Sorry, where do I find this? I just added all the updates, but can't find Trouble Brewing anywhere. How to I get to it?
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Huh... not sure what I'm doing wrong. Downloaded the latest files, look in Libraries while in the main game, can't find anything. I go to Modules and it's just the AoE, EoE, and F&D libraries to load.
Side note: are the effects of Attachments going to be added to the game directly at some point? For example, a Blaster with a Blaster Articulating Module gets a Setback die added to the roll automatically?
On the Google Drive, if you click on "Libraries-Star Wars" you will find AoR, FaD, EotE and a new folder called "Adventures." It's inside that folder.
Yeah the way the cloud does folders makes it not obvious there is a folder there unless you know where to look.
Just checking in to see how things are progressing. Also I noticed the NPCs don't have their stats labeled underneath wounds strain and defense. For example Ranged Defense or Melee Defense
Sorry for the lack of updates.
I am working on an update real soon, it will not have the specialization tree yet, but i want to finish other things before I focus on that.
I want to add the missing fields from star wars in the character sheet, also finish missing vehicle features that make combat easier, and a few other things.
I will check about the npc stats....
Edge of The Empire Libraries
- Added Motivations Tables
- Changed Macrobinoculars rarity from 1 to 2.
- Renamed and merged some subtypes.
- Fixed some links stats of droids linking to NPC sheet.
Age of Rebellion Libraries
- Added Motivations Tables
- Fixed some links stats of droids linking to NPC sheet.
Force and Destiny Libraries
- Added Knights of Fate source book to the libraries.
- Add ranks to Feint Talent
Trouble Brewing
Made a few correction on some typos and misc changes.
So Sevrick
For the "reference" field here is what I am thinking
I will actually make it like:
"Reference" - "Page" (two separate fields)
This will make it easier to provide filters in the database windows (for example, I could open the Items database, and in the bottom select a particular book as reference and filter and show results from that.
For Star Wars, I will remove the "settings" field, but for Genesys I will ALSO keep the new fields (Reference, Page)
I think the idea is that we could use Reference+page, instead of the placeholder description information (like you do "please look at page x of book y)
In the future, I will try to implement an easy way for exporting into a module with an option to not export descriptions (this could possibly make your life easier, Sevrick)
And also, it will allow me to maybe work on an easy way for people to populate those description fields, maybe using a spreadsheet... but i will talk more about this later.
So for now, I am working on a next version of the rulesets where the missing fields will be available, and then work on improvements (spec trees, auto calc of experience, character building etca)
Came across a few items for a low priority wish list as I am trying to use the system to run a magic heavy campaign:
- There is no spells tab (getting kind of crowded on the bar already so i don't know if there is an easy fix). Maybe subdividing Special abilities might be able to work, but I have no idea.
- There is no way to drag and drop spells from anywhere onto the character sheet (I would assume the actions tab). This hopefully is something that could be implemented fairly easily looking at the D&D 5e frame work as that allows you to drag and drop spells from the list onto your character sheet, with all the information, attack rolls, effects, etc carried over nice and simple.
- Because of the way that spells end up working in Genesys many of the spell effects stack on one another, raising the difficulty of the spell to be cast and adding to the difficulty making it progressively harder. In practice I see the easiest way to cast such a spell using this system woud not be to have a button for Roll Arcana + difficulty but having a way to add the difficulty of multiple spells to the dice pool. (initial difficulty + attack spell difficulty + Blast spell difficulty + fire spell difficulty) + arcana skill = dice pool for fireball.
As i mentioned this is low priority wish listing, not all genres need magic to work smoothly for their setting and anyone who REALLY wants to can just combine all those components and set up "Fireball" as ready to go action... hmmm... that may actually work better and have each player create a story or note that functions as their spell book and any commonly used combinations is what they fill their action bar with...
All this said, @johniba, thank you so much for all the work your putting into this and I hope we haven't become a chore for you.
@everyone else, am I over thinking this? Does anyone recommendations on how they are getting magic running smoothly? Thanks in advance for your feedback!
