For the career it would be the description (empty), the profile (main and secondary), Skills, talents, trapping, Entries and exits.
Everything empty so you can create a nice module with every careers you can create.
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For the career it would be the description (empty), the profile (main and secondary), Skills, talents, trapping, Entries and exits.
Everything empty so you can create a nice module with every careers you can create.
Arion,
I found the issue. They need to be updated from the XP Tab. Updating from the main tab isn't linked correctly. I will correct this as soon as I can. I will be on the road for a few days and get to this next week.
Martin2301,
I think I could do this. Let me look into it. I will report back.
Paul,
What tag do i use to code a bonus to armor points in effects? Like, if i want to make an effect for Aethyric Armor that adds +3 to the armor points on all locations? Example: Aethyric Armor; [tag]: 3 all What would the tag be? Also, how do i create an effect that applies to attacks against the target who has a Condition in effect? For example, the Defensive Stance action: opponents get a -20 to WS against the target. I'm not clear on the syntax.
Knuckleball,
You can use either:
WS:-20
ATK:-20
They would both be placed on the attacker.
For the Armor, there is not currently a way to add that effect. I have it in 40k. Let me look at how I did that, and work it into the WHFRP.
New .pak posted. See the first post in the thread.
I added a new base effect "Defensive Stance" for use. Rather than apply a modifier to each attacker, a PC using this stance applies the effect to themselves and each NPC attacking them will have the -20 taken into account on their attack rolls. Use as:
Defensive Stance;
I added the effect "ARMOR". The values are 1 to 10 and -1 to -10. Use as:
ARMOR:1
This will add 1 point of armor to the actors Damage reduction used in the damage calculations.
I fixed the issue with the insanity resetting. The Insanity number on the PC sheet main tab should be read only. It is now. Apply all adjustments to stats using the XP tab. This makes it consistent with the rest of the stats.
I have added a "careers" library so they can be added and exported as a module.
Thanks, Paul. You rock! We had made an item called Aethyric Armor that gave the spellcaster their current Mag in armor points that could be manually equipped and unequipped as needed and then put an effect called Aethyric Armor on the CT to track the duration. But there was no guarantee the player would remember to un-equip it when it expired. This is a definite improvement. The careers library looks nice. Now i'll have to transfer the 8 pages of careers i made in the Reference library over to the new library.
Wow thanks Paul. Very nice work!!!!
Blue Haven,
I can't think of anything off hand that would cause that behavior. Let me set up a campaign and see if I can recreate it. I can't in my own campaign.
It's possible it has something to do with the order of character creation. Stats need to created first, but often people start on the main tab, rather than the XP tab.
Blue Haven,
I have tried a few things and can not recreate this issue. Can you remove and re-add the players to the CT and see if that corrects the issue? There may be something campaign DB related causing this.
The portrait is square and set by the ruleset, well actually it is inherited from CoreRPG. The token should be whatever shape you made your tokens. My tokens are round and display correctly.
The career library is so awesome! :)
Any way to do skill bonuses through effects? I can't seem to find it anywhere
Yes. For example, a +10% chance to Scale Sheer Surfaces from Rat Claws would be written:
Rat Claws; SKILL: 10 scale sheer surfaces
If something gives a bonus to all skills you can use SKILL: 10
The format is Cause; Skill: x skill name in lower case. Knuckleball's post is dead on to the format.
Thanks Paul! And Ned! Both of you are amazing!
Fixes for 3.3.8 and ID states inbound. Hopefully just a few days more.
New .pak posted with updates for FG 3.3.8. Fixed ID states for PC's and NPC's. Fixed currency and item transfers for NPC's from the Party Sheet.
You can now drop weapons and items onto NPC's in the combat tracker.
Paul,
Could you clarify what you mean by "Fixed ID states for PC's and NPC's. Fixed currency and item transfers for NPC's from the Party Sheet."?
The ID states in the Combat Tracker could sometimes display incorrectly. This condition as fixed. It was a rare error. The transfer Currency and Items from the party sheet would not display the name of the NPC that is was transferred to. This was corrected.
I apologize if this question has already been answered:
When you post a .pak update, will FG's autoupdater also update the ruleset OR do I need to download and replace all the previous files to update a ruleset?
I'm such a n00b :confused:
You need download and replace old file
New .pak posted. Added feature to drop weapons onto NPC's while in the CT. They can be dropped by opening the NPC sheet and dropping to the weapon or inventory list. Weapons can also be added directly to the NPC entry in the CT. There is a new sword icon for offense. Toggle to display the weapon list. This can be filtered.
To filter, expand the weapon and check the CT Wpn checkbox. Then under the sword icon in the NPC CT entry, click it and only the weapons checked CT Wpn will display.
