Vehicle combat support for things like The Stars are Fire. I think the code is already in CoreRPG but rulesets need to specifically write in support.
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Vehicle combat support for things like The Stars are Fire. I think the code is already in CoreRPG but rulesets need to specifically write in support.
Hey all! Sorry I've been silent for a while but things got busy. We've got a brand new Cypher system sub-forum, and since this extension is currently in the process of becoming obsolete I had the thread moved to the Cypher sub-forum.
I've got a few stickied threads in the forum with the details of this migration. Currently all of the changes are in the TEST channel, and will stay there until I can run some sessions with the changes. I would appreciate any help testing this, as I only run one game a week. Just make sure to back up your campaign just in case something weird happens.
I linked this in the announcements thread, but if you want to keep up with my work backlog, I have it all on a public Trello page (https://trello.com/b/2TtVVqtI/fantas...cypher-ruleset)
SQUEEEEE!
So, if I copy my current campaign to the TEST channel folders and disable the extension, stand on one foot while drawing arcane symbols in the air, and performing eldritch chants, it should Just Work(tm)?
I'll see if maybe I can get a one-shot or two in over the next couple of weeks.
Regarding adding flavors, I have two ideas and I'm not sure which is better.
Option 1: Flavors a are library type that you can create and drop onto a character sheet just like type, descriptor, and focus. They live in a text-field on the PC sheet and are part of the character description. I.e. "Roland is a Rugged Technology-Flavored Warrior who Controls Gravity"
Option 2: Add some special type-customizer window that lets the GM select a Type and a Flavor, and then there's a guided process that takes the GM through the process of selecting and replacing abilities from the base Type with abilities from the Flavor. The resulting customized Type is then added as a new Type in the library. This new customized Type can be dropped onto a player sheet as normal.
Keep in mind that neither of these include any features around automatically adding abilities or tracking level ups or anything. Those are future features I'll deal with then. For now, the question is how do I present Flavors. Are they a GM tool to customize Types? Or are they a player option that can be added to the character sheet?
For me, it's both. I use Flavors to customize the Types for whatever genre/setting I'm running. That said, for my games, flavors are always options. Whenever a player increases Tier, they can use the flavor option or not.
I don't usually allow "flavor hopping", though, unless there's something that happens in the story that calls for it. If a player has a specific character idea in mind, we can talk about maybe creating a new flavor for that archetype, or swap out specific abilities in the chosen flavor to obtain the build they're looking for.
I know this may be late in adding, but is there anyway to add Numenera Plans from the Destiny corebook as an item type and format? They can be added as just a standard item, but they do not fit neatly there. Thanks for all your work on this.
I tried going to the forge link and it says page not found.
Is it now just the drop-down menu "cypher system" when you choose your campaign type?
Is there any fan-created stuff I can go buy and download? Creatures, for instance. Or do I need to just open up a blank sheet and type in the level, etc, manually?
Oh, okay. So by choosing cypher system, I'm getting what there is. Well, it works well enough. It's not full on automated like PF2, but I can work with it.
Oh, I just meant like populating the character sheets. If I were to play Numenera, I can't just click or drag Glaive or "Abides In Stone" over. I have to type everything in. And no creature index. Which is fine. It's easy enough to populate some NPC sheets. I'm just excited there's a Cypher System community at all. I've been wanting to play this system for a long time. I'm definitely gonna play around with it!
Ah, I see what you mean. There's some folks that are working on a set of community modules based on what's in the SRD, but it's a huge amount of work to convert everything so it's understandably taking a while. The thread is over here
Once you do get the content put in there (abilities, types, etc) then it IS very drag-and-drop friendly. You can read about all of the features on the wiki
FYI, I went to the wiki to see how the conditions and effects are done. I programmed in the conditions (dazed, stunned, etc) and they don't work. It's not a huge deal. I can just do the math mentally. I just wondered why have the conditions there.
I have the effect builder and the effect builder plugin activated.
It's working as designed on my end.
A couple of things to note:
* Make sure the effect is added to the character in the Combat Tracker.
* All rolls need to be made by clicking the appropriate action or stat on the character sheet. Manually rolling the dice doesn't currently do the math against the global difficulty level.
* Also, any conditions you're going to use need to be configured in the main effects window as shown on the wiki.
In the screenshot below, the global Difficulty Level was set to 3. You can see that it was compared to a DL of 4 in the roll due to it being hindered. A 9 would normally be a success on a DL of 3.
https://www.fantasygrounds.com/forum...1&d=1712801284
I had done all that already. It started working all of a sudden. Not sure why.
I'm digging into that wiki you told me. Trying to figure out how to add effects to creatures (like a level 3 creature who defends as a level 4), and such.
The main thing I don't get is this effect the game adds to creatures in my combat tracker Attachment 60551.
I added three identical creatures, to see what it would do. Where it says LEVEL: -1 defense, speed. Then LEVEL: -3, defense, speed, and LEVEL: -5 defense, speed.
And it's the same creature, a level 3 creature. I'm here from Pathfinder 2nd edition. So, I might be making assumptions based off of how that game works in FGU.
EDIT: **** PLEASE IGNORE THIS POST. It is inaccurate. See my next post below for correct (and easy!) usage. This post left here for completeness.
In Cypher, NPC modifications are written as "[action] as [difficulty level]". This is essentially what you do using LEVEL. The Number part (I just confirmed this with Saagael on Discord) is the difficulty level it is when it does whatever it's doing.
So, for your example of a level 3 creature with defense as level 4, you would use:Code:LEVEL: 4 def
If the modification is for Might Defense only (Spd and Int defense remain as lvl 3), you would use:Code:LEVEL: 4 def, might
Then, when a PC has the creature targeted and uses a physical attack (creature's speed defense), it would be at level 3. If, however, they used a poison attack (creature's might defense) it would automatically adjust to level 4.
Whelp, after talking more with Saagael on Discord, I got my misunderstanding sorted out and it's even better and easier than I thought.
The ruleset actually parses the textboxes on the NPC record and automatically creates effects for the modifications it can.
For instance, here I created a Dragon by just copy/pasting the text from the CSRD record:
https://www.fantasygrounds.com/forum...1&d=1713298771
Here it is after dragging the record to the Combat Tracker:
https://www.fantasygrounds.com/forum...1&d=1713298779
As you can see, it creates the appropriate effect.
Profit!
Okay. I've got FGU open right now, trying it again. I did like the WIKI said (and your recent example) where I typed in the modification (copied and pasted straight from the monster PDF) "Speed defense as level 4" on a level 3 creature. And it absolutely did not work, no matter how I tried rewording it or anything. But I will try it again, here in a minute.
And I appreciate y'all replying. I really am not an idiot, despite what it may seem like ;)
I figured it out. It was because I was trying to roll Might from the front page. Apparently I had to use an axe or something from the actions tab.
Again, thanks for your patience. Like I said, I'm coming from PF2. Trenloe has his own whole thing going on over there (and it's amazing!). So I probably make assumptions about how things work.
There's no creature importer, is there? I'm liking, though, how simple it is to copy and paste from the PDFs into a creature's stat block. Takes about a minute to input an NPC. I love it.
No, nothing like that at this point. The NPC's abilities actions would likely still need to be handled manually since there's really no standardized language for abilities in Cypher. The rest of the blocks could pretty easily be parsed out though.
Is there any chance that the Update Cypher is about to release will be added to Cypher Ruleset? Or a Cypher 2 ruleset will be created? I know one of the biggest changes is the wound system.