It was far too early this morning for me to be posting at all, let alone be looking for expandable bars :p
Thanks mate!
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We had a game last night, we had a little issue with the Combat Tracker and the Initiative.
Playing on Genesys Ruleset, custom setting, FGU.
On init when players had multiple same init, the first person had their turn to play, but the others were skipped.
I have 3 players at 1.01
I moved them to 1.01, 1.02 etc. and it went ok, but same init causes conflict it seems, as the ruleset seems to skip the said init altogether.
NEW RELEASE!
Version 2021-04-25
Unless mentioned, the fix or improvement is for both Genesys and Star Wars.
Fixes:
- Combat Tracker: fixed an issue with initiative that when two actors had the same init value, selecting the next one to take action would skip the
other's next turn.
Also added a "tiebreaker" to the initiative rolls: now in case of a tie, PCs act first (as per the rules in the core books).
This is how initiative is calculated:
- Each success adds one, and each advantage adds 0.01 to the init result. The ruleset also adds a tiebreaker value to the final result.
So for example:
Joe rolled two successes and one advantage in his init roll.
His roll result will show up as: 2.01x (where x will be the tiebreaker value, this is an automatic value the ruleset will add)
Also please notice, if a GM wants to manually change a Init value from a PC or NPC in the combat tracker, make sure NOT to add the same value as from another entry, as that would cause the issue with one of them skipping a turn.
Improvements:
None
P.S.: Currently if you have a vehicle with critical damage, instead of removing the critical damage from the Character sheet's Vehicle tab, make sure to open the vehicle record (from inventory), and deleting the critical from there.
I will be fixing this soon
As always, you can download the updates here:
https://drive.google.com/drive/folde...R-?usp=sharing
Updated files:
- Genesys.pak
Please download the Genesys.pak even if you are using Star Wars
Hey I was wondering if there was a way to make the Encounter system work with minions proper. What I mean is the ability to add minions to an encounter and have the proper tokens show up to be placed based on the number of minions. Rivals and Nemesis work just fine since they are one entity and therefore get one token. Without this if you add a minion group of 4 it will still only produce 1 token to place on the map. I know I mentioned this in the past but I thought it worth restating.
The way I was going to handle it is just make the token larger to take up a 2x2 or even a 3x3 area of the grid as a “squad” group. As some of them die off I’ll just reduce the size of the token at certain thresholds.
I wish there was an easy way to set the size of the NPC automatically though. Like a spot on the NPC sheet for Silhouette that would automatically bump them up to a 2x2 or 3x3 at certain sizes. So they can see how much bigger a creature is compared to them on a grid map.
Yeah I am not a fan of that approach. I would much rather have each minon have his own token. It makes things clear on where everyone is. Done your way you would have to cluster them all together. You couldn't split them up but all be part of the same minion group.
That's why it would be nice if there was a way to tell FG that when you add a minion group to an encounter it adds a number of tokens equal to the group number. Then I can spread the minion group around if I want. People who like doing just one token can still do that. All they have to do is add one to the map from the encounter. The best of both worlds.:)
I promise I will have a look into this, but I am not confident it will translate well into the combat map.
Here is the thing, I dont think genesys and star wars work well with maps and tokens, it is an abstract system, much like world of darkness, but sure people will always try to use maps and tokens/minis.
The issue I see is that even if I change the code in the map system in fantasy grounds, allowing one map token for each minion in a group, they will still show up as one individual line in the combat tracker.
I dont know if that will break immersion on a group, if players look at the tracker and see 1 line representing the minion group, and in the map they see multiple tokens.
Also mechanically, a minion group work as an individual, the group only has one action, and also players targetting them target the group itself, and not an individual.
I think we have to open a discussion, we definitelly can think of something, and maybe look if other virtual tabletops work on this solution in any way...
So I will say I will definitelly leave this open for discussion and a possible feature after i am done with some other stuff
That is definitelly an idea.
I think we need to work on improving the map system overall. One thing for example is target and distance. FG works with a numerical system, and I have been researching if it is possible to translate that into the Genesys/Star Wars distance mechanic, like melee, close, far... stragegic....
Maybe we can come up with a set of configurations, like standards in a map: default size for a creature being 1 square, minions taking multiple squares.... distance being translated to x number of squares being close, far....
What about the combat tracker? would it be ok to have one line for the minion group there?
I think maybe what i need is examples on how people work with their minions in their tables... do you guys represent minions individually (if you use maps) or one token? Do you describe the minion group in a certain way when they move?
Do you let them move individually, like one minion moves to a person, another to another person... i imagine that could get complicated in a table real fast... if people are using maps
On the topic of improvements, while looking at the code for the combat tracker, and map tokens, I saw some potential for some cool things
I think I will try to add Effects soon, some implementation similar to what DND5 has
If you look at that ruleset, the Effects window has that part that is similar to Core, where you can create your own effects, but it also has some default ones.
Using the default ones on an actor (pc/npc) in the combat tracker or in the map, will add the effect to that actor, and already add the duration etca.
In dnd5 of course they already have code that automates stuff like giving penalties to rolls, or bonuses to rolls, resistances....
