Yes, and I will also make sure to update the vehicle stats for star wars. There are some small differences, like the 4 defense boxes
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Obviously, the priority is on making everything work first, but is there at some point going to be different skins to make the SF themes look more SF and less fantasy?
For sure, once I have spare time i would love to work on one, but I am not that good with creating beautiful interfaces.
There is already one Star Wars theme, created by SrB, and available in the google drive repository, and if someone else would like to create more, it is just a matter of jumping in.
Attachment 40590
Speaking of themes, what did the creator of the star wars theme say about 4k monitor support?
Sorry, I'm still a bit of a noob when it comes to customizing the FG experience. You mean we could install different character sheets and they'll be compatible with this ruleset? Is it one of those things you'd get to checkmark to decide if you use it or not while creating a game? Also, where do I get it?
I mean it is possible to customize the look of a ruleset, with an extension.
For example, there is one created for this already, that makes it look more like Star Wars (although it is not 100% reskin, the character sheet was not changed, but it is possible to change that also)
You can download that extension from the same link you downloaded the ruleset
Extensions could also change more than just the look, that is more complex requiring coding, too.
Rulesets define not only the rules and functions etc, but also the character sheets etc. (everything but data, which is stored in modules usually). Extensions extend and change the ruleset code. One of the things that is commonly done with extensions is to change the theme (look and feel) and the character sheet.
So what you will do to change the character sheet is to create an extension, and then set FG to load that extension when you load your campaign using this ruleset. There are several tutorials for creating extensions, on this forums, YouTube, and www.fg-con.com as well as some examples of changing character sheets for various rulesets. You'll probably want to start your own thread in the Workshop for discussing and getting help if you decide to create an extension to do this.
This is correct. If you wanted to get into it, a great place to start is GM Wintermute's stuff, which will point you in the right direction.
https://www.gmwintermute.com/
Edit, internet freaked out and double posted.
It will. Massively.Quote:
Auuugh! I bought Fantasy Grounds to reduce my GM workload!!!
With these rulesets and the databases Sevrick and other people share eventually, it will DRASTICALLY reduce workload, specially creating adventures.
And in all fairness, changing the theme of the ruleset is just a cosmetic thing, and not all that necessary to enjoy the game :)
As others have said, it will. You can easily run ANY RPG just using the CoreRPG and it will help you run games at at least the same level of effort for running table top. But, it won't have a game specific theme or automation. The character sheet won't be "pretty" but it can be customized to have all the fields and dies rolls you want (again, it won't look like your game's official character sheet), but it works just fine.
If you want more than that, the MoreCore community extension has a more flexible character sheet, lots more rolls, and some automation. Then you have custom community rulesets like this one, that have the potential to have a look totally custom to the game being played and can support all sorts of automation.
In summary, look at function and capability, not appearances. Though customizing appearances can totally be done with FG (and even fairly easy, see https://fantasygrounds.com/forums/sh...antasy-Grounds) its not where the program excels.
Oh, I know, I'm just being a whiny bitch ;) (by reducing workload, I was referring to the idea of making extensions when I'm wishing that people had already done that for me ;) )
But even with the no-longer-supported Edge of the Empire ruleset, I've been finding it a great help in GMing. Basically everything beyond what I'm currently getting is gravy... delicious delicious gravy.
NEW RELEASE!
Updated rulesets: Genesys and Star Wars - Compatible with Fantasy Grounds Classic and Unity
(Dont forget to download both, even if you are using only Star Wars)
Everything below applies to both rulesets: Genesys and Star Wars
Whenever something is specific to one, I will highlight that...
NEW FEATURES:
1) Vehicle Combat!
- Add one of more vehicles to the PC/NPC sheet
- Under inventory, locate the vehicle on the list, and click the "Enter Vehicle" button
This will activate the vehicle, and now you can see the vehicle sheet in the new vehicle tab
Please read "Limitations" below, for a few extra info...
Also, from the Vehicle tab in the PC/NPC sheet:
- You can roll for Vehicle control skill (it will automatically add Boost or Setback dice, according to Handling from the vehicle)
- Combat rolls from each vehicle weapon
- You can edit current Hull Trauma, and current System Strain
- Drag and drop Critical vehicle rolls
- You can Exit the vehicle, clicking the small "x" icon, on the left of the big blue "Vehicle" label...
2) Actions tab, extra feature!
- Create a new Action (click the start editing button at the bottom, then "Add Power"
- Give it a name, group, and (optional) a summary
- Right click it, and click "Add Action"
Previously only one option existed: "Add Skill Roll"
Now you can also have another one "Add Effect"
This new action is useful for adding an effect to a target, or yourself, and that Effect will show up in the combat tracker.
For now, Effects do nothing but it is still useful for tracking effects and their duration, during combat.
