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April 25th, 2020, 14:17 #241
Templar
- Join Date
- Apr 2018
- Posts
- 149
Hi Rodney,
I'm sorry you feel this way. Unfortunately this is not in agreement with how the designers of Symbaroum looked at it when we designed this specific part. Also I agree with them. It's not very hard for a player to do their roll and then the GM simply states if the amount of successes was enough or not.
Thanks,
Simon
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May 12th, 2020, 12:36 #242
- Join Date
- May 2020
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- 1
It's Avaible in spanish?
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May 12th, 2020, 12:43 #243
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May 22nd, 2020, 14:13 #244
- Join Date
- Aug 2011
- Posts
- 2
Hi,
Thank you Rodney418.
Any chance to get an official answer to the questions in my poste (#234 posted on April 23rd)?
If this is something that isn't financialy viable to fix, would it be possible to make the code available so that the community can produce its own patch ?
Regards
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May 22nd, 2020, 15:08 #245
- Join Date
- May 2011
- Location
- Los Angeles
- Posts
- 157
From what I can gather, the official answer is that this isn't going to be fixed. I ended up returning the ruleset for a refund because of these (very basic) issues and the general attitude towards user requests :-(
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Ultimate License - All you need to play in my games is Fantasy Grounds Demo
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May 24th, 2020, 10:33 #246
Templar
- Join Date
- Apr 2018
- Posts
- 149
Hi FabienFaivre,
I'm the developer of the ruleset and you can consider my answers to be official.
The plan going forward is that I will try to add the possibility to double-click the attack of an NPC to put a modifier on the next defensive roll that is made by a player. Hopefully that will add to the usability for doing the defensive rolls for players. Drag-and-drop from the GM's side is not planned to be supported as that is in conflict with the idea that in Symbaroum only the players do the dice rolling. That part has been validated with the authors/owners of the Symbaroum IP.
I hope that answers your questions!
Thanks,
Simon
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May 27th, 2020, 15:08 #247
Hello folks,
Before I buy, could you tell me how customisable this ruleset is? There are a fair few rules/abilities/items I'd be looking to tweak, including some of the ones from Symbaroum 3.0.
Thanks a mil!
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May 27th, 2020, 16:06 #248
Templar
- Join Date
- Apr 2018
- Posts
- 149
Hi!
It depends quite a bit of what kind of modifications you want to make. If it's something that's similar to that which already exists and you want to add more then it's quite easy. The less automation you need, the easier it is. You can add custom abilities/items/npc's etc easily but if you want support for automation or replace the automation that exists, then it's going to be a lot harder.
I have some plans on how to improve extensibility for it when it comes to equipment dies - so that they can be changed but since I'm on a deadline for a couple of other projects that's still some time in the future.
Doing some quick looks through the 3.0-rules (hadn't read those before - will read more!) there's probably a lot that you could make customly but very little of it would be possible to get automation support. I haven't really given it a ton of thought though.
I hope that answers your question somewhat at least
Thanks,
Simon
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May 27th, 2020, 17:53 #249
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May 28th, 2020, 10:47 #250
I've bought the ruleset now and want to echo the above. Wherever possible I want to be able to see (as in the 5e ruleset for example) what a calculation is drawing from and then edit it. Failing that, add in a 'custom weapon' and 'custom armour' that we can use. Cheers!
On another note, I was surprised that The Promised Land adventure isn't set as Story entries. Will it be eventually?
Keep up the great work!
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