This is the wife of cpettyjr. Thanks so much for these links! He's neck deep in them and trying desperately to get stuff ready for the first game tomorrow night, or he'd respond himself.
Thanks to everyone for their responses!
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Be sure to let him know that it seems overwhelming at first but gets easier as you do it. :)
Absolutely... it gets easier as you go.
One possibility is to not worry about the whole kitchen sink from session 1. Work with a few things until those are understood and then every session or two add one more bit of functionality once you feel comfortable with what's come before.
Eventually you get the whole kitchen sink, without being anywhere nearly as overwhelmed by all the possibilities from the beginning.
Just finished the first game after all the new updates including the optimization that was done and I have to say it was absolutely amazing. With the exception of a couple 'blips' in load time (and I'm talking 2-3 seconds here) the response time was immediate. The game was sooooo much more fluid and with things such as dragging on dropping damage to tokens instead of scrolling through the combat tracker makes combat crazy fast.
And for Cpettyjr, you're in for a hell of a fun ride. :) But like every else is saying, take it in chunks and don't overwhelm yourself. In case you didn't know you can run 2 sessions of FG, the server and connect to it with the other client. Then you can simulate combat, displaying maps and whatnot with a pretend player before having live bodies in the game. I spent hours upon hours with test characters working through combat just trying to get familiar and comfortable with the mechanics of FG and learning where to find things. My friends and I have been playing for a couple of months or so now and it keeps getting easier and even after not having played RM for nearly 15 years I can feel my old storytelling brain starting to kick in again. :) Enjoy!
Xen
If a player attacks a target that is either Prone or Unconscious, is the combat modifier 'Combat, OB: Foe Downed' (+30) suppose to be automatically applied in the attack roll or is this intended be a manual process? We had just been clicking the modifier all along but I wondered if that was as intended.
Hi Xen,
That hasn't been implemented yet. I mainly just got the existing effects working from v1.8. I do plan on doing more with the effects including handling the prone effect in the future.
Dakadin
I've been going through the videos and a couple of questions have come up.
1. How do I get the dice tower up? (Do I even need the dice tower?)
2. When I bought FGU, it was supposed to have come with a couple of map and image sets, but I can't figure out how to get them loaded or imported.
Hi cpettyjr,
1. The dice tower is turned on by going to the Options using the button in the upper right corner. It is the 2nd one from the left on the 2nd row. Then in the Game (GM) section you should see an option Table: Dice tower. Change that to on and it will show up for you players. It allows them to roll things without seeing the results which will be only shown to the GM. If you have the option Chat: Show GM rolls set to Off then the dice tower will appear on the GM screen for when they want to hide rolls from there players. You can see information about all the options here: https://fantasygroundsunity.atlassia...mpaign+Options
2. If you open the Library in the bottom right corner, there will be a modules button. In there you should see all the modules that you own and it should include those modules. Click the load button to get them loaded in your campaign.
Hopefully, you are getting a bit more comfortable with using it but please let us know if you have any other questions.
Thanks,
Dakadin
I appreciate the help guys, thanks.
I'm stumped again. Is there a way to have the character's St mod offset the minimum man. penalty for armor?
Hi cpettyjr,
You could always modify the armor worn and change the minimum MM penalty for the armor by just adjusting it by the strength modifier.
Attachment 37975
It isn't automated but it should allow you to do what you want.
Dakadin
That'll do mate, thanks!
Is there a way to create an NPC (a full character) and keep it hidden from the players?
dumb question, but how can I get the rm corerpg to test around with?
It is on the live channel now. If it shows up as version 2+, it is the CoreRPG version. Right now it should be at version 2.1.12.
thanks so much
Anyone got a RMC (excel type not a non-interactive pdf) Character sheet I could have?
VMT in advance!
Hi aarcc,
If you are looking for a spreadsheet to create a character, you would be better off check the ICE Forums Vault found here: https://www.ironcrown.com/ICEforums/...ion=tpmod;dl=0
Dakadin
I just use FG for characters so no need for a spreadsheet but I do see quite a few RMC/RM2 spreadsheets in this section:
Attachment 38809
Be aware that they are 3 pages of them when you get to that section.