The Actions tab works as a spells, powers etca tab...
Here is a step by step on how to create a spells section there:
- Open your character sheet;
- Go to tab "Actions";
- At the bottom, click the "Edit" icon (the red circle);
- Click on the "Add Power" button;
A "Powers" section will open up. You can customize it anyway you want, for example, creating a Spells section. Here is an example
So after you clicked the Add Power, you will notice it created a line for you to fill up some info. Do it like this:
- The first field is populated with text "<new power>". Edit this and give it a name (for example Fireball);
- To the right of that field, if you hover your mouse, a popup tip will say "Ability Group". Edit this field to a name you want to give to this group of powers.
In our example, edit it as "Spells";
- As soon as you move to the last field, notice that now the header in the group will say "Spells". It is because you named the group!
- Now, on the "last" field, if you move your mouse over it, it says in the tip "Ability Summary". This is where you enter a detailed description of the power/spell etca.
You can use the special characters like [D], [A].... (S), etca for automatic substitution of dice and dice symbols...
Now, the next part you will add a "dice pool" to your spell. This is the part I believe is kinda hidden, and most people would not realize it exists!
- right click your "power/spell"
- Select "Add Action", and then "Add Skill Roll"
A new line with some fields will show up, fill up like this:
- In the first field, type the EXACT name of the skill to roll... for example, "Arcana"
- on difficulty, add a number, this will be how many difficulty dice will be rolled... for example, 2;
- For range, click until the correct range for this spell is showed, for example, "S", for short
Repeat clicking "add power" or the new "+" sign in the "Spells" bar, to add more spells
Finish by clicking the "Edit" button at the bottom again
In the future, I will make this tab more detailed, adding automatic damage rolls, etca...
I hope it is useful as it is, for now...
P.S.: I made a quick and very crude tutorial on this right now:
In the future I will make a full ruleset tutorial...
https://www.youtube.com/watch?v=RXDPGM1CPdM
P.S.(2): You can right click and add more than one "dice roll" for each spell/power, for example for spells that you have different modifiers and in case you dont want to have a complete separate spell record, but only different dice rolls+difficulties
For now I would also add the special effects of the spells in the description (for example Fireball - Blast 1)... later on i will improve this
P.S.(3): By the way, you guys are not a chore! Your feedback inspire me to go on!
Thank you for the patience waiting for the next release
Love the work so far by everyone! Was enjoying the Starwars fg classic version but we have migrated to Unity and I ran into an issue:
I am moving my players characters from classic to unity version. Working the inventory and running into an error: [ERROR] window: Control (encumberancethreshold_label) anchoring to an undefined control (encumberancethreshold) in windowclass (charsheet_inventory_contents)
It doesn`t stop anything and it all calculates just fine, but whenever I load the inventory pages it freaks. Gets bothersome. Any advice?
Also, I noticed the ship icon in the upper left is now gone? Can I get that back somehow?
[Edit] - It does this when I create a whole new character as well instead of calling from exported ones.
Did you check and make sure items added to the character has a valid encumbrance value. I know decimals, and things like +1, as well as normal numerical numbers work.
- I would make sure there are no letters.
- Not sure if it matters but make sure the character has a Brawn rating entered.
- I would also make sure you have the latest update for Genesys and Star Wars Ruleset.
- Uncheck an extra extensions just incase they are interfering.
- Create a new item after updating and see if it works
I will see if I have the same problem when I get off of work.
Hey, johniba, just a thought. When you update the ruleset in the future, can you update the first post indicating when the most recent update was (and maybe a list of most recent feature additions?) That way people checking in after a while can ensure they have the most recent version?
No letters or special characters except for +. The extra extensions aren`t doing it either.
I think it is all due to the import of the FG Classic characters. Found the error (attached image) and it says couldn`t find template (linkednumber) in class (charsheet_inventory_contents).
Also adding a brawn to the new character fixed the error it was receiving. Looks like I need to recreate them manually as the imported file is missing an inventory class. Thanks for your help!