3) STAR WARS Ruleset: Vehicles now have Attachments....
4) STAR WARS Attachments:
Renamed database from "Item Attachments" to simply "Attachments"
Modified fields in the item attachment record, from:
Modifiers
to:
Base Modifiers
Modification Options
5) PC and NPC Skills:
- Please notice that now in order to edit skills in the PC/NPC sheet, you need to click the Edit button.
This will help with accidental clicks in the skills, adding or removing skill ranks
Also, raised maximum skill rank from 5 to 10....
Although the rules limit players to a maximum of 5, I have released this value up to 10 for GMs that want to house rule, or in situations where a special npc would have a higher rank in a skill
FIXES:
- Rolled dice results are prettier in the chat window. It now displays the character Icon, and also has a nicer frame around.
- PC/NPC no longer need to "equip" a weapon from the inventory, for it to show up in the combat tab.
- Several other small fixes (sorry cant remember them now)
Limitations:
These will be fixed soon....
1)
Cannot drag damage (damage results from chat window, for example "[Damage: 7]" into the vehicles.
Dragging damage this way will apply it to the character, instead
I will do something about this later...
2) In the PC/NPC tab for Vehicle, you can edit directly "Hull Trauma Current", and "System Strain Current", but you CANNOT edit, delete the lists (Weapons, Attachments, Critical Damage)
To do so, locate the Vehicle under Inventory, open the Vehicle link, and edit from there.
Again, I will work on this later.
3) PCs cannot yet share their vehicles, but the foundation in the code is ready! I will be updating this in a few days...
I will soon allow multicrew for players, and also Party Vehicles, which are always available to all players...
4) I still need to update the combat tracker to show up a line under the PC/NPC with stats on their current vehicle... this will come soon...
Download both rulesets from the link:
https://drive.google.com/drive/folde...R-?usp=sharing
Hey Sevrick!
Actually, I just managed to finish the vehicle stats! Please have a look, and I think it is ok, but if you spot an error lemme know
If it looks ok, you can start creating those vehicles!
Just redownload the star wars ruleset, and you are all set
Attachment 40680
Nice job! Thanks!
Great update!
This is all for Star Wars:
I got a question regarding careers and career specializations before I go nuts and convert my module from the old ruleset to this fantastic new one. I can of course find a way to write the career specializations in - would probably simply make it a special ability since that is a copy on the character which the career isn't (which I still think is an issue, but that is just me). However, if there are plans to make something for the career specializations, specifically the talent tree's, I would really like to know. I would hate to spend a few days typing it in, if there is something awesome in the pipeline.
I can't remember if I suggested this before: Why not have the various roll initiative buttons placed next to the "Next actor" button, on the combat tracker. Seems like that could be more convenient. By the way... do they work, or am I doing something wrong and I need to look deeper into it?
Regarding the skill list, it is great to see, that there is able room to go nuts with skill levels, if the game master feels the need for that. Personally I find the list to be a bit of a pain, since it is frankly very long. I find that I spend a lot of time scrolling, searching for skills.
I would just go for numbers instead of pips. The characteristics are in numbers, so... And the horizontal space saved could really be used for a second column. That would save a lot of time searching for skills.
Just my take on it.
Anyways. I'll go work on my own module now. Seems like this puppy is ready for some serious gaming, and thank you for that!
Vires Animi
P.S.: A suggestion for Genesys: Under the Talents banner, why not have 5 number fields, one for each tier of talent. So whenever you add a talent to a tier, you can just adjust the number. That way it is easy to keep track of how many talents you have bought for each tier.
I really like the look of the vehicles graphics. I noticed missing boxes on vehicles. I thought I would show a layout order that would be good for data entry as well as show missing boxes.
- "Type" Could be changed to "Vehicle Type/Model" to mach the books.
- Manufacturer
- Maximum Altitude
- Hyperdrive
- Navicomputer
- Sensor Range
- Crew/Ship's Complement
- Encumbrance Capacity
- Passenger Capacity
- Consumables
- Cost
- Rarity
- Hard Points
- Control Skill
The reason I put "Control Skill" at the bottom is it seems they way the books are displayed is more fluff stats toward the top and more important stats toward the bottom.
On the Defense Zone side of things a "-" should be allowed to be entered for ships that can't have shields in that slot.
One last thing were you still planning to have inventories for the ships, so we could move our gear to them to track?
Let me know what you think. Keep up the awesome work.
Also to any moderators out there I am confused as to where the line is for uploading things. I know full on descriptions are prohibited. Does that mean I should leave out the Base modifiers on attachments? If so does that mean I should leave off the Modification Options?
This all looks amazing and I'm super excited to test this. Our group has decided to run a Star Wars game soon so I'm going over all the details. Some suggestions I would like to put forward for quality of life improvements and such.
