Can the GM apply them before a player roll? Or do the players need to use them.
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I can see more situations where it would be appropriate that a player not know the specific difficulty of what they are attempting vs. situations where they are fully aware of the level of difficulty they face.
It is applied to whoever makes the roll.
If you don't want them to know, then just have them roll without selecting it. It will default to Medium but you will have to determine the success or failure manually then.
One other thought is you can use the party sheet to roll a skill for the entire party while selecting the appropriate difficulty. Then the PCs won't even know. I do it all the time. :)
I feel like an idiot but I can't find the RMC 2.0 ruleset.
Hi erjohns,
It is available on the FG test channel. With FGC, click the Settings button and select Test from Mode field near the bottom. With FGU, click the Setting button and on the Advance tab there is a Build Channel drop down list. Just set that to Test. It will run an update after and then you will be able to use v2.0. Please let me know if you have any questions.
Thanks,
Dakadin
I replied to this, but it has vaished...
I have noticed that the special abilities and special items tables roll a 1d100+1d10 rather than the correct 1d100
I also got a notified error when i dragged a combat table result to a creature in the CT:
[4/27/2020 9:20:56 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:21:19 PM] NETWORK COMMAND STATS [1]: 2649 (2649) / 2528 (2528)
[4/27/2020 9:21:42 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:21:48 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:22:19 PM] NETWORK COMMAND STATS [1]: 2758 (2758) / 2544 (2544)
[4/27/2020 9:23:11 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:23:19 PM] NETWORK COMMAND STATS [1]: 2795 (2795) / 2550 (2550)
[4/27/2020 9:23:45 PM] Campaign saved.
[4/27/2020 9:24:19 PM] NETWORK COMMAND STATS [1]: 2827 (2827) / 2556 (2556)
[4/27/2020 9:24:58 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:25:06 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:25:19 PM] NETWORK COMMAND STATS [1]: 2897 (2897) / 2569 (2569)
[4/27/2020 9:25:22 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:26:19 PM] NETWORK COMMAND STATS [1]: 2934 (2934) / 2575 (2575)
[4/27/2020 9:26:29 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:26:54 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:26:54 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:26:54 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:26:54 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:26:54 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:26:54 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:26:54 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:26:54 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:26:54 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:27:19 PM] NETWORK COMMAND STATS [1]: 2989 (2989) / 2613 (2613)
[4/27/2020 9:27:27 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:27:27 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:27:27 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:27:27 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:27:27 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:27:27 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:27:27 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:27:27 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:27:27 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:27:32 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:27:32 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:27:32 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:27:33 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:27:33 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:27:33 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:27:33 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:27:33 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:27:33 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:27:50 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:27:50 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:27:50 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:27:50 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:27:50 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:27:50 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:27:50 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:27:50 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:27:50 PM] [WARNING] setValue: Recursive call terminated for (numbercontrol) (rankbonus)
[4/27/2020 9:28:19 PM] NETWORK COMMAND STATS [1]: 3049 (3049) / 2704 (2704)
[4/27/2020 9:28:45 PM] Campaign saved.
[4/27/2020 9:29:19 PM] NETWORK COMMAND STATS [1]: 3058 (3058) / 2714 (2714)
[4/27/2020 9:30:19 PM] NETWORK COMMAND STATS [1]: 3343 (3343) / 2812 (2812)
[4/27/2020 9:31:19 PM] NETWORK COMMAND STATS [1]: 3345 (3345) / 2833 (2833)
[4/27/2020 9:32:19 PM] NETWORK COMMAND STATS [1]: 3485 (3485) / 2853 (2853)
[4/27/2020 9:33:45 PM] Campaign saved.
