ok going thru glyph lore is not listed in the school of hard knocks book (its in the essence companion/spell law 2 book) and is Lore - Magical
plus you have over looked sculpting is not listed
LOL i know im a pain!
Printable View
ok going thru glyph lore is not listed in the school of hard knocks book (its in the essence companion/spell law 2 book) and is Lore - Magical
plus you have over looked sculpting is not listed
LOL i know im a pain!
ARdem re the xp tab
OK that is helpful. Ta
I missed one?? WHAT! BEhead me now.
I will check on it get back to you bub.
-------------------
Your right about Glyph Lore, I must of added it for someone, so this is a bonus. Happy to add others (Must be in a RMSS or FRP book though, not house ruled) if required just let me know.
Adding Sculpting now will release when I do a new update
yeah extra isnt a bad thing :) its a good thing!
now i really gotta someone get some help making Arcane spellcasters fully correct ... unfortunately they require em/in/pr AND SD so that's gonna have to be a major overhaul to implement i bet :(... sorry Dakadin ... you should have assumed someone was going to EVENTUALLY get around to arcane LOL! I'm gonna post this request under the patch part here in a bit too!
Haha! RMC doesn't have any professions with 4 prime stats so unfortunately Ardem gets to do that.
I'll see about adding an extra prime stat to RMC though :)
It's at least the arcane professions in Arcane Companion starting on pg 33. I think they all have 4.
New Version 2.23 included on the front page
Changes include
FRPules.mod, fixes to missing Sculpting.
FRP.ext 2.23
Extra Skills data included, there is a magnifying glass that brings up the 'school of hard knocks data' to help GM and Players alike in extra description of skills and also difficulty modifiers. You may need to readd your skills to see these details as they come across when you add your skills.
Attachment 43113
On Prime Stats other then making sure that they put atleast 90 in the prime stat does it serve any other purpose?
Thanks Dak.
Version 2.24
This version only makes minor changes to be compatible with 2.23, when it get released in day or so.
Is it possible to add average stat bonus to skills instead of they just add together? Hybrid user are supposed to use the average of the spell using stats as their Realm Stat and average of three stats for Arcane users if I don't remember it incorrectly. Been searching the forums but can't find anything about this.
Quote:
Originally Posted by RMFRP Character Law, p. 16
I am thinking where you want to use this is in the skill section next to the spell skills and powerpoint. Currently the code does not allow that, in the way it put together. I will have a chat to dakadin and see if there is anything I can do, but off the top my head the only thing I can think of for you to get around this is not to put a realm stat in and manually add it under one of the special sections.
Hi, two of my Characters have a problem where the skills on the sheet and the skill tables seem to have become unlinked, this shows itself in two ways... (this started on 2.21 and still exists)
1) If I try and review the skills table from the PC I get the table headers with no rows, opening it from the library it's complete
2) (and more worrying) pressing the button to add back in unused primary and secondaries on the Skill Dev page doesn't do anything
Any suggestions on how to fix or, failing that, is there any easy way to print these characters out for me to try rebuilding them?
Thanks
I would like to help improving these extensions, since I am a lifetime supporter of RMSS. I have started working on a lib with RMSS data, tables, skills, etc, and would like to have this work merged between systems, etc. If collaboration is of interest feel free to contact me on DM. My aim is to make it so modular that you can combine modules, even modules that was not created to be compatible such as Spell Law <-> Black Ops, or Spell Law <-> Spacemaster: Privateers. I have almost all modules of RMSS as original paper copies, as well as much of the stuff from RMFRP, Black Ops, Pulp, etc. I think I have complete collection in PDF, but there might be some odd volumes missing there.
My lib project is a hidden project on GitLab, where we currently are two developers, one taking care of the technical part, and me taking care of the data part. With the right knobs and gears, the lib could convert directly to the file format needed in the extensions.
Updated to work with 2.25
Fix Error on rolling skills.
Issue:
Paladin Base, Holy Healing - List is incorrect eg, Lvl 13 titled Holy Attack V in spell details, but should be Frost/Burn Relief III
also has 2 lvl 14 spells in spell descriptions, but ok in the list at top.
Thanks for the latest update!
Add to above:
Party Sheet Issue - Main tab:
Primary Skills (Categories) and Secondary Skills (Skills) bottom right corner, are not listing the categories and skills other than for armor.
May be a result from the skills changes???
They used to work prior to the skills update - at least I am pretty sure I have used them.
New version 2.26
Fixes Party Sheet being able to select all skills.
Thanks Ardem.
