Thread: FRP Extension
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January 27th, 2012, 23:21 #11Originally Posted by Dakadin
Your skill sections has a little more automation then mine, especially around category bonus. It may not be what you are after. However I would not be opposed if you wanted to add your style to the FRP and release it separately for those that prefer that style.
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January 28th, 2012, 06:50 #12
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I wanted to do it using grouping also but I didn't know enough then to be able to pull it off so I reduced the complexity until I could learn more about it. I started out with the stat and resistance roll changes then figured I needed to handle the skills. It ended up being more involved than I expected .
After doing the latest critical enhancements, I've learned a lot and I have much different ideas about how I would accomplish it. I've even thought of how I would layout the library modules differently to handle the non-core books (Arcane, Channeling, Essence, Mentalism companions, etc) a bit more easily. I still need to test my idea a bit more thoroughly though.
I do look forward to seeing how you implemented it so keep up the great work .
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February 3rd, 2012, 16:27 #13
Added the extension and mod file for people to have a look at, if there is any issues copyright or otherwise let me know. <1st Post>
You need the RMC ruleset for this to work.
There is still much more for me to do, but atleast it open for some critic or ideas.
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February 3rd, 2012, 19:59 #14Originally Posted by Ardem
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February 3rd, 2012, 21:19 #15
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You will want to modify the extension so that it doesn't have the RMFRP folder in it by moving everything up to that level instead of being in a sub folder. The extension.xml needs to be at the top level or FG won't see the extension.
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February 4th, 2012, 07:47 #16
Yeah silly me, this is what you get when you attempt to do a zip at 3am. <smile>
Fixed it. Was not suppose to be a folder, did that as I normally develop not with a extLast edited by Ardem; February 4th, 2012 at 07:56.
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February 8th, 2012, 01:54 #17
So anyone had a chance to DL and have a look at it, any recommendations or errors I have missed?
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February 8th, 2012, 02:50 #18
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I downloaded it and did a really quick run through. I didn't really try to figure it out yet. I will try to take a closer look at it soon and let you know what I find.
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February 8th, 2012, 04:41 #19
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Originally Posted by Dakadin
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February 8th, 2012, 18:14 #20
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I took a closer look and there are quite a few things that look good:
Stats bonuses have been handled seemlessly.
The Adolescence Rank Table and Category Skills table both look very nice.
I like some of the information you have in the library especially the Combat Round entry because it makes the information easy to find.
I like the new graphics. They are cleaner and more intuitive in my opinion.
The XP tab was very nice also. I like how it does some of the calculations for you and makes it easy to add sessions to the total and apply the total to the character sheet.
I have a couple suggestions:
Racial Die type isn't needed in the Racial Abilities Table.
The Category Skills table has a few classes that need the skill costs entered. They are classes that people rarely play though.
I would add a message to the chat when XP is added to the character sheet. I know my players tend to like to see it but it could also be communicated other ways.
A couple questions:
Can the skills be dragged to the character sheet or is that a manual process?
When using the XP tab, does it slow you down at all filling in the information?
Do you have plans for more changes?
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