I will eventually code that into genesys/sw, but I think it would be pretty quick for me to at least create the initial part: having all default effects someone can have.
That could speed up gameplay, where the GM can add an effect, without having to worry about creating it manually, and adding duration.
That would also pave the way for me to allow players and GMs to customize actions: not only adding dice (for example lets say you want to add 2 difficulty dice, 1 boost dice to a particular weapon because of talent bonuses etca), but also add effects that would automatically go to a target
So here is how developing would look like.
- Step 1: develop the default effects: GMs will be able to just drag those into an actor.
- Step 2: allow players/GMs to customize actions, so that effects would either automatically do into their targets, or they could simply click the effect from their action, and it would apply to the target
- Step 3: code automation (this will take time, I need to rework the dice system to allow targetting, and also code the automation part for rolls..)
Step 1 is quick to do... and I think I will work on this soon after I work on spec trees
There is also the matter of the map
So in DND5, when someone has an effect, there is a small icon that displays at the bottom. This I would code in Step 1 too...
But I am thinking I can also make an icon show up to represent a pc/npc is inside a vehicle.
I will initially only do that, but eventually I also want to allow for the vehicle itself to have its own token.
So imagine we will not only have pcs/npcs but also vehicles.
After that first version of the code that will show up the small icon representing that actor is in a vehicle, I want to improve the code.
Later instead of just that icon, I want to actually display the vehicle token there. So imagine for example a PC will have a small token attached, showing the vehicle itself.
Also the vehicle on the map will have a small icon representing the actor that is on it (and in the case of multiple players on the same vehicle, multiple icons)
That will open up another cool improvement:
Since we would have a vehicle token on the map, dropping a critical damage on that vehicle, if it is that kind of critical that damages all crew, the ruleset could automatically apply damage to all people inside the vehicle.
Sure all of this above will require multiple versions of the code, but at this point I feel confident I can pull this off, with the stuff I learned to do in FG :)
I want to hear from you guys what you think/suggest about this... since this is still in the idea phase, not yet something I am working on
OK I probably didn't explain myself very well.
Maps in Genesys and Star Wars
I use maps to help my players visualize the combat area, while yes this system is abstract and is much easier to run without a map than most games, having a map saves me time explaining where everything is and presents them with possible tactical options I didn't think of. PCs can say I want to move here and I say "That's about short range." and they move. With that conformation of distance they can easily determine range bands at the scale of the current map.
Minions with individual tokens
In Star Wars and Genesys minions do act as 1 entity for purposes of effecting its stats. Now if minions were just one token it would mean the minion group is forced to be in the same location as if they were all bound together by rope or something. To me that isn't very realistic or helps with being able to visualize the combat. However rules kept the same and there were a token for each minion they could set up ambushes and get a better representation of what actually should the PCs be seeing.
- If PC made an attack and killed 2 minions in one attack he would narrative it thus "I Shoot the minion in the head then turn and blast the one to my right and he falls off the cliff." Minions were in separate locations but still no rules were changed. Everything can be explained narratively if the PC manages to kill more than one minion, even if they aren't sandwiched together.
- This has come up before but I have had a PC disarm a minion rather than disarm all 4 minions I simply downgraded the minion attack next round as if there was 1 less minion than there really was. While this case isn't RAW per-say it seems more thematic and realistic.
- As far as having them move, If they move I have the minion group spend a maneuver. Then I move each token separately. If I want to move even just one of the minions the group still collectively uses a maneuver.
Combat Tracker
As far as the combat tracker representing 1 group and having the separate tokens show on the map, that is fine. The tokens would be purely visual reference. You could put all the stats on the combat tracker minion if reference was needed. It just could be me but I don't think it's a stretch to think that new players would understand the concept minion groups and how it works vs visually.
Encounter Creation
Not sure if people know this but built into FG is the Encounters tab. This lets you store encounters ahead of time, and save there position on the map. It does this by allowing you to drag an npc onto a newly created encounter, which then generates a token for that npc. You then drag the token it made onto the map to where this npc should be when the PCs come across it. Then you can link that encounter to your story entry where this encounter happens. All you have to do is click the down arrow and the map is populated. (The NPCs show up invisible by default just incase they were hiding.
The thing is when you do this for Rivals and Nemeses it works just fine. When you add a minion it only generates 1 token. I suppose I could go to assets folder and make copies of the token, which I have been doing, but that really removes the purpose of having encounters setup ahead of time if you are still having to drag tokens on the map your self whenever a combat happens with a minion group.
Closing
I understand if it is too much work or not possible. It is a feature that would be awesome to have if it isn't too much work needed to make it happen.:)
This would be an amazing addition. I have long been hoping that effects would make their way to the top of the to do list. I am forever forgetting to add black dice to attacks for defense, blue die for aiming, accurate 1, etc. I completely endorse this plan. I love everything about this plan and if there is any way I can assist in making this plan happen please let me know. You do amazing work Johniba! With this automation added it would be a huge quality of life update for people in the DM seat.
This is a super cool idea. Again I fully endorse and offer whatever non-coding aid I can provide.