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Thanks again Paul for all your work with this rule-set. I've been prepping for The Enemy Within and without your work I know it would have been an uphill battle:)
Hi guys,
In the beginning I wanted to say I am quite fresh user of FG, but went through a lot of tutorials already. The reason I have picked FG was this ruleset. Went through entire forum and checked also tutorial for WH40k Multiset but I am still struggling with talents and items - is there any way to create, let`s say - useable items (healing potions) in the Items library, so I could just drag it to the player with all the effects applied already? Same question for talent library section.
For Player Character, yes you can. For instance a PC with a talent that confers a +10 to the Magical Sense skill, could make a Persistent Effect for that. On the Talent Tab there is a section Talent/Ability Effects. Click the button in the upper right and add and effect row. To continue with the example, typing this into the text area would work for that talent:
Persistent; SKILL: 10 magical sense
Set the effect to Self and All, with a 0 duration. Whenever that PC is dropped into the combat tracker, that effect will be added to the PC. You can cover most abilities and talents by using this area.
For the heal potion, on the Trappings Tab, under Useable Gear, again create a slot. Name it Heal Potion and expand the entry using the greyed out down arrow just next to the shortcut on the far right of the entry. Once expanded you will see entries for damage, heal, and effect line. Since this is a heal potion, say it cures 1d8 wounds. Next to heal in the text area type 1d8. Notice in the effect area it says List Effect here, you can backspace that out if there is no effect. Next to the name entry Heal Potion you will see a "red cross" button appear. Clicking that will roll a heal roll for that player's target. So, remember to have them target themselves if they use it on themselves, or drag that button and drop it on the intended target. that works too.
With this area you can make most magic effects and gear with effects by using targeted and persistent effects.
Hope that helps. Any other questions let me know, I will try to help.
Just like Paul showed and this is how I do the Healing Draught, as it heals a straight 4 wounds, no dice roll range:
Attachment 28928
There might be another way too :)
Can Slaughter Margin (from Old World Beastiary) be added to the Npc sheet? and if so, could you then filter the list by that to make GMs job easier?
Seems it would be helpful but not critical either. :)
I can add this on the notes tab of the NPC. Let me see about getting that put in there when 3.3.9 goes live.
New .pak file in first post with updates for FG 3.3.9
Just wanna say, I really appreciate all the work you've put into this ruleset. It's really well done and I'm looking forward to running many adventures using it. :)
I do have a couple of questions though!
- When creating a Talent, there's two fields. The second one is pretty obviously the description. What's the purpose of the first field, (labeled "Test" in the screenshot)?
- Also, when dragging a Talent over to the character sheet, it inserts a blank line and includes the formatting tags. I understand building up all the right regex's might be asking too much, but is it possible to remove the initial blank line in an update?
- When creating or viewing a skill, there's a "reaction" field. It's entirely possible, (even likely), that I just missed "reactions" in the rulebook, but what is that field for?
Again, thanks so much!
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@Brent
The talents "test" field is solely for house rule use. It's a field that was requested long ago.
I know about the formatting tags and the extra line. I have never found a fix for it. I work on that almost every time I head back into the ruleset for maintenance.
Reaction field is for Parry and Dodge Blow. In 40k and WHFRP they are called out a bit differently. I didn't change the method here, but basically wanted a way on the combat tab to have a filtered list of skills such as Parry and Dodge for players. No tabbing back and forth.
The only real use for it in WHFRP is if Dodge Blow is acquired as a skill, type "Yes" into the reaction field of the skill window and it will appear on the combat tab for easy reference for the player during a combat.
My players knowing this have added other skills they might use in combat for a quick way to make rolls.
Although most Talents that I have don't use that line I guess you could use it you had a special prerequisite/group for a Talent e.g Specialist Weapon Group (Two-Handed).
I just remove the "blank" line myself.
Not sure offhand about the other question:)
EDIT: What Paul said :)
Thank you so much Paul! :)
Cheers Paul, still using this!
(Also never did finish that Old World Bestiary module, sorry! Time was not on my side to do the remainder).
I have a small request but I don't think it is a realistic one. After each update you make, I usually go into the pak file and change some files so that the movement calculation system switches to squares instead of yards as my group uses the square system for movement. Would there be a possibility for a switch to be implemented within the ruleset, like a setting that can be changed?
If not - I can still modify the pak files as needed with each update so no fuss.
Let me look, I had asked that very question before, what do groups use more. Let me see if I can make it an option or toggle.
If you're taking requests... I have a small one! :)
I'm using the opposed combat rolls from Warhammer 4E, which in practice is a lot easier if you're not using the targeting system in the Combat Tracker. However, attack rolls don't include the degrees of success/failure unless you have a target selected.
Any chance you can add something like this on line 505 of "scripts/manager_action_attack.lua"? I don't think this should cause any issues for anyone, if you're cool with it. :)
Great. Thanks for the honey
Brent,
I have looked into the request, and rather than force the entire ruleset to use this method for outcome results, I am working with it to make it an option. Stay tuned. May have already been finished but work has crept in and taken me away.