Did you see my Paladin post: https://www.fantasygrounds.com/forum...l=1#post583391
Ok will fix paladin base list and release with a new update on Thursday. Coming up you can now rest and sleep from the combat tracker and will apply the correct hit removal. PP refreshes to 0 after a 6 hour sleep, because PP it tricky, I have not applied rest recovery for that yet.
FRP Version 2.27
*New*
You can apply Rest in the Combat Tracker there is 2 types.
Resting 1,2,3 hours which applies the Con/2 Healingto damage & Sleep 3,6,9 hours which applies the Con*2 healing to damage.
If you apply for then 6 hours in Sleep then Powerpoints are refreshed to 0 used.
*Fixes*
Paladin text changes requested by Griffonbait completed
Channelling Open Spell Lists updated to FRP standards, this adds some extra spells to the list below that have an asterisk, else the lists of RMC and FRP are the same.
Barrier Wall*
Concussion Ways
Detection Mastery
Light's Way
Lofty Movements*
Natures Law
Purifications*
Sound's Ways
Spell Defense*
Weather Ways
Awesome news!
Thank you again, Ardem.
Hi Ardem,
I have had a look at the Spells Tab for my players' PCs and noticed an inconsistency with the rules, regarding calculating the SCM, Basic, etc modifiers.
Also, regarding Defensive Capabilities, Rulebook, p.214, Half Hard defense for missile is +60 not +50 which is what added when selecting Half Hard in the Modifiers window.
Partial cover (soft/hard) is also missing in the modifiers window.
Thanks again for all your efforts with this.
Cheers
As GM, the mods window can allow one to add anything they want.
Edit away and go.
That said, it’ll get added in a jiff if I know Ardem and his love for being accurate.
We even added the Init Mods for Quick/Normal/Deliberate so it would show while rolling Init in his Wednesday night games that we stream.
What do you need to add spell lists/skills/professions from Arcane Companion, Mentalism Companion, Essence Companion, Channeling Companion, Martial Arts Companion, etc? I can assist with the work.
Hi Griffon what is the inconsistency, I been over that spell tab a lot in the past, it would help if I knew where the error was, or where the numbers are incorrect. I had a number of times my guys though ti was wrong only due to the fact they missed a modifier or two.
Probably a rmc thing being at +50 need to update the FRP Rules this is an easy fix. Will look at adding partial hard and soft as well.
Majk is right you can add these in the mean time, but will change to have them loaded anyway.
That is a lot of work, if you want to assist in the work you can do this very easily make a new campaign, make the spell lists your after, send me the export of the spell lists and I will included them in modules. The same for anyone else that want either to correct or add spell lists, I do from time to time update the spell lists but it is a long process.
New Version 2.28
This version is made change so it works with RMC 2.27, also a new Arms Law mod to add the various combat modifiers.
Please note some of the click button modifiers are not correct, this would require recoding this page I not done this in this mod.
Another minor change in the skills tab, I changed Spec heading to Prof. (Special to Profession.)
question. i am currently adding a new campaign in the RMC ruleset.
but on a personal level i have all of the RMSS books.. and i do like the skill system there quite a bit. if i 'upgrade' to this so that i can run as RMSS, what happens to all of that campaign data? is it still valid or do i have to do some importing/saving/copying? just curious.
i can always just do the RMC ruleset but hate to see all those books just sitting there.
thanks.
The campaign would be fine, story, images, quest etc
But you would need to redo all the characters, as the characters would not be correct in RMC v RMFRP.
My recommendation is to make a copy of your campaign folder rename the folder and then open up using FRP that was if it is too much trouble to redo characters you can always go back to the RMC.
New Version 2.29
This is for the new 2.1.28 Version released.
Changes include.
Reflection of new code in 2.1.28 Combat Tracker
Adds Senses in FRP just like FRP
Also download the new FRPRaces.mod this will have Orcs and Half Orcs and Gnomes added, and the senses for all the races included.
Great work Ardem!
Oops! Just spotted you have 2 Spell Law modules in the 1st page list of downloads.
Hi Ardem,
I have just been going through the Closed Channeling spell lists and I notice you have used 'H' for its Type. I assume you referencing "Healing". However, there is no Type 'H' code used in RMFRP. All healing spells are of Type 'U' for Utility.
