has their customised effect of [Attack +2, Melee Damage +4, @Attack +2] instead of the regular one without me having to remember to use the correct version on them every time.
2) Am I correct in thinking that there isn't a way to set out the predefined damage types for a campaign? There are some reserved keywords (Arcane, Melee, and the like) but mostly it's just up to me as the GM to make up and stick to a set of keywords which I put in the keywords box weapon by weapon and power by power, right?
And that also means no way of mapping the damage types to funky dice types for dice rolling for SWADE. (Not the end of the world, by any means! I just want to make sure I'm not missing how to do it).
3) The Size ability in the Abilities sidebar menu just has a link to description for all sizes.
If I drag and drop that to an NPC sheet, it has no effect.
Whereas if I look at something like the Giant Bee from the Fantasy Companion it says Size -2 (Small). It seems to be all I need to do is to rename the thing I drag and dropped from the abilities to Size -2 (Small) and the system picks it up, is that correct? There's not some underlying effect being applied or something is there, it is picking it up straight from the name of the ability?
Any help appreciated!
Cheers, Hywel