Sorry posted in the wrong forum
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Sorry posted in the wrong forum
This is the Traveller forum, no spells in Traveller!
Can you add a list of skills on the character and NPC sheet so that players and new referees can visualize skills to use that maybe they don't know about?
Hi Russ,
I thought long and hard about this. With specialist skills there are currently 119 skills, that's a lot of skills to find 'Persuade'. This doesn't include the skills found in source books etc. I did think about adding the core skills (without specialisms) but there are a few players here who struggled to add in 'Gun Combat (slug)' as the automation expects the pattern to be exactly that. The easiest method which was welcomed was to add specialisms to the list (which we have).
I know this doesn't help, but being honest all standard skills are called for in games, which is why a good group of Travellers needs to be very varied, you might not think Admin is any use, wait until you're told to wait before you can land, in that same incident you could also use Advocate, Persuade, Diplomat maybe even Deception. The skills system is very rich.
Spend 30 mins going through all the skills, most give examples of when they're to be used. It's worth it.
Thanks,
MBM
What I would like:
Effects:
Armor:+N adds armor for example when shooting with a shotgun, using an aerosol or hiding
DM+1, DM-1 - automation of reactions and the like
Tokens:
Visible effects, healthy and wounded on the token
NPC:
The button "not identified" and the corresponding field for the name, as in the items
Not to mention that quite a few skills have several use cases that would use different ability modifiers. I'd still love to see some kind of user defined task system that we could associate with a skill and ability modifier either by itself or added to a task chain. :-) then you could save often used tasks and not have to look them up all the time. plus different tasks under a skill take different amounts of time. you'd still have to look them up once in awhile but once you found a close match to the task you want to do you can just click it and it'll roll the appropriate difficulty, ability mod, and time. boom. plus you could drag it over to your sheet for re-use or add it to a task chain and name it whatever you want. I know i've mentioned it before, but it would be so cool! A coding nightmare probably though.
This may be sorta what to you want. Along the Sidebar, there is a tab called Skills. If its not present you can go to Option and along the bottom of the option window, there is a Sidebar button, and you can select Skills to be active on the side bar.
This'll add that button. And it lists all the skills.
Here's a quick and hopefully simple suggestion:
Somewhere to keep track of remaining Fuel on the Player Spacecraft sheet.
Hi MBM,
In regards to the work on the companion, how difficult would it be to add a box that holds the current point value of the character to a box on both the character sheet and on the npc sheet?
For rough work, it could be manually maintained, but, optimally, it would be auto calculated based upon the (undamaged) attributes and skill lists.
I have found that in current games, it has become an aid to (at a glance) know relative strengths of the characters.
How about somewhere adding a new sidebar button that allows GMs to enter Library Data that can be accessed by the players in game.
Any chance on the Skill tab on the character sheet, we can get the headers to stay at the top and the skills scroll instead of the whole page scrolling? A few of my players have a lot of skills and sometimes its hard to tell which box is the Characteristic bonus, which is the skill rank. Or maybe just color code them ?
Xargun
Hello,
There is an Option to add various additional characteristics to the character sheet, which is amazing. However, these new characteristics do not appear in the lower left with the other characteristic modifiers. I would like that functionality to be added when they are added to the character sheet.
Thanks & nice work so far on the system!
EmptyOwl you speaking in the Dice stack/modifier area?
Yes
Hello,
I notice when I add Tactics (and maybe Medical) to characters that it adds an appropriate action(s) to the Action tab. That is a cool thing, could this automation ability be made public or a Sidebar Tab added like spells in other systems (things with active Effects that you can modify) where one could pregenerate actions?
Thanks!
Applying Banes and Boons to NPC from the Combat Tracker.
Allowing PC to use the GM Buttons in the combat tracker. So when we're doing Threater of the Mind combat, they can still select targets.
Weapons with Blast Radius having a Blast Radius circle on their info card thing, so you can pull from that, instead of going through the clunky drawing menu in FG.
Applying Banes/Boon to NPC, check - this will be done alongside the bug fix to allow them to use the Modifier box (ie next release)
Allow PC's to use GM buttons - not understanding
Weapons with Blast Radius - FGU has a new function in test, it allows me to find all tokens in a range from another token, once this is released I can look at this (it's why I said 'yet' in the bug report you sent).
Cheers,
MBM
If someone can give me a reason why you'd need to override a skill with Sanity, or Luck then I'll look at adding them, I've removed PSI recently as I feel you need a specialist one off, you can change it easily enough for these additional characteristics. Need to think that on some players desktops, having extra buttons rarely used is not a good idea.
Cheers,
MBM
So in my game I am using those stats to represent other stats. SOC is being used for Charm/Charisma; Wealth is now SOC; LCK is LCK and there is no clear way to use it, so swapping it for another stat or skill level seems a viable method of use for it in some campaigns; Morale is Will and can be used in several different skill checks; etc. Certainly helps with certain groups, making use of the Companion and houseruling.