- The skill list is pretty big and I love the pips so is it possible to add a tab on the character sheet just for skills to reduce scrolling needed?
- If so then we can use the extra space on the main page to have a dedicated area to fill in Duty, Obligation, or Morality and a place to track the score (and ranks above 100 for Duty). Any specializations we have or extras we purchased, as well as some other important campaign info like that might be used like party characters names or something.
- The notes section would be nice if we had some lines specifically to organize certain things every character would need like description (height, weight, so on) and a short summary of our motivations and/or obligations just so it's not a wall of text on the notes tab and easier to organize.
It's nice as a GM having a standard format character sheet to find the information for a character you're looking for or even explaining to newer players where to put some important information. Down the line we might even be able to get some of those parts of the character sheet linked to a tab on the Party sheet to easily reference Duty scores and Obligation scores for everyone so the GM can easily make the chart and roll for activation at the beginning of each session.
You guys have done amazing work on these rulesets and I want to help any way I can with feedback and ideas, keep up the great work guys,
Hi Saeval,
Those are all great suggestions, I will write them down and see what I can do
EDIT: Actually I was about to work on adding duty, obligation, morality already, but i was going to put those in another different tab.
I used to have a skills tab, but removed. Now after your message, I see it will surely be a lot better to add that... and put duty, obligation, etca on the first tab
I will work on your suggestions today, so soon it will be available :)
Hey where can I get the modules for Star Wars?
By the way. I discovered that when I copied text from my old ruleset module to the new one I am working on, it remembered all those special dice and other symbols. I was afraid had to replace them all. That is sooooo great!
Since you're moving the skills to a tab of its own, which may be a very smart idea, will you then make room for Chareer Specializations on the front page then? Remember, that in Star Wars, you have have more of those, unlike the base Career itself. Very eager to hear how career specializations will be handled!
NEW RELEASE!!!!
Fixes for both Genesys and Star Wars:
Please download BOTH rulesets (Genesys.pak and StarWarsFFG.pak
FIXES:
1 - GENESYS/STAR WARS: Small fixes to PC/NPC active vehicle (some fields were being linked to the incorrect database node, no big deal, but I wanted to keep things organized)
- STAR WARS:
1 - Vehicle sheet:
- Added missing fields, and also reorganized them to be displayed in the same order as in the books.
- Defense Slots: you can now Disable some defense slots, for those vehicles that do not have all four. To do so, it is very simple: just check/uncheck the small checkbox beside the respective slot...
2- Skills when populated to PC and NPC Sheets did not have proper category. Fixed now.
Unfortunatelly in order to fix this in existing PCs/NPCs, the easiest way is to delete all skills from the sheet, and restart FG.
It will recreate all skills with correct classification
Another option is to edit the skills, and add the categories in each one by hand...
You could also keep as is, as it does not affect gameplay, only visually in the character/npc skill list :(
Attachment 40691
Attachment 40692
Download both rulesets from the link below:
https://drive.google.com/drive/folde...R-?usp=sharing
Hey Sevrick
Today I noticed an issue in the Star Wars ruleset, that made all skills in the sheet to not have proper Categories
Did you already create npcs in your module?
If yes, send me a copy and I will find out a way to fix the file... Sorry about it
The other way would be to delete all skills from all existing npcs/pcs, close and reopen FG... it will rebuild the skills... but I hope you dont need to do this....
Hey viresamiri, sorry forgot to reply earlier...
1) Career / specializations: definitelly do not start anything big right now.
If you need to input data, I would say just add some temporary info so it can be useful playing..
I will now rework the skills tab, and start adding missing Star Wars features.
I will soon start working on the talent and spec trees! They will have their own databases, and I want to make the experience nice, with actual trees :)
2) Initiative buttons: I will definitelly do that, and I did not forget about it. I actually have it listed in my todo list, on github :)
3) When I update the skills tab, I believe it will be a LOT better. Here is a quick spoiler:
I will actually go back to having a small number box to add the skill rank, and I will also list the preview dice of what you will roll (like you see in some community created character sheets
This will solve the problem of the large list, and also it will be much better in the eyes....
I will also try to see if I can again show skills separate by categories, in different columns
4) Talents... I will actually rework how we see that. I really want to improve the experience, maybe make the characters see the Talent Tree, and create / drag and drop talents there... and then the talent list in the character sheet would show them in a simple way, similar to what we have now....
I will start working on this soon :)
The more I work with these rulesets, the more i learn...
The vehicle feature is still missing small things (i want the vehicle to list under the actors in the combat tracker, and maybe a way to choose wheter you see the character, or the vehicle token in the map), but the things i did in the code I am actually very proud to have managed.
I am very excited to work on the talent and spec trees :)