I will never say no to automation. NEVER! DO YOU HEAR ME! NEVER!!! Outbursts aside this is a really awesome plan Johniba. Really looking forward to what comes next after automation! Personally hoping for a better system to do spells as the current action tab is a giant text wall for my poor casters!
Hey sevrick, thanks a lot for this detailed explanation and sharing of your playthrough.
Actually I believe adding the ability to have multiple tokens for the same actor representation in the combat tracker could be fairly easy to pull off... I will check how much effor it envolves, but i think it might not be much, and i could add this soon!
If you’ve looked at the Savage World ruleset they have the combat tracker with the ability to group enemies together in the same initiative.
They use a card system so this “minion group” has one designated as the lead and they hold the initiative card of the 8 of diamonds for example, then all the other minions in that group are listed right under the lead for ease of reference but they can all move independently on the map.
If you could do something like that while tying together their pool of HP or something that could work. They would all have the same stats so it wouldn’t matter where the attack originates from on the combat tracker.
We build our dice pools semi manually anyway so you would just add your difficulty dice based on range from which one you designate as the “lead” attacker that turn.
When it comes to maps and scaling my group prefers the more tactical aspect of actual movement and range instead of range bands so for my group I’m just going to be converting the ranges into a hard measurement and give them about 5-6 squares of movement. So I don’t have to worry about rangelands relative to different characters and they have a more specific measurement for distances for powers and guns.
Plus I have a ton of gridded maps and it’s so much easier for us to just do standard grid combat. My players are dumb and don’t like learning multiple systems and they’re most familiar with D&D/Pathfinder so that’s what I try to base combat movement and measurement off of. But I’m slowly opening them up to try new systems
I am sorry to harp on this, but the only thing I really care about is the character specialization trees for star wars. Why? It's a basic thing needed to create a character, which should take priority over super cool features that we would all love to have. I love all the things discussed and fully support it, but I just can't use this yet.
Effects and modifiers would be a great thing. Keeping track of that in the old star wars system was a real pain, I dealt with using custom small tokens, next to the character / npc tokens on my maps. If nothing else, if I could just have the descriptions of effects on tokens, even that would be a major upgrade.
Yes just to confirm, I am working first on specialization and talent trees....
Adding description to effects to the tokens is a small fix, and i will do quickly before trees, but i will not work on the other effects stuff (custom effects etca) not until i finish trees
So here is the plan:
- small update to add effects icons and description of effects when you hover the mouse over them in the token
- specialization/talent trees
After that, i will work on improving the map and effects
That is true.
Some things tie up my hands, for example, I have to update some parts of the code related to the die roll so the code understands targeting, before i work on some small automation, like adding setback dice automatically to the dice pool, when attacking a target
Not sure if it matters but I noticed that some of the NPCs in Secrets of the Crucible have Motivations in there stat block. As of yet there isn't a place to put that information.
As far as magic and the action tab is concerned I think being able to shrink down the spell descriptions into a clickable button would be an excellent first step. The 5e code for spells seems like it might be a good place to start.
After that, it would be great if instead of setting up a roll for a specific spell ability on each line setting a group of spells so that everything under Y category will default to X skill. That way the player can quickly go down the list and add difficulty to the roll. I want to use an attack spell (click), with empowered (click) and deadly (click).
Lastly (and this is pure wish listing to fit a house rule), being able to set up each of these buttons with their own dice and not just their own difficulty. In my house rule, if a caster wants to tack on a addition to a spell that they are not familiar with they absolutely can but instead of adding difficulty to the to the roll they add challenge. This could also be helpful in adding automatic boost or setback to specific rolls due to gear or equipment.
Thanks for including us in the process Johniba! Hope this all helps.
Johniba, one of my player is asking if replacing the rolled dices with the actual Genesys dices would be something hard to code.
They are asking this because they think they would be able to do the models for the dices, if it can help.
I don't know if it would be hard on your side, just said i would ask as they proposed.
If possible, that would be awesome. :D
Perhaps that question should be thrown out to the larger mod community here - perhaps someone has done something in another ruleset that can be adapted?
Building on this - I'm wondering if it's possible to add a way to hide dice roles from players. Right now they always see any narrative dice roll results. Only percentile rolls can be hidden.
All Genesys Libraries
- Moved source and page numbers to there proper place.
- Deleted description that were accidently added to the tables.
- Added a Setting to each NPC.
- Removed "(No Descriptions)"
- Removed the "No Des" Tag from the file name of the Library.
- Added random settings Tables to the Genesys Core Rulebook.
Remember to delete your old Libraries to avoid duplicates
A Jedi's work, sevrick. Much thanks.
Phenomenal work Sevrick.
Hello! This is my first time posting on the FG forums. This ruleset is incredible. Having 5E like tables for gear, the automated roll calculator, the combat tracker Genesys style, and even the extra steps of having attachments to not only gear, but vehicles as well! I am really looking forward to restarting a Space Opera game with my group using it.
However, with all that said, I noticed after scaling the UI to 125-150, the dice and symbols get quite blurred. Some of my players (myself included) usually need it scaled up due to FGs standard font size. Is this something I can swap out with image files, or is this strictly controlled via the ruleset?