That error code shows you are using an older version as that line doesn't exist anymore. I would suggest checking to see if you have any unpacked rulesets and discarding them or attempt another update after removal of the ruleset.
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I'm re-working the skilllist today to implement with the SOM update.
This is where I am at thus far.
Attachment 45320
superteddy57 looks great!
Have you put any thought to the fact that Athletics includes Climb, Jump, and Swim. That Bluff includes Diversion, Feint, Lie, and Pass Secret Message. That each of these sub-skills have different modifiers and DC levels. Your drop downs suggest so many possibilities!
Well the roll is open ended and doesn't include DCs. The down arrow currently is setup for the sub misc mods that were setup when you hit the edit button in the top right of the tab. I just brought them forward and eliminated the hard coding for things to open it up for homebrew play. Not saying they are not forgotten, but just would get lost in the character sheet and more for another feature being considered with requesting rolls to the player and the GM setting the DC for that roll.
I think there is an issue with the way resistance work for piercing, slashing and bludgeoning damages.
I tried to set a resistance of 9 against piercing (not a DR : DR work in exclusive way and reduce all damages EXCEPT the bypassing source. A soldier feat imply a damage reduction against a defined source).
Attachment 45331
As you can see the RESIST:9, piercing effect apply but instead of reducing damages by 9, it HALF the piercing damages.
Another example :
Attachment 45332
The RESIST 5, fire work perfectly fine, whereas the RESIST 9, piercing which should decrease the 14 damages to 5 instead half the damages.
An issue with the starship combat :
NPC ships weapons seems to target the AC of the PC ship, i can't force it to target the TL.
And finally, the biggest problem i encountered yesterday :
Shields points on the Starship combat tracker and shields points on the PC ship sheet seems to be synchronised, BUT this synchronisation coul be lost in certains conditions i struggle to reproduce. Everything works fine as long as damages on an arc doesn't totally deplete shields : Any manual modification on the number of SP on an arc done on the combat tracker is reported on the Ship sheet and vice versa. I can manually set the value with ctrl+mous wheel or by a direct number entry.
Things begin to go wild as soon as weapon damages exceed the actual number of SP on an arc : the system force the SP value to 0 and transfers excesses damages on hull points. Its stable as long as i doesn't try to manipulate SP. But now, i want to restore some SP because the engineer successed at a transfer maneuver. Most of the time, it works BUT if i control+wheel and accidentally set a negative value, Ship combat tracker unsynchronise for SP and bugs start to appears. Here is a list of things i observe but can't systematically reproduce, don't know why.
- SP synchronisation lost, impossibilty to set a correct SP value in a defined arc (via ctrl+wheel or directly via setting a number in the case)
- Critical conditions applied on random arcs while the CT was not exceeded nor a natural 20 condition
- Impossible for player to move the ship on the map
The only thing that seems to work to correct the problem is to suppress the PC ship from Combat tracker and moving it again from "PC ships" list. The SP value synchronisation is restored.
As I mentioned a few times before now, the issue isn't the effect coding itself, but the way multiple damage types are handled.
For your examples; FG splits up the damage into two halfs and then applies all Resistances to just the first half.
To be a bit more specific: 16 piercing, lawful, evil damage get's split up into 8 piercing, lawful, evil damage and 8, afterwards the first half get's reduced by 9 which exceeds the 8 so it get's reduced to just 0, plus the 8 that weren't considdered in the reduction.
Same goes for the other ones: 14 fire, lawful, evil -> 7 + 7 -> 7-5 + 7 -> 9, it works fine here just because the resistance doesn't exceed half the damage.
And last one: Same problem as before, 14 piercing, lawful, evil -> 7 + 7 -> 7-9 (0) + 7 -> 7, the issue is that the damage is reduced to 0 instead of below that.
The second problem you are facing, which I have also mentioned before and the reason your attack deals multiple types of damage is that "lawful", "evil" and many more are considdered damage types while they really shouldn't be and since some update the CT adds effects to the actors depending on their alignment (in your case the "DMGTYPE: lawful, evil" one).
To fix your problem, delete that damage type effect every time you drop an NPC on the CT! It's not the cleanest solution, but it solves many more problems than it causes.
Another tip, if a weapon your players have has "magic" as a damage type (because it has magic in the properties) delete that! Make it only deal the type that it usually deals. The reason behind that is that "magic" is also considdered a damage type while it really isn't one and will mess things up for you just like the effect on NPCs.
Thanks, didn't understood my issue was related to your cause i missed the Lawful, evil part of the damages