[4/27/2020 9:34:07 PM] [WARNING] template: Could not find template () in class (charsheet_combat)
[4/27/2020 9:34:19 PM] NETWORK COMMAND STATS [1]: 3638 (3638) / 2869 (2869)
[4/27/2020 9:35:19 PM] NETWORK COMMAND STATS [1]: 3813 (3813) / 2875 (2875)
[4/27/2020 9:36:19 PM] NETWORK COMMAND STATS [1]: 4142 (4142) / 2895 (2895)
[4/27/2020 9:37:19 PM] NETWORK COMMAND STATS [1]: 4203 (4203) / 2904 (2904)
[4/27/2020 9:38:19 PM] NETWORK COMMAND STATS [1]: 4211 (4211) / 2904 (2904)
[4/27/2020 9:38:45 PM] Campaign saved.
[4/27/2020 9:39:19 PM] NETWORK COMMAND STATS [1]: 4226 (4226) / 2931 (2931)
[4/27/2020 9:40:19 PM] NETWORK COMMAND STATS [1]: 4552 (4552) / 2961 (2961)
[4/27/2020 9:40:19 PM] NETWORK FILE STATS [1]: 8 (10) / 0 (0)
[4/27/2020 9:41:02 PM] [WARNING] Lost connection to matchmaking server : Unable to write data to the transport connection: An established connection was aborted by the software in your host machine.
.
[4/27/2020 9:41:09 PM] Match successfully created on lobby.
[4/27/2020 9:41:19 PM] NETWORK COMMAND STATS [1]: 4765 (4766) / 2964 (2964)
[4/27/2020 9:42:15 PM] [WARNING] Frame textlinedice contains out-of-range values in Middle.
[4/27/2020 9:42:19 PM] NETWORK COMMAND STATS [1]: 4788 (4789) / 2967 (2967)
[4/27/2020 9:43:19 PM] NETWORK COMMAND STATS [1]: 4788 (4789) / 2968 (2968)
[4/27/2020 9:43:45 PM] Campaign saved.
[4/27/2020 9:45:19 PM] NETWORK COMMAND STATS [1]: 4788 (4789) / 2969 (2969)
[4/27/2020 9:46:19 PM] NETWORK COMMAND STATS [1]: 5091 (5092) / 2975 (2975)
[4/27/2020 9:48:19 PM] NETWORK COMMAND STATS [1]: 5091 (5092) / 2979 (2979)
[4/27/2020 9:48:45 PM] Campaign saved.
[4/27/2020 9:49:19 PM] NETWORK COMMAND STATS [1]: 5097 (5098) / 2984 (2984)
[4/27/2020 9:50:19 PM] NETWORK COMMAND STATS [1]: 5151 (5152) / 2987 (2987)
[4/27/2020 9:51:19 PM] NETWORK COMMAND STATS [1]: 5156 (5157) / 3005 (3005)
[4/27/2020 9:52:19 PM] NETWORK COMMAND STATS [1]: 5158 (5159) / 3025 (3025)
[4/27/2020 9:52:26 PM] [<color="red">ERROR</color>] Script execution error: [string "ct/scripts/ct_entry.lua"]:683: bad argument #1 to 'len' (string expected, got nil)
Thanks Arion. I will see about getting those issues resolved.
Not yet I haven't really updated the skills yet. I am hoping to do the rest of the character sheet improvements after I get this initial release out. Level bonuses are on my list for the next release. I will need to look at all the possible ways of doing them to see how feasible it is but I should be able to at least have a couple options including a manual one for the people that the other options won't work for.
I was running through a tutorial and messing around with setting up an Encounter. In the setup I created the name of the encounter, 'Test' then added in a Chimera and Large Ogre. The Ogre has a Weapon attack which under FGC I could drag a weapon over such as a Club and change the OB for that attack then delete the default Weapon attack. I followed through those steps and got the error Attachment 34604 'Script execution error: [string "weapons"]:7: createWindow: Unable to create window'. In the Combat Tracker of course I could manually add in the new Club attack and delete the old Weapon attack. My guess is that I got the error because the Ogre is Read Only which doesn't appear that can be toggled. Am I going about this wrong in setting up an Encounter or do I need to change any weapon attacks after I've added the NPC's to the Combat Tracker?
Xen
When you create a creature, copy it by dragging/dropping it to the same window, then drag the copy to the Encounter, and it will be unlock-able.
The one you Copy will not have a category attached to it.
