Thread: Modifiers
-
August 1st, 2020, 20:35 #1
- Join Date
- Jul 2020
- Posts
- 269
Modifiers
When I create a modifier in the modifier popup and click it it does not add nor subtract anything from the next roll. Is that possible? I am testing with some npcs I have on the combat tracker.
Xargun
-
August 2nd, 2020, 12:45 #2Ruleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
-
August 2nd, 2020, 16:45 #3
- Join Date
- Jul 2020
- Posts
- 269
-
August 2nd, 2020, 18:37 #4
- Join Date
- Jan 2014
- Location
- California
- Posts
- 1,564
-
August 2nd, 2020, 19:31 #5
- Join Date
- Jul 2020
- Posts
- 269
-
August 2nd, 2020, 20:09 #6
- Join Date
- Jan 2014
- Location
- California
- Posts
- 1,564
I'm sorry, I am wrong. I had thought there was a general modifier option in the weapon group but I am mistaken.
That being said, MBM, maybe a general to hit modifier box might be helpful. It would also allow for the creation of specially balanced weapons with to-hit improvements, and that sort of other ref added coolness.
-
August 3rd, 2020, 14:29 #7
Well if I general mod is needed just use the desktop mods.
What we're after here is something that I've thought about and am playing around atm with the Armour. The ability to modify a weapon, ie drag a laser sight onto it for a +1 to hit.
So my thinking at the moment as I've struggled with the armour, is to give you the ability to add a mod directly to a weapon, which rolls though, ie like a trait.
Anyway let me think more, I've been stuck on the Spacecraft CT all weekend, the targetting just isn't working, so I need to get to the bottom of that and then I'll be in position to release v1.1.4 in it's current form, which then means you can use the Spacecraft CT extensions once it's released.
Cheers,
MBMRuleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
-
August 3rd, 2020, 16:08 #8
- Join Date
- Jan 2014
- Location
- California
- Posts
- 1,564
The main reason I think that a misc mod entry would be useful is that I have a player that often needs to be told to do things like that before every roll, so it would be easier to just put a mod into the weapon (like just in the action tab, doesn't need to be the actual item)...
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks