GI JOE RPG Launch
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  1. #61
    Sorry for being such a newb, but I'm just getting into running Delta Green on Fantasy Grounds with this extension. Has anyone done a video on how to setup a campaign using the extension?

    Specific questions I have are, does the weapons include lethality in the extension?
    When I started a Delta Green Campaign with CoC 6E and the DG Extension, it seems like all of the weapons were still set up for Call of Cthulhu.

    There are no professions set up in the extension, so you'd just have to type everything in, right? I noticed some skills like HUMINT and SIGINT aren't in the skills list. Just add those on each character sheet right?

    Thanks in advance for any response.

  2. #62
    Question how does one change out the skill a weapon uses when i try to type in the skill i get this popup and i cant drag the skill overScreenshot 2024-12-28 131855.png

  3. #63
    Okay,
    That should be fixed. I had tapped into the autocomplete for skills that the NPC uses, but something changed that allowed me to use this.
    Instead, its just a simple type in to updated the weapons names.

    Also, I updated two default skill values because they were wrong.
    Dodge base was running off a DEX calculation, as used in CoC6e. It should have been base 30. This may not reflect in older characters (mine were calculating as if the base was 20 for some reason), but new characters have the correct base.

    Heavy Machinery was listed in the system as having a BASE of 20, but the Agen'ts Handbook says its supposed to be a 10. It is corrected to a 10.

    The best way I can think of to fix the DODGE to the correct BASE, is to edit the db.xml in your campaign folder. You can search for "Dodge", and under every instance where the "Dodge" skill (label) appears, edit the <base type="number"> to be 30 instead of 20.

    Or, you can just give the appropriate number of points to bring the PC to the correct value.

  4. #64
    Just noticed that on items the expense is blanked out when you lock the item.

    Also the gear and Armor Sections of the Items section don't allow you to create armor or gear items.
    Last edited by Elquis; December 31st, 2024 at 19:45.

  5. #65
    Any chance of a button to auto-increase skills you've failed with (And thus checked off) during the session?

  6. #66
    So, how effective is this rules set now? I am considering running Delta Green, and am looking at Foundry vs FG to see which one will do it better.

  7. #67
    Quote Originally Posted by Morfedel View Post
    So, how effective is this rules set now? I am considering running Delta Green, and am looking at Foundry vs FG to see which one will do it better.
    From my personal experience with both, Fantasy Grounds has the combat automation in place and it seems to work well enough, whereas Foundry relies on semi-manual combat. Foundry's big benefit is the automation of Skill increases; there's a button you can press that automatically rolls, increases, and de-checks your failed skills at the end of the session, and that saves a world of annoyance.

    (Thus my asking to add the skill increase to this one above, that would make it no contest)

  8. #68
    Okay, I've added the button to the skill sheet as requested. It works as listed with the rules laid out on p.29 of the Agent's Handbook, improving checked skills (with exceptions) by 1d4. The exceptions being, that it will not raise skills that are at 0% or the Unnatural skill.
    This works, but not as pretty as I would like. There is no animated dice rolling, and it doesn't output to chat what skills were raised.

    Sorry I missed Elquis earlier question. I built the armor and gear tables based off of how 5e implemented it, and they did not give the option of creating items from those specific lists. Expense works as its supposed to, and blanks out when you lock it, if you leave the expense blank. If you select the level and lock it, then it stays. The problem is, that Expense doesn't disappear when its locked and empty like everything else does. Unfortunately, that seems to be the nature of the beast when you use a drop down menu like I did.

    As far as playability goes, I think the ruleset is still fine. My only issues has been that it has been based off the CoC6e ruleset and has suffered some of its issues to retain backwards compatibility (weapons). I am a horrible judge to compare it to Foundry. I will admit that theirs looks slick, but I have never been able to get into how Foundry works, and I chose to not attempt it with Delta Green as I didn't want to be replicating how they did things.

    My goal is to build out the Cthulhu Eternal ruleset (which is open source, and the DG ruleset seems to be more of a spinoff of it than CoC6e), to fix some of the base issues and then mod the DG extension to run off it. Its just real life, some programming difficulties, and the fact that I can't get my friends to play Delta Green has impacted my approach to that.

  9. #69
    Quote Originally Posted by Mach5RR View Post
    Okay, I've added the button to the skill sheet as requested. It works as listed with the rules laid out on p.29 of the Agent's Handbook, improving checked skills (with exceptions) by 1d4. The exceptions being, that it will not raise skills that are at 0% or the Unnatural skill.
    This works, but not as pretty as I would like. There is no animated dice rolling, and it doesn't output to chat what skills were raised.
    You are appreciated! I can't seem to FIND the button, though. Although FGU is being a little finicky about updating right now so maybe it's just not fully in place yet

  10. #70
    I MAY have uploaded the wrong file. I have checked and uploaded a new file, and it has been pulled down correctly.
    If you are unsure if I've updated, I always append the date I last modded the file to the description that pops up in the chat window.
    It should read Delta Green Extension (v2025-05-19)

    So, where is the button? Go to the Skills page of your character sheet, and click the "Edit List" button. A "Raise Checked Skills" button should appear between the "Points Spent" and the "Add Custom Skill" button. Yes, I set it to only work from edit mode, so that you don't accidentally click it during play.

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