Hi, so did you create this character manually, or did you import it? I mean the old ruleset data and the new rulesets are not compatible.
In the beginning i was trying to keep the same structure, but down the line i noticed it was holding back the development, and I had to stop that, so unfortunatelly there is no way (for now) to import data
Hi, I will do for sure. I hope I can release something soon, my work is currently taking a lot of my time, but i will soon release a few improvements and missing features, and fixes and I will make sure to properly give new version numbers to make them easier to identify
Any plans to add modifiers? We're running into a LOT of situations that would be nice to have something that automatically adds Setback dice to rolls, etc.
Johniba, you do know major changes are coming to the CoreRPG ruleset? I think the changes are being driven by changes to the core engine as well. Please make sure you check out the recent threads in the Laboratory to make sure you know what's coming. I would have for an active ruleset like this to be caught by surprise.
Hi,
Yes I will make sure to keep up to date in the news over there.
One good thing is that while developing this ruleset I made sure to avoid touching any core code...
I do have a few places, but they are easy to update. From the beginning my idea was to not mess around with core
P.S.: Tested today and so far, the ruleset is already compatible and working with the test updates.
I have some small things to make it behave like core and other official rulesets after the changes (for example, the "add (+)" button needs to be always visible, but the good news is that not messing around with the core code is paying off...
I will keep an eye on the development to make sure we go through a smooth transition with genesys and star wars rulesets, as soon as the updates go live
You are the best Johniba! Really appreciate the work you are doing! Thanks so much! Ran my first session using the system and it handled everything we threw at it. Looking forward to whatever and whenever comes next!
Notes for quality of Life updates based on gameplay:
- Would be very nice to be able to drag and drop die pool configurations from the character sheet to the quickbar. We have a melee guy and unless he's fighting a nemesis his dice pool will always be two difficulty.
- Actions, that can be dragged and dropped from one sheet to another like spells in the 5e framework, I have mentioned before would be very nice.
- When effects are up and running not only will that be extremely helpful but would start to feel like we are really using a luxury product.
- Having a window pop up when an attack roll generates (A)(A) or more is rolled if the weapon used has an activated ability (ie. Blast, or stun) would be very cool. (no idea what the coding for that looks like but offering suggestions).
- Targeting and auto damage calculation - Soak = wounds applied (probably a long way down the list, but I had a player ask about it last session so i'll mention here).
- One thing i ALWAYS forget is applying Setback for defense. If there is a way targeting can cover that so that I don't have to manually remember to tell the players to add a setback if their target has ranged or melee defense 1 would be amazing.
- One thing I did notice (and i hope this wont cause trouble for Sevrick) for items, the price field is accepting commands for dice [D] (S) and converting them into the dice symbols. Cool and all and I love that we can do that but it causes a problem when you are inputting items that are Forbidden. Restricted is fine and (R) looks like it should. (F) of course renders as the failure symbol and adds a little confusion. For now everything forbidden is typed ( F ).
- Personal and vehicle tokens seem to be connected to a table that does not exist. I have the tables populated elsewhere but perhaps a way to drag and drop the tables into the tokens once we populate our own onto the tokens so that there are no issues with copyright? (no way am I an expert of that).
If you'd prefer these suggestions to be put into a DM let me know, but I will certainly continue making suggestions for these as we come across things in game. Thanks again for all you are doing!
I know I mentioned it before but the thing I am looking forward to is vehicles with their own inventory. I am in a game right now where my characters inventory is getting bloated.
The party sheet as I understand it is for dividing out loot for the players. Also I have a freighter, a speeder, and Repulsar lift the holds 10 encumbrance. Need more than just one place. Also with an inventory you could total encumbrance. You would also be able to get as detailed as you like by haveing locations.
We will have individual inventory for each vehicle... i only need to make sure i dont screw up, since vehicles can be shared, it will mean you will be able to move an item from a character into someone else's vehicle.
I am thinking of a way to make it easy to find stuff, i will see...