The lists affected are: (sorry, there are more than just Channeling list issues. Once I started I couldn't stop :p, and so you have many other issues presented below. You will be happy(?) to know that I did not check every spell's Type)
I hope for the most part it will be a simple search and replace process, remembering to be case sensitive! :square:
Channeling Realm Type 'H' should be converted to 'U'
Open Channeling
Concussion's Ways
Purifications
Spell Defense <-- Type 'D' should be converted to 'U'
Closed Channeling
Blood Law
Bone Law
Muscle Law
Nerve Law
Organ Law
Cleric Base
Life Mastery
Ranger Base
Inner Walls - Lvl 20 and 30
Healer Base 'H' and 'Hs' should be of Types: U and Us
Blood Mastery
Bone Mastery
Concussion Mastery
Muscle Mastery
Nerve and Organ Mastery
Lay Healer Base 'Hs' should be of Type: Us
Blood Ways
Bone Ways
Cleansing
Muscle Ways
Organ Ways
Surface Ways
Animist Base
Nature's Protections - Lvl 2 Resist Elements & Lvl 11 Protection From Elements <-- Type 'D' should be converted to 'U'
Astrologer Base
Starlights - Lvl 2 Self Aura & Lvl 14 Lord Aura <-- Type 'D' should be converted to 'U' - also on the same list: Lvls 5, 8, 30, 50 all should be Type: 'DE'
Paladin Base
Nature's Protections - Lvl 2 Resist Elements & Lvl 11 Protection From Elements <-- Type 'D' should be converted to 'U'
Essence Realm Type 'D' should be converted to 'U'
Open Essence
Elemental Shields
Physical Enhancement - Lvl 11, Resist Poison <-- Should be of Type: Us
Spell Wall
Closed Essence
Shield Mastery - Lvl 3 Blur
Magician Base <-- All Ed and Eb should be changed over to Types: DE and BE
Fire Law
Ice Law
Light Law
Water Law
Monk Base <-- All Ed and Eb should be changed over to Types: DE and BE
Spell List Missing --> Mind Over Matter
Body Reins - Lvl 20 Self Keeping should be Type: Us
Body Renewal <-- 'H' and 'Hs' should be of Types: U and Us
Evasions <-- Type 'D' should be converted to 'U'
Mystic Base
Gas Alteration - Lvl 9 Fire Bolt I should be of Type DE, as you have for the higher variant Lvl 16 spell
Hiding - Lvl 1 Blur should be Type: U
Liquid Alteration - Lvl 8 Water Bolt I and Lvl 18 Water Bolt III should both be Type: DE
Illusionist Base
Feel-Taste-Smell - Lvls: 2, 7, 11 <-- All these spells are of Type: DE rather than Pd
Light Molding - Lvls: 5, 16, 20, 30 <-- All these spells are of Type: DE --- This list is missing the Level 6 spell Light Glamour. In fact you have listed the first 5 spells incorrectly - they should be 1, 2, 3, 4, 5 - you have missed the 4.
Mentalism Realm Type 'D' should be converted to 'U'
Open Mentalism
Spell Resistance
Self Healing <-- Should be of Type: U and Us
Damage Resistance <-- Should be of Type: U and Us
Cloaking - Lvl 2 Blur
Brilliance - apart from the 'D' issue, Lvl 6 Shock Bolt, Type should be 'DE', as should Lvl 30 Hand Of Fire and Lvl 50 Hand Of Fire True
Closed Mentalism
Liquid Manipulation - Lvl 9 Water Bolt <-- Type should be 'DE'
Bard Base
Sound Projection - Lvls: 1, 2, 5, 6, 9, 13 <-- Type should all be 'E'
--------------------------------------
But wait, there's more!
Dabbler is missing 3 base lists: Movement Mastery, Senses and Thieving Law (These have been attached)
Paladin Base list missing --> Communion (I have attached this list)
--------------------------------------
Did you think that was the end of it? Don't be silly!
Evil Base List Issues
Channeling Lists for Evil Cleric Base should not exist for RMFRP - they should be listed under "Evil Channeling Base", found in the Of Channeling book, pp. 62-67 - you need to: (i) change the classification to "Evil Channeling Base" (just add "Base"), (ii) remove the Gas Destruction list and change over the Evil Cleric Base Lists to Evil Channeling Base lists - NB: the Evil Channeling Base list Wounding is missing all together - sorry I haven't added it yet - a very low priority.
Essence Lists for Evil Magician Base should not exist for RMFRP - they should be listed under "Evil Essence Base", found in the Of Essence book, pp. 62-67.
Mentalism Lists for Evil Mentalist Base should not exist for RMFRP - they should be listed under "Evil Mentalism Base", found in the Of Mentalism book, pp. 62-67. NB: the Mind Illusions list is missing altogether.
--------------------------------
That's enough for now!!!
Cheers.