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December 16th, 2020, 00:09 #11
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Thanks Dunadan. The first 3 all are using the existing Penalty effect. It might be worthwhile to put those types of effects in a separate module for people to use. The onees JohnD mentioned would allow effecting specific rolls instead of all rolls like the Penalty effect.
The Con damage can be track directly on the Main tab now but I could see using stat effects for more temporary things.
The critical one would be a bit tough at the moment but I do plan on trying to do something similar for the NPCs so the critical severity reduction or use of large/super large critical tables is more automated. After that the critical effects should be possible.
The chance to miss might be possible with a separate roll for it but I would want it to still go to the Table Resolver just in case there is an issue so the GM could still resolve it. Then I would need to make it obvious to the GM that it actually missed.
Once I add effects to the character sheet (spells tab initially) then the players should be able to apply effects like in other rulesets. I will need to test a few ideas that I have where a player might be able to do it now but I won't be sure until I try it out when I get a chance.
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December 16th, 2020, 19:52 #12
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Hi Dunadan,
If the GM sets up effects in the sidebar effects and sets them to visible with the eye icon then the PCs can open the effects sidebar item and drag them from there to the entries in the combat tracker.
This image shows the GM instance on the left and the player instance on the right. Ashe was the player that added the effects to the entries in the combat tracker as indicated in the chat window.
RMC Effects.PNG
Please let me know if you have any questions.
Thanks,
Dakadin
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December 16th, 2020, 23:14 #13
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December 16th, 2020, 23:17 #14
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No worries. I had to test it because I wasn't sure myself :P
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January 9th, 2021, 17:27 #15
How healing spells and herbs should be handled in this system? I mean how to apply effects the best way?
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January 10th, 2021, 00:50 #16
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Right now it is a manual process of adjusting the hits or removing the appropriate effects. I do want to add a heal effect for removing damage and have it attached to the actual spells so they can be dragged to the target.
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January 22nd, 2021, 20:29 #17
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The following basic effects were added to the ruleset:
OB - Applies to the OB when attacking
DB - Applies to the DB when attacked
MM - All MM rolls whether skills or the MM or Move fields
SM - All Static Maneuver skill rolls
Skill - Applies to all skill rolls
RR - Applies to all RR rolls
So they can added like this OB:10. It will add 10 to the OB when rolling.
I will be adding additional ones but this was the first pass.
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January 25th, 2021, 02:46 #18
An effect to Init would also be good there are some spells I believe like disorientation Mind destruction that does have a - to init
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Ardem
Discord: Ardem#4756
Teamspeak Server: ts3.varidan.com.au
Ultimate Licencse: FGC/FGU
Location: Sydney, Australia AEST (UTC +10 or +11 in DST)
Campaign Currently Running: Greenbrook Rolemaster FRP (Weekly Wednesday 8.00pm-11.00pm), YouTube Stream
Game/Ruleset created: Extinction Event
Extensions created: Rolemaster FRP, XP Extension, Random Extension
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January 25th, 2021, 20:50 #19
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That's a good idea Ardem. I will add that.
The release was pushed back a week because I found a bug and the update wouldn't be included in this Tuesday's release.
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March 9th, 2021, 23:23 #20
I've been fiddling with this new capability and am loving it. Makes things a lot easier when applying spell effects. Only problem I am having is with the RR modifier. Can't seem to get it to work.
So I apply an effect as follows:
Spell, Protection II; RR:10; DB:10
The DB modifier is applied, but the RR doesn't apply. Not for the calculation for the RR modifier or for the RR roll itself. Tried it with both characters and enemies. Same result.
What am I doing wrong?You are not outnumbered! You are just in a target rich environment!
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