Hey folks,
I'm sorry, I was unable to find the information I'm looking for in the 124 pages of this thread:
Is there a way for me as a GM to add dice to my players' dice pools? So as I add setback dice and challenge dice, I can combine my pool with theirs for the roll?
At this point, all I've been able to find is the Dicepool Tracker.
Thanks
Currently there is no way to do that, but you just game me an idea!
For now, you need to tell the player to add the dice.
You can monitor and see players dice pools: right click the dice pool bellow chat, and there is an option to see dice pool from players.
I will see what i can do to add a feature so GMs can add dice to their pools
If I might ask, there's one feature that would be very handy and that would be the ability to add bonuses to modified equipment that automatically add itself to a dice pool.
This would most apparently come out in things like weapons, either modified or with inherent special features providing boosts or setbacks as needed.
However, the thought occurred to me that maybe a special feature could be added to the Inventory as well at some point. Imagine there being a special button available on the inventory list outside of Number, Encumbrance, and so on, maybe a die button like what you have on the Combat page for weapons. Clicking this button could perhaps do one of two things - either it would use the appropriate skill with modifications added or (and I think this might be better) just add the relevant modifier to the dice pool.
Say, for example, you have a special medical piece of equipment that reduces the difficulty of a task. You need to make a Hard Medicine roll, so you set up your dice pool, but you remember to use that piece of equipment. Clicking the die would take away one Difficulty die. Likewise if it was a piece of equipment that simply added a boost to your roll, that's what it would do instead.
Another idea: how to add armor and shield effects to a situation. Right now it seems there is no way to have the armor or shield setback die directly affect a die roll. Instead, you have to remember to add it yourself.
BUT, what if the Combat Tracker was modified so that after the damage is rolled and you drag the damage over to the appropriate character, the appropriate Setback die or dice are rolled and the damage reduced appropriately (plus a revised result shown on the text screen, which would be important since it might affect whether or not they get a critical). Would that be doable?
The fun thing about that is that it would actually remind players that those shield/armor dice exist, but also would directly show you whether it was responsible for saving your bacon (keeping you from hitting your wound threshold, or preventing a crit from happening)
It has always been my plan to add automation, something that will get die and symbols, and add and subtract them automatically to a roll, based on an item's properties, talents, or effects.
I am of course currently adding missing features, things we need either in the character sheet and/or combat tracker, and I still have the plans to add those automations
HOWEVER.... your post actually gave me an idea, something that will be in between a completely automatic system (imagine the dnd5 ruleset and how it automates a lot of stuff), and not having things...
Your idea is really good, maybe I can make those visual reminders, so of course in the future the ruleset itself could handle lets say, adding automatically dice and modifiers to the dice pool or the roll, BUT, if I add buttons to the equipments, and even maybe a quick list of modifiers (for example, talents, effects etca) that would remind players, so that they could click it, add to the roll...
And when they roll, below the results, a quick reminder showing what was added (a description of the modifiers)
Yes your ideas are actually gonna help us have a better Quality of Life while playing!
So I know, its been quite some time now since i released something, and i will soon, but let me say, thanks for these suggestions, because I believe I can come up with something like you are suggesting, quite soon...
I am making notes so i will work on this after i release the "missing fields and vehicle support" update :)
Glad to have been inspiring, but can you clarify the mechanic you're talking about for compromise solution?
Would it be like shooting your modified blaster and the die roll not only comes up but a notification on the screen reminding you "Add Boost Die for Smart Targeting" (for example)?
Would you have to both set up your Medicine roll first and then go to your Inventory and click on your "Special Medkit X" and it would tell you straight away what the bonus is, which you then modify manually?
Just trying to visualize what you have in mind.
Hello, When I install the Star Wars Theme in the above collection there's not change to the Class, Spells, Backgrounds, Races and Feats icons, Have I downloaded something incorrectly?
Those categories were added (believe) after the theme was created and I don't think the theme has been updated to latest version.
When I use the Genesys ruleset, I keep getting an error in FGU a special ability on a character it says:
[ERROR] Script execution error: [string "referencerraicialtrait"]:5 attempt to index field 'subwindow' (a nil value)