I am fine with either
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I am fine with either
Bridget and I are fine with either also.
I think the session went pretty well. I hope everyone had a good time.
Players, please post some feedback on the ruleset, features you liked.. but more importantly features you'd like to see or that existed but didn't work quite right.
Also: I'm going to run this again..
Started a new thread to discuss it HERE.
Had a fun time. The ruleset ran great (though I am sure you were juggling behind the scenes) All in all, a great Champions experience.
You touched on nearly everything I saw deficient, the base STR die roll, combat modifier effects (1/2 dcv, 0 dcv, +/- cv, dbl dmg for surprise.invisible, etc.), token markers/icons for states (stun, dazed, entangled, etc.) I think you're on the right track, I really can't add anything you didn't mention yourself during the game.
I had a great time. It was fun playing Champions again after all these years. Bridget really enjoyed it also for her first time playing. She actually wants to play again soon and so do I. :D
I think the ruleset worked very well. As we discussed after the game, it still needs some work before release.
I thought the combat tracker was well done. It had a nice simple but elegant approach to a very complicated turn system. There are still a few things that need to be added but it seemed like one of the strong points of the ruleset.
The look and feel was another very strong point. The font and layout were really impressive.
The use of Weapons and Effects to handle powers also worked very well. It would be nice to combine those together so you don't have to go to separate areas to do the attacks and apply the effects. I also liked the effects you already had available.
OTG_Wraith mentioned some of the issues we had and you definitely needed to do some juggling behind the scenes but it helped with a lot of little things that really sped things up. The 2 biggest ones that come to mind are initiative tracking and hit/miss results (It was great not having to do the math with OCV/DCV to figure out the target number).
Keep up the good work and let me know if you are doing a different scenario in the future. :)
UPDATE May 23, 2014
- Dragging Damage from the Chat Window was not applying BODY Damage - FIXED
- Healing Spell Actions were not working in Spell Classes - FIXED
- Add HEAL BODY option to Heal Spell Action.
TO DO LIST :
- STARTED - Clean up Spell Classes on Actions Tab
- Remove 'Saving Throw' from Attack Action Button.
- Fix OCV calculations in Attack Action Button.
- Remove FLASH as a Damage Type.
- Add Base STR Damage Button to Main Tab.
- Rework Actions tab for Autofire Weapons (5 total)
- Add 'DESOL' Effect.
- Add Effects for: 1/2 DCV, 0 DCV, PRONE, INVISIBLE, REAR, STUNNED
- Add more effects to handle specific Powers, Limitations, Advantages, and Disadvantages.
- STR Damage needs to be adjusted by Effects.
- Add Half DCV Button
- Add Entangle Damage Type
- Add Knockback Tools
- Fix Damage Info and Effects Display Options from CoreRPG not working.
Awesome! Keep up the great work. I can't wait to try it again. :D
Hi. This sounds amazing. I looked into a VTT a few years back, but because none of them had a Hero System ruleset I never got in to it. But now... I'd be willing to get Fantasy Grounds for this. Where would I be able to add/download this Hero System ruleset you've built, or is it still not readily available to the general public?
UPDATE May 28, 2014
- Added DCV Penalties for Common Effects:
- STUNNED
- Grabbed
- Grabbing
- Prone
- Entangled
- Braced
- Surprised
- Recovering
- Climbing
- ZeroDCV
- HalfDCV
;)
You are very welcome.
So, any updates on this ruleset?
I ran into an interesting bug in our playtest the other night. One of the functions in the Combat Tracker is called as the rounds click by to give everyone a 'Recovery' at a certain point in the round.. basically a bit of healing. It works fine when I run it as the GM but when a player initiates the action all the players (except for the PC himself) are healed for 0 and the NPCs and the PC are healed properly. I am thinking this is likely because the PCs don't have rights to the other PCs so the tracker is somehow unable to gather the information it needs.
Is there a simple work around for this that someone knows of?
UPDATE July 2, 2014
- ADD 'FAILURE by' or 'SUCCESS by' to rolls that Fail and Succeed - DONE
- Another Pass on Combat mods (-X DCV, 1/2 DCV, 0 DCV, Etc.) - FIXED
- ADD abort widget for player view in combat tracker.. this actually was working. ABORTED overlays INIT info. - FIXED
- Rolling from combat value on Main tab (ECV) generates an error - FIXED
Working on issues from last week's playtest.
