Pieter
February 9th, 2025, 12:51
I have been running several CoC 7E modules: three with classic CoC and one with the pulp extension.
I have now started a playthrough of Masks of Nyarlathotep, and I am running into a very annoying issue (which popped up before, but has now become a major obstruction to using FG with MoN):
To increase survivability, I want to do what many MoN Keepers do, and give investigators double HP, which is standard in Pulp. However, I do NOT want to bring other Pulp rules on board, such as the removal of major wounds, which would turn the game into an Indiana Jones adventure rather than a Horror experience. The only thing I want to be able to do is to change the Max HP of investigators. That is not possible in FG. The Max HP field is read-only. When I load the Pulp extension the field is updated to what I want it to be, but then I also have to deal with the other Pulp rules, effectively making FG unusable.
The very best solution would be that I can load the Pulp extension and then select which Pulp adaptations I want to use, rather than just saying Yes/No. However, just being able to set Max HP manually would be satisfactory. Or having an extra field "Max HP bonus" or something which is added to Max HP. Or have an extension which I can load to change Max HP. Or even being able to set current HP higher than Max HP would be doable. But I need to be able to make changes here.
Is there a workaround or possible solution for this?
(And while we're at it: I find it highly annoying that as Keeper I cannot adjust HP in the Combat Tracker; I have to go to the individual character sheets for that. However, this is still workable, even though I do not understand why I can't just adjust HP in the combat tracker if I can do it on the character sheet.)
I have now started a playthrough of Masks of Nyarlathotep, and I am running into a very annoying issue (which popped up before, but has now become a major obstruction to using FG with MoN):
To increase survivability, I want to do what many MoN Keepers do, and give investigators double HP, which is standard in Pulp. However, I do NOT want to bring other Pulp rules on board, such as the removal of major wounds, which would turn the game into an Indiana Jones adventure rather than a Horror experience. The only thing I want to be able to do is to change the Max HP of investigators. That is not possible in FG. The Max HP field is read-only. When I load the Pulp extension the field is updated to what I want it to be, but then I also have to deal with the other Pulp rules, effectively making FG unusable.
The very best solution would be that I can load the Pulp extension and then select which Pulp adaptations I want to use, rather than just saying Yes/No. However, just being able to set Max HP manually would be satisfactory. Or having an extra field "Max HP bonus" or something which is added to Max HP. Or have an extension which I can load to change Max HP. Or even being able to set current HP higher than Max HP would be doable. But I need to be able to make changes here.
Is there a workaround or possible solution for this?
(And while we're at it: I find it highly annoying that as Keeper I cannot adjust HP in the Combat Tracker; I have to go to the individual character sheets for that. However, this is still workable, even though I do not understand why I can't just adjust HP in the combat tracker if I can do it on the character sheet.)