You can kind of see the sequence in the attached picture.
Attachment 34606
Hi Xen,
You want to follow the procedure that Sulimo mentioned. It is a bug that you can change that the attacks when the lock is set so I will get that fixed.
Thanks,
Dakadin
That worked, thanks!
Just something I’ve seen in our game last night where I received an error while opening a skill/weapon/etc.:
To fix it, I just went into Modules and “reset” the book the item was referenced from by Unloading and Reloading it into the Library again.
Once done, presto, the linkages were fixed and working again. Hope it helps fix most other simple errors the community is seeing.
Folks,
Last week I have played v2.0.3 and is great. But I have experimented a little bit lag when I open tables, sometimes up to 10 seconds to open some tables. There is some trick to correct this? I think lag is bigger when player's skills are opened and a lot of skills are involved. Have this sense to you?
Regards,
Prunttonner
Prunttonner,
I think that is being investigated, it was mentioned earlier by someone else, I believe re: GM tables taking a bit in FGU.
No ETA until everything else is finalized, it was said - because everything else is on schedule for tweaks while FGU is still in BETA.
re:FGC, Skills tab can initially take a bit to populate but that has always been the case, even in other rulesets.
Once opened, that particular lag doesn’t happen again for the rest of the session which leads me to believe that the skills don’t auto load with the opening of a PC until the tab, itself, is first opened.
Yeah that happens in FGU right now. It should get better as they get closer to release and start doing performance optimization for it.
I was playing around with the Parcel Items section of the Party Sheet. The first item I created in the Parcel Items windows was the Garnet Stone which is Type: Accessory and in the image (Attachment 34664) you can see that there is an Associated Skill and Skill Bonus box. After I created it I clicked the button to Distribute Items and Coins and could see it in the characters inventory. Now, every item I have tried creating after that is now missing the Associated Skill and Skill Bonus box. The Topaz Ring was another item I tried creating from the Parcel Items window and the last item, in its description shows I tried creating that one from the Items List. Adding a new weapon to a characters Combat tab still shows that I can Associate that weapon with a skill as shown by the Light Crossbow. I don't have any extensions loaded and tried unloading all modules and reloading didn't help neither did restarting FGU. But nothing I do seems to bring back those two missing items. No messages in the Console window either.
Xen
I'm not 100% certain, but the issue with the extra fields (as in the lower right item of your picture), is a known issue in FGU at this time.
I am not seeing the Associated Skill field at all in Classic and RM2, the field you are seeing might be something FGU is trying to inject into the sheet for some reason. It is likely related to the issue with the fields going below the bottom of the item sheet.
See attached for what it looks like in FGC, I cannot find an associated skill field anywhere in any of the items I created.
Attachment 34670
The associated skill should only show up when an item is on a character sheet. It is used to tie a skill to a weapon so that the OB will automatically update as the skill changes. There isn't a need for it when it isn't on a character so it isn't shown. Also since it only updates the OB, it doesn't do any good for other types of items. You would just use the skills in those cases. Hopefully that helps.
Yeah that does help thanks. I was messing around with items to see if I can make an item that would add a bonus to a particular skill such as Swimming automatically or if I have to create the item then add the bonus in manually to that skills Item bonus slot but that's how I ended up noticing the Associated Skill slot.
You have to manually fill it in the skills tab. There isn't a way for items to give a skill bonus except to OB and DB.
I was following along with one of the older Combat Example videos on YouTube and in the video a character was going to cast a Sleep spell. It showed the character making a Base Attack Spell roll in order to do resistance checks. So I got to looking around and couldn't figure out how to recreate that skill roll. I found the Base Attack Spell in Spell Law under Spell Attacks and tried adding that to the Combat tab on one of my characters. However that skill does not actually show up as an action I can roll on from the Combat Tracker in case that character wanted to cast a non-directed spells attack such as Sleep or Vacuum. I also noticed after doing a Shock Bolt attack, I resolved it and wanted to see what the Fumble chart looked like. But when I resolved the Fumble the Attack Spell Failure (SF-02) table shows up blank. Attachment 34736
Hi Xen,
Yes, the Base Attack Spell is something I have all my casters add to their Combat tabs if they have any spells that require RRs. They just need to fill in the OB as their level. It will roll on the Base Spell Attack Table and even pull up the appropriate modifiers for stun, etc. in this version. If you want to manual create them for specific spells you can create a new item using the Items sidebar. Just set the Attack Table to Base Spell Attack Table. You could create separate ones for each of their resistible spells but that would be problematic in the Combat Tracker because of the number of attacks with one entry. You will find that makes for a lot more scrolling.