Not sure about Trenloe's suggestion on the one FIX.. I'm not using messaging, merely stepping forward the combat tracker... it's having issues looking up the player stats to calculate their stat values. The issue is occurring when a player advances the tracker instead of the GM.
I'm saying OOB messaging could be the solution - not the cause of the problem.
Only the GM can access certain information in the DB, especially if it requires updating of DB nodes that are not owned by the player. That is one of the reasons OOB messaging is there - so a player can trigger a process that runs on the GM side of FG allowing full access to the database. If the GM updates values in the DB that GUI controls are anchored on then all of the connected players will display the updated information in the relevant controls.
As your issue occurs when the player advances the combat tracker, but doesn't when the GM does the same (I'm guessing running the same code?), then my logical conclusion is that you should use OOB Messaging that triggers when the player advances the combat tracker to run the related code on the GM side.
EDIT: This is exactly what the base 3.5E (and CoreRPG) ruleset does when the player presses the "End Turn" button - CombatManager.notifyEndTurn is called, and the following is the code:
Which is OOB messaging. All of the processing for a player when they press the "end turn" button is handled by the GM via OOB Messaging in the 3.5e and CoreRPG ruleset (the above code is in CoreRPG).Code:function notifyEndTurn()
local msgOOB = {};
msgOOB.type = OOB_MSGTYPE_ENDTURN;
msgOOB.user = User.getUsername();
Comm.deliverOOBMessage(msgOOB, "");
end
UPDATE July 6, 2014
- FIX - Entangle needs to not do damage , create effect and show to the GM what is needed to get out - DONE
- FIX - POST 12 Recovery not working for PCs - DONE
- FIX - normal defenses applying to mental attacks - DONE
- ADD - Presence Attacks - DONE
- ADD - Power Activation Rolls built in power/weapon/etc - STARTED
- ADDED Activation DC Box - DONE
- ADDED Normal/Burnout/Jammed Cycler - DONE
- ADDED Burnout/Jammed Checkbox - DONE
- ADD - GM can't roll OCV from Combat Tracker - DONE
There's now a series of 10 videos up covering the first alpha test we had.
I posted the videos in a separate thread to reduce thread crosstalk and topic pollution of this development thread. If you have any comments or suggestions on the videos please keep them in the other thread. Any thoughts, suggestions, questions or kudos for Blackfoot about the ruleset can stay here.
Thanks guys. Here's looking forward to some great Champions games soon!
I'm currently looking into an implementation for NPC portraits that might be good for FG in general. It would allow the use of 'fitted' square or (in my case) HEX tokens (with a border and mask like the PC portraits) and the use of 'tokens' from the token box as well. My plan is to implement the PC portrait code into the NPC character sheet. This 'might' also allow for the possibility of using that portrait for GM voice in the chat window... Seems like a 'good idea'.
I added this to Moon Wizard's Idea Informer... vote for it HERE.
If you need a source for printable paper minis and artwork for super hero tokens check this out:
https://www.seven-wonders.co.uk/pape...ml#roleplaying
Some very cool stuff there.
Woot! Can't wait for this one to go public. Great work so far
I'm having a problem with FG not saving 'scroll wheel' modifiers between sessions. Is there something I should look for?
Look at how it's done in the 3.5E ruleset - for example, the strength ability bonus in campaign\record_char_main.xml:
Are you specifying a <modifierfield> entry for a field in the database so the scroll wheel value can be stored in the database?Code:<number_charabilitybonus name="strengthbonus" source="abilities.strength.bonus">
<anchored to="strength" />
<target>strength</target>
<modifierfield>abilities.strength.bonusmodifier</modifierfield>
<description textres="char_tooltip_strbonus" />
</number_charabilitybonus>
I thought I was.. lemme check... yep this is the code for the DCV modifier (one I know didn't get saved between sessions)...