I understand there must be a balance between what you feel is needed and what can be done, due to time constraints if nothing else, but tools with more adaptability and depth lead to more creativity and satisfaction from, with, and by the users. As for PSI, if you turned it on in the Options menu, then you are that specialist one-off and would probably appreciate the added functionality which would not crowd your screen unless it was checked?
Thanks!
Hi,
Do you mean the 'cycler' that's in the Skills Tab (for example) or the override that are on the desktop? Those override are designed when a skill uses a non-standard skill, ie Broker might use Int 90% of the time, but as a one-off you might want to use Edu/Soc.
Cheers,
MBM
The over ride in the lower left is what I was talking about. I was asking that when the characteristic is switched on in the Options menu that a corresponding box would appear in the lower left override area.
Thanks!
Ok, lets start with the various extended attributes Sanity, Morale, Luck, Charm and Wealth.
Admin(Sanity) - you are attempting to deal with days of tedious bureaucratic paperwork and need to make an admin(sanity) check to continue, either as a task chain or as a direct check with the effect increasing the staging of the time with a critical fumble failing altogether.
Advocate (Sanity) - You have to deal with your particular mental shortcomings to allow you to not alienate yourself with the local judges/constabulary.
Art(Sanity) - as an effect roll for any art you create or perform as your creations may inspire or repulse the audience.
Astrogation (Sanity) - the math of jump space and what it implies can impact your own mental health or even affect your calculations as a task chain....
Admin(Morale) -Knowing the proper ways of improving crew morale through indirect means, such as picking up extra rations or ordering more holovids before a voyage can improve crew morale and support the captains leadership tasks.
Advocate (Morale) - Facing a known violent criminal to convince them to listen to your legal argument without loosing your grip on the situation.
Art (Morale) - Being confident enough to face a new and large audience
Astrogation(Morale) - fear of misjump may affect the task roll when calculating a jump within both the solar and planetary 100 diametre limit.
Admin(Luck) - having the luck to see a loophole in a document, while having the skill to take advantage of it.
Advocate (Luck) - noticing a clue in a situation and knowing how it will affect your case.
Art (Luck) - having a connoisseur of your artform see your work.
Astrogation(Luck) - Is there a brown dwarf in your target jump trajectory that was previously unknown?
Admin(Charm) - Trying to sweet talk a local beaurocrat to let you in to see the needed administrator
Advocate(Charm) - Getting a favourable response from the judge/jury/constable.
Art(Charm) - Convincing a local connoisseur to support your endevours
Animals(Charm) - Getting an animal to not flee or fight when you need to.
Admin(Wealth) - To impress and bluff your way past a local bureaucrat/magistrate using an ostentatious display of wealth in a manner that both gets your way but does not break any laws.
Advocate(Wealth) - To know where to place resources and bring them to bear in order to leverage them in a particular legal case.
Art(Wealth) - As a task chain method to increase the impact of a piece as it is not how much you spend but knowing how to get resources without spending money.
I can come up with different reasons for every skill about how the new attributes both bring more power to game play but also open up roleplaying opportunities.
Best regards,
Dalton
Hi Dalton,
As always a great detailed answer. One thing a lot of you need to understand is that a good number of players don't have huge screens, and already the buttons (in their current state) take up over 50% of the bottom half of the screen, also desktop buttons don't behave in the same way as those on character sheets, they're not dynamic either, so they're on or off - at the moment they're off (on the desktop) as with everything here, there's only so much that can be done, and I'm busy on the PC Spacecraft at the moment.
Cheers,
MBM
I understand about the realestate need and the effort/limited time on your part. Adding the new attributes to the attribute cycler on the existing skill list would not consume more screen real estate.
As for time, I understand how busy you are. I just wanted you to know how the alteration of the existing character sheet skill/action tabs would have a huge effect upon game play for the next time you happen to be in that part of the code.
best regards
Dalton
The flag button opens the Effect drop down for stuff like unconscious, paralyzed, etc. In PF2e and D&D5e and some other FGU systems the effects can be setup to modify the character but I don't think that functionality is included yet for MGT2.
I would really like the option to have the full range of dice available to me. Meaning, I don't want to invent new ones, I just want the standard RPG set (4, 6, 8, 10, 12, 20 and percentile) that I have access to in Pathfinder/D&D. Is there an easy way to do this without me creating a bunch of tables?
I just want to be able to generate things on the fly that aren't limited to a multiple of 6 or a bell curve of some kind. A random number of enemies, which random thing is targeted, a percentage chance of a thing happening, random encounter tables, etc. If I need to decide between four of something, or eight of something, etc.
I know you have a ton of stuff on your plate, so if I need to make a bunch of tables, that's fine, just thought I'd ask.
Hi dQnielk,
Valid point. though I'm not sure the average Traveller play would want the dice on the desktop (as that space is a premium) - but let me have a think about how best, I don't like to say no to anything, so could be a small extension might do the trick.
Cheers,
MBM
dQnielk, if you type '/roll d100' in chat you will get a random d100 output. Same for any other string. It can be a d4, d8, or d71. It is a built-in random number generator that exists within the Core framework of Fantasy Grounds.
Hopefully, that can serve as a functional workaround for you.
-Greg