The spell failure table isn't showing the column because the Table Resolver is too small to display the first column. Just make the Table Resolver bigger and you will be able to see it. I added it to my list to set the minimum size so it will always show at least one column. It should be in v2.0.4.
Dakadin
Oh that's hilarious. Not once did I even try to resize that window because I didn't see any slashed lines in the bottom right corner like there is in some windows to show they can be resized so never even thought to try it but yeah that worked, thanks! :) I also created a new Base Attack Spell item and set it to the Base Spell Attack table as you suggested and I got it all to work. I did notice though that every time I reopen that BAS item that the OB keeps resetting back to Zero even if I lock the item.
For the last couple of days I've noticed things disappearing out of my Combat Tracker such as lines out of the Defense slots or weapon skills. Attachment 34754
The screenshot shows the CT from both the GM and the Players point of view, which the player is simply another session running on local host. But in this example Onna's Parry and Normal Shield lines have disappeared from the GM's CT. I've also had weapon skills disappear. It doesn't appear to be a delay of any kind because I've left the CT open for as long as an hour or so and it never repopulates. The only way I've been able to get those items to reappear was to delete everyone out of CT and add them back in or shut down the entire session and restart FGU.
That has happened for a long time but I always thought it was a part of the system refreshing edits that don’t belong to a “base” addition of a PC.
It was always duplicate Parry links by dragging and dropping the Parry item line, then modifying the name of it to Shield or any other DB spell one wanted to use for their PC.
Basically, if it doesn’t exist on the Combat Tab, when first loading the Combat Tracker, it will eventually disappear.
Yeah I did notice that if I modified anything that was already displayed in the CT it wouldn't update unless I removed that entry and added them back in. In this case it was more like spontaneous disappearance or so I thought. I was play testing the same encounter over a couple of days and now i'm wondering if maybe the CT didn't just glitch out after all the closing and opening of encounters, maps and the CT. Because after I was done testing I would shut down the client then when I was ready to start again I was picking back up where I left off.
Yeah the attacks and defenses are still using some of the old code so it wouldn't surprise me if it is still happening now. I will look into it but if you can help me to replicate it that would be great because I haven't see it in my games.
Is the PC adding the things directly to the Combat Tracker and they aren't showing up for the GM or did the GM add them and they are just disappearing over time?
BTW I am reworking parts of the attacks and defenses right now since there is something that I definitely want to change before it goes live.
Dakadin
The PC wasn't adding things directly in to the Combat Tracker, nor I from the GM client, and if a character did need to make an adjustment to their Offense field such as adding in a new skill after I had already added them to the CT, I had to delete that PC from the CT and add them back in before the new skill would appear.
However, I played around for about 4 hours today and between closing and reopening windows, restarting clients, deleting CT entries and adding them back in I was never able to recreate what I was seeing so at this point I'm now unsure what was triggering those entries to disappear.
Xen
That is the part that I am reworking now. I noticed it last week when testing something and realized that I need to change the way it works. Your work around is currently the only way to get it to update.
I haven't experienced this yet but I've only run one session in FGU so far that might be why. Did this happen with using FGU or FGC?
Thanks,
Dakadin
FGU. I never got to the point of getting FGC off the ground and RL junk tore me away from it some time ago. After I found out the new version of RM was on Test I was reinvigorated about it and fired everything back up with a new install without trying to transfer anything from FGC over. I've finished going through a lot of guides and other tutorials and I'm comfortable enough to do a test run. So next Friday 3 friends of mine and I are going to do our first live run. I'll let you know how that session turns out but it probably won't be much more than some character creation and a small easy dungeon crawl.