I assume that it should be saved in the db.xml under charsheet along with the rest of the character data...Code:<number_cv name="dcv" source="combatvalues.dcv">
<anchored>
<to>cvtitle</to>
<position>insidetopleft</position>
<offset>105,20</offset>
</anchored>
<target>dcv</target>
<modifierfield>combatvalues.dcv.bonusmodifier</modifierfield>
<description>
<text>DCV</text>
</description>
</number_cv>
in here:
In this case the saved value does reflect a +1 value (5 instead of 4) but there doesn't seem to be a 'bonusmodifier' saved there anywhere. I suspect that when it reloads the character it will recalculate the DCV number from the DEX value and 'fix' the 5 back to a 4.Code:<combatvalues>
<holder name="Blackfoot" owner="true" />
<dcv type="number">5</dcv>
<ecv type="number">4</ecv>
<ocv type="number">4</ocv>
</combatvalues>
Can you see those bonusmodifier values being stored in the campaign database (db.xml) if there is a scroll-wheel set value? If not, try typing /save in the database before you open db.xml - do the values appear now?
The data below (in my previous post) was from the db after typing /save with a modified character. .. So yes. it should be showing there right? .. and no it isn't.. so something is tweaked. Gotta figure out where to look to untweak it.
Is your number_cv template based on the same template hierarchy as number_charabilitybonus from the 3.5E ruleset? i.e. does it at some point in the hierarchy link to the CoreRPG number_modifier template? It is this template (number_modifier) that has the code (in number_modifer.lua) that sets and reads the value in the database.
Yep.. number_cv uses number_chartotal which uses number_modifier...
In the onInit() function for number_modifier.lua (the LUA script file for the number_modifier control template) there is code that creates the database entry for the modifier field:
In your case, modifierFieldName will be combatvalues.dcv.bonusmodifier - so this will be created as a child of window.getDatabaseNode(). I'd recommend putting some debug code in the script to see what window.getDatabaseNode() returns - use Debug.console to write the result of window.getDatabaseNode().getNodeName() and see if his is valid and also if adding combatvalues.dcv.bonusmodifier as a child node would make sense.Code:modifierFieldNode = window.getDatabaseNode().createChild(modifierFieldName, "number");
Actually, I think I see the issue. Compare your database structure with that of the example I gave above:
This gives database entries of:Code:<number_charabilitybonus name="strengthbonus" source="abilities.strength.bonus">
<anchored to="strength" />
<target>strength</target>
<modifierfield>abilities.strength.bonusmodifier</modifierfield>
<description textres="char_tooltip_strbonus" />
</number_charabilitybonus>
Notice that both the strength bonus (the field to display as the main bonus field) is strength.bonus and that the modifier field is strength.bonusmodifier - they are built on the same base database entry, strength, which is just a placeholder not a database entry that has a type (number in this case).Code:<strength>
<holder name="Player" owner="true" />
<bonus type="number">2</bonus>
<bonusmodifier type="number">2</bonusmodifier>
<damage type="number">0</damage>
<score type="number">14</score>
</strength>
In your code you use combatvalues.dcv to hold the number and then try to build a child on this to hold the bonus: combatvalues.dcv.bonusmodifier. I don't think the FG database supports this for these type of fields.
Use similar code to the 3.5e example code to have 2 separate values combatvalues.dcv.bonus and combatvalues.dcv.bonusmodifier. Use:
Code:<number_cv name="dcv" source="combatvalues.dcv.bonus">
<anchored>
<to>cvtitle</to>
<position>insidetopleft</position>
<offset>105,20</offset>
</anchored>
<target>dcv</target>
<modifierfield>combatvalues.dcv.bonusmodifier</modifierfield>
<description>
<text>DCV</text>
</description>
</number_cv>
Thanks. That did it. I went the other way and changed them to combatvalues.dcvmod and kept combatvalues.dcv since it was incorporated all over the place in the mechanics and the mods really only come up in a couple of places. It seems to have worked just fine. Thanks again!
I would really love it if this rule set was downloadable. It doesn't have to be perfect.
What version of Champions is this for?
A big set of Champions and Hero System 5th Revised Edition PDFs available for a short time on Bundle of Holding: https://bundleofholding.com/index/preview
If you're not using the same version, sorry for the slightly unrelated spam!
That is in fact exactly the version that I am using as the model for the ruleset.
I'm very glad that you're doing this work with the 5th Revised version. While I like the work the DOJ guys have been doing with the Hero System Rules, I think they sorta lost their way with 6th edition. Plus me and my group are old so we like the older rules, took some convincing to move to 5th haha.