There is a missing link in the optional rules index Dakadin, nothing major but just a heads up. Im so impressed with what you have done with RMC (and continue to do!). Thanks again.
Attachment 40355
Thanks. This should get fixed with today's release. Please let me know if you find anything else.
Another little one, FGU this time. The assets window cannot be dragged to resize.
Thanks. I will look into it to see if it is in CoreRPG or the RMC ruleset.
It ended up being the graphic that wasn't in the proper place the resize was a few pixels down and to the right. I've fixed it for the Tuesday release.
Smashing job
Hi All,
Just the first steps in Fantasy Grounds and Rolemaster for me. I am testing the campaign creation and...
... It exists the optional rule to create a player with the fixed development points?
Thank you
Hi Tempestari,
No, there isn't an option in the ruleset for that at this point. I will add it to my list of things to add. In the meantime, the PCs can just use the fixed number you come up with instead of the total that shows on the skill development window.
Dakadin
If anyone rolls initiative each round, I added 2 new options that should help with that. They will be included in the release (v2.1.18) tomorrow and should be on the test channel now.
The first option will automatically roll initiative each round. It has options of None, NPCs Only, PCs Only, PCs and NPCs. It defaults to None.
The 2nd option will clear the initiative each round has just On and Off and defaults to Off. This will happen before the automatic initiatives are roll so the blank values are the ones that still need to be rolled. It is mainly so you can easily see who still need to roll initiative.
The defaults are to maintain the way it currently works.
Please let me know if you have any questions.
Thanks,
Dakadin
Hi,
One question: Does the Rolemaster ruleset calculates automatically the Concussion hits? I find that only computes the rank bonus.
I am missing something?
Thank you!
Yes, it is set to "Hits" indeed. But is not working... Attachment 41003
Rank Bonus is 10. Your Co Stat bonus is +15 therefore hits would be 10 + 10 * (15/100) = 10 + 1.5 = 11
Your character should also have a Base Hit starting value of Con /10 rounded up. So probably should have a rank bonus of 10 + whatever you rolled for the the two dice.
On average your character should have 19 as a rank bonus (assuming D8s) so will have 19 + 19 * 0.15 = 21 hits.
Edit: I forgot all about the starting base hit bonus so my characters should all have more hits than I gave them! Doh!
Thank you very much for your help, Wolf_Shield! Now it's crystal clear.
Issue with Unidentified Items
I created a campaign weapon item, in this case a "Spear of Troll Slaying", and I set the Non-ID Name to "Spear". I used the "Spear" item from Character Law as the template. When I add it to a character's inventory, it shows the Non-ID Name on the Inventory tab, however it shows the Item Name on the Combat tab. This behavior is the same in both FGC and FGU, and I tested it with no extensions loaded.
I also just noticed that Unidentified Spell Adders and Multipliers are listed in the SPELL ADDER/PP MULTIPLIER dropdown list on the Combat tab. If an unidentified Adder is selected on the Combat tab, then the Power Point Adder "bubble" on the Main tab also shows the extra points. I am currently working on a campaign in FGU, so I only tested it in FGU, and I expect the same behavior in FGC.
Opening the item sheets from the link next to the dropdown on the Combat tab only shows the unidentified item information.
Thanks Bale Nomad. I will see about getting those fixed. I am thinking if it is an unidentified Spell Adder/PP Multiplier then it shouldn't even show in the drop down.
That ended up being a lot more than I was expecting because once I started working on it, I started noticing other things that needed to be changed. I've got the names showing up properly on the Combat tab when they aren't identified. The Equipped Spell Adder/Multiplier dropdown no longer shows unidentified items since it is looking for any items in inventory that have the adder or multiplier fields set to greater than 0. I've also update the other drop downs so they show the unidentified names when appropriate. This required me to update the way the protection fields work. I also started thinking that the OB and DB fields probably shouldn't show the bonuses when items aren't identified so I am trying to figure out the best way to handle that. I don't know if I will finish up everything tonight for the Tuesday release but it should be next Tuesday at the latest with some new effects and options for showing/hiding Table Resolver effects from the PCs.