NOTE: After updating, script errors may result when you open the combat tracker. To fix this simply clear everything from the tracker and re-add.
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In a future that I hope will not be too far the possibility of rolling the damage and subtracting directly from HP will be possible ... just like in the other rulesets?
I'm not seeing that, either. This trait block should have like 6-7 lines of info:
Attachment 17466
That's a very problematic thing to do, as GURPS has so many options when it comes to damage. ie cut, cr, imp, pi, burn, tight beam burn, homogeneous, non-living, diffuse, blunt trauma, immunity, resistance, vulnerability, different types of dr, armor divisors, hit locations, etc, etc, etc.
I may be wrong, and if I apologize right now ...But I think of this damage procedure - hp is not a unique and unique mechanic inherent in this RPG system, it is something that is present in all others and would say that it would be infringing something if the applied damage calculated the modifiers (for example , Cut) and before that applied DR before calculations, but decrementing HP through pure and direct damage is possible and is not breaking rules in any way.But as I said at the beginning I may be wrong: DAnd I have yet to add one more thing!GURPS on CoerRPG is getting better and ever more beautiful.Thank you Ronnke!
It's the calculations involving the piercing, cutting, etc modifiers and DR that would infringe, if they're automated.
I know this Andraax, but the simple fact that I go there and roll so let's say 1d + 2 damage and the result subtracting the HP from the target did not break the rules right?
Now while writing wrote me a question ..
If we say so I have RD applied before the damage, but the damage type modifiers would not ... would I be infringing any topic of the SJGames rules?
Well, the ruleset already has the ability to add and subtract modifiers (which can handle the DR). And you can right-click on a die roll and either halve or double the result. So, those two can handle nearly all combat results in a semi-automated fashion. If we could just then drag and drop the result onto the HP / FP fields, then that's all that's needed.
And I still can't get the drag and drop to work.... Don't know what I'm doing wrong....
See here: https://youtu.be/QuZ68kswYgI
You can get 1.5 now by dragging and dropping, then 1/2 and drag and drop again.
OT: If SJG are never going to grant you a license then I dont understand why people follow their "no automation" rule. US copyright law clearly states you cant protect mechanics, only the style, flavour, story.
Regardless of whether it's "ok" with SJG, I think GURPS has far too many situational options (if advanced combat is your thing) to automate something like that. At least it wouldn't be something easy to achieve. I have had in mind a "GM Aid" where the appropriate options, modifiers, etc, can be selected and the GM then applies damage from that. That said, it's not like you can't easily work this stuff out in your head, we do it all the time when playing at the table, face to face.
I uploaded a new version of the same v3.0.4 release. It makes minor layout modifications, namely the labels not lining up when editing.
It's awesome to see the continued support of ronnke here, after the initial release. Very much appreciated!
After the update of the Fantasy Grounds the language function still works?
The Language problem:
Attachment 17507 Attachment 17508
Seems to work fine for me...
Attachment 17509
Should be some problem with my extension that translates CoreRPG, I need to see if there is something wrong with it.
I have not had any recent bug reports. Yay! So, I will be moving onto new features. Are there any particular requests or preference from the community on that front?
If there is no urgency on features, then I plan to tackle the "items" as the next new feature. This will allow things like weapon, armour and vehicle stats, plus the ability to drag and drop into their respective places on the character sheet.
How much detail would you like to see given to NPCs, do they need tracking of equipment? Andraax has requested spells to be separated from the other abilities. I'm going to include this with the next release.
Thoughts and comments???
Sounds awesome Ronnke.
So I would like to see the NPC have more detail added if possible. I really flesh out my NPCs with Skills, Spells, Advantages/Disadvantages, Personality traits etc. Basically for me personally the more you can get the NPC sheet to look/act like the PC sheet the happier I'll be. Another idea is that I always thought it would be cool if on the NPC sheets there was a small little button where we can drag the image link. So we can easily bring up the NPC image when the NPC is encountered.
Keep up the amazing work!
The ability to drag and drop into the skills (red block) would be great as well
If you fully flesh out your NPCs, why don't you just create a PC sheet for them? NPC sheets should be used like the little NPC index cards in GURPS - just some basic info. If you have a fully fleshed out NPC, just create a PC sheet for him and put it under GM control, so your players can't see him.
And you can currently drag and drop an image link into the notes tab for an NPC image.
Well my campaign is on-going. In the last ruleset I must have had hundreds of NPCs entered into the campaign. They were organized into Good, Neutral, Evil, Monsters, Beasts, etc. All with different tabs and whatnot. Unless there is some way to categorize PC's like that then I think it be hard to navigate hundreds of player characters in that manner wouldn't it?Quote:
If you fully flesh out your NPCs, why don't you just create a PC sheet for them? NPC sheets should be used like the little NPC index cards in GURPS - just some basic info. If you have a fully fleshed out NPC, just create a PC sheet for him and put it under GM control, so your players can't see him.
I just can't see spending the time to fully flesh out hundreds of NPCs like this. A half dozen or so "boss" bad guys, sure. But most of the mooks should have no more than a couple skills, maybe a few spells, and couple attacks. I just don't get spending the time to do all that, nor tracking hundreds of "major" NPCs.
Like it says in the Campaigns book: "You should design important NPCs just like player characters, but you can give “cannon fodder” and “bit players” logical abilities by using templates (see Character Templates, p. 445) or by assigning appropriate traits on the spur of the moment without regard to point value."
I just don't think there are very many GMs out there that fully flesh out minor, one time use NPCs. Certainly I don't think there are enough to justify making the NPC sheets as extensive as the PC sheets.
I'm all for items! Being able to drag and drop from a library module would be awesome!
GB
I guess it's because for the last several years I have revolved my game around one city, where I have each of the shop members, important government people, etc all fleshed out because they are visited often. Also when it comes to allies and villains, I play my game similar to comic books where everyone is a reoccurring (until they die) at some point. The players get to know the personalities of the townsfolk, and who they are related to, in love with, their past, plans for the future etc. It really gets the players invested into the world. So yeah maybe I do it different then most, but I can't see how adding more room for NPC details is a bad thing. If someone runs a game where they don't need much info for their NPCs that's fine. Just fill in the fields you want. But for others like myself, I was just saying it would be great to have more to work with.
I have a campaign that's been running for several years, revolving around a central city, and have all that same stuff (shopkeepers, government people, etc). Other than 3 main villains, no one else is fully fleshed out. There are even NPCs that travel with the party (so they're in play constantly) and they don't consist of any more than a few key skills, a few common attacks, and a series of notes. I don't track advancement for them (though they will advance periodically as the party advances) - I just don't see the need for massive book keeping like that. I'm not an accountant by trade, but even if I was, I would not bother to use it in game.
That said, there are software logistics. Adding NPCs that are as complex as PCs makes the database grow exponentially. And it does so, even if you're not using that data - so adding that for the relatively few people who would use it would cause problems for the large number of people who don't, in a software system that already can have problems with memory size. In addition, it makes maintaining and updating the software more complex as well, and makes the UI much more complex and crowded.
Well Andraax I guess that is where we are different. Either way, he was asking for suggestions so I gave my two cents on what I would like to see for my play style. In the end it's up to Ronnke if he wants to implement it or not. Either way I'm fine and I'll make due with the current NPC sheets. They are after all much much better than the last version of the ruleset. :)