Xen
I just noticed on the XP tab on the Party Sheet that when I went to delete the Encounters and Quests rewards the actual delete button on the Quests box is offset. You can still delete the award but you have to click to the right side of it. Clicking the left side of course opens the award to view its details. The Encounters delete button shows up slightly off center but was more of a visual thing in case you were wanting them to line up directly on top of each other. Resizing the window didn't change the position at all. Attachment 34843
Xen
Thanks. I will look into it.
The latest version(2.0.4) of fixes and changes to the ruleset is on the test channel. I am still working on the attacks/defenses in the Combat Tracker. Here is a list of the changes:
RMC v2.0.4
Changed the default for newly added skills to secondary skills instead of primary skills
Fixed - No scrollbars are showing on the Appearance field on the Notes tab of the Character Sheet.
Changed the Skill Development Primary/Secondary DP section change "Avail Cost Rem" to "Avail Spent Rem"
Added Total Weight to each item listed on the Character Sheet Inventory tab to make it more intuitive what weight is being counted for inventory
Fixed - PC Init Bonus was not included when the GM rolls initiative for the PCs
Fixed - Using Grapple table for alternate criticals uses the attack table instead of the critical table
Fixed - Error when dragging a combat table result to a creature in the CT - Script execution error: [string "ct/scripts/ct_entry.lua"]:683: bad argument #1 to 'len' (string expected, got nil)
Darken the label fonts in the Combat Tracker so they are easier to read.
Adjusted the minimum Table Resolver size so the fumble tables show at least one column of information
Added resize icon to the Table Resolver, Table Browser, RM Tables
Adjusted the CT visibility buttons in FGU to match the size in FGC
Fixed - Secondary Skill Table in FGU cuts off at Spell Mastery instead of showing the whole table.
Fixed - Missing Window Titles in FGU for Table 08-15 Base Spell Item Price Chart (See image), 08-16, 08-17, 08-19, Enchanted Breads, Intoxicants and Poisons.
Fixed - Images in Arms Law Reference Manual so they open the images instead of errors or blank images
Added Leather Arm Protection to ATs 6 and 7 in the Character Law armor equipment list
Fixed - Spell Law and Character Law Tables roll a 1d100+1d10 rather than the correct 1d100 in FGU
Fixed - Creatures in Creatures and Treasures were ID'd by default instead of not ID'd
Fixed - Positions of delete buttons on the Party Sheet XP tab for Encounters and Quests
Thanks for the update Dakadin, looks good! After updating my client I was setting up a new combat scenario and when I went to drag one of the PC characters in to the Combat Tracker I got a few errors thrown at me. Attachment 34883 I then noticed that the PC's Mace weapon had disappeared from the CT and was left with a blank entry. The Mace itself was a stock weapon dragged over from Arms Law and no modifications. There is also a Mace in the inventory. I deleted the Mace from the Combat tab and added a new one back in from the Arms Law Standard Weapons list. I removed all entries from the CT and added the PC back in without any errors. It's not something I've been able to replicate and the other 2 PC characters added without error. It doesn't seem to be a problem anymore but I figured I'd post it anyway for your info.
I know it's still very much in the testing phases, but I was wondering if there was anything approaching a timescale for the live release (obviously no there isn't is a perfectly fine answer).
I'm having some confusion on creating a new skill. In my example Attachment 34905 I created the Test Skill, changed the Type to Maneuver, Static, left the Progression as Standard and added in the stats Re/In. After adding that skill to the skill tab I gave it a cost of 1/3 and I noticed that right after adding in a newly created skill, if I add in new ranks the Rank Bonus and the Total Bonus will not automatically calculate. But if I open the skill and toggle through the Progression options and cycle back to Standard again then the skill will start totaling. Sometimes i have to do this a couple of times before it works but then I can start changing the number of ranks and it starts working fine. Using Character Law skills work as soon as I add them. I thought maybe I was going about it wrong, just not sure.