DICE PACKS BUNDLE
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  1. #11
    I am having trouble reproducing the problem. Try deleting the effect manually and then toggle the equipped status. When equipped the effect is automatically added to the CT and when unequipped the effect is removed. This works for any item effect. If you are still having an issue please give me the steps you are using so I may reproduce it.

  2. #12
    Quote Originally Posted by bayne7400 View Post
    I am having trouble reproducing the problem. Try deleting the effect manually and then toggle the equipped status. When equipped the effect is automatically added to the CT and when unequipped the effect is removed. This works for any item effect. If you are still having an issue please give me the steps you are using so I may reproduce it.
    Hrm.. I don't know.. going into the CT is working great.. but when I unequip or simple say not carried...


    I can delete the effect manually, of course, so it's not a real problem.
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    Ultimate License Owner since 2011 and FG GM since 2008
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  3. #13
    Something got gooned up. See how the item effect doesn't not match the CT effect? it has Torch;Torch;.. Did you accidentally add the second Torch; ?

  4. #14
    Quote Originally Posted by bayne7400 View Post
    Something got gooned up. See how the item effect doesn't not match the CT effect? it has Torch;Torch;.. Did you accidentally add the second Torch; ?
    Nope. That character had no effects when I started it. I didn't catch that. I'll experiment here when I get a little time again. Very odd indeed.

    Edit: So... that was quick.. I have had the habit from working on PF2 of putting in the source of various effects... so say a poison might end up being labeled as: Snake Venom; PERS: 2d6 poison as an effect. Or a stun from the daze spell will appear as: Daze: Stun: 1. So, naturally, I put in Torch; LIGHT: 30 torch for the torch.. indication that the source of the light was from a torch instead of, for instance, a light spell. You are absolutely right, though... for this item, if I have the torch give just LIGHT: 30 torch alone, it works perfectly.
    Last edited by ShadeRaven; July 7th, 2022 at 19:20.
    Ultimate License Owner since 2011 and FG GM since 2008
    Game Systems: 5E, Pathfinder, Starfinder, Call of Cthulhu, RoleMaster, C&C, Pathfinder 2, Old School Essentials

    Home Page: ShadeRaven Sorceries (Blog, Fantasy & Campaign Stories, Cat Tales, and more)

  5. #15
    So, finally got a little free time again and the energy to jump back into FG, tackling some of the OSE stuff I was working on. For starters, here's a little preview of what I worked on early today:



    Monk: The goal with monk is to have as much of it working on the character sheet as possible. Some of it will still have to be adjusted as monk characters advance in levels, but I left notes within the game to guide players on how to do so. An example of this is using the Monk Garb worn item as an armor, which then can be adjusted for AC as the Base AC improves with level. Similarly, Martial Arts attacks will improve and the Martial Arts equipped attack will be adjusted accordingly. The Mental Magic will be a reflection of various disciplines that a Monk will attain and train in as they reach levels that unlock them. This will allow each monk the option to take different approaches to their mental approaches. Disciplines will include things like Natural Attunement (being one with nature), Mental Fortitude (stronger of mind), and Mysticism (tap into spiritual magic). I also included the tradition that started with the Advanced version of the Classic RPG and have it so that, starting at level 8, monk characters have to challenge a monk of the higher level and defeat them to attain that level. It is, also, very hard to qualify for.

    All Classes - Starting Bundles: One of the changes for all classes is how starting equipment is determined. Although, like all things, this is optional. What I am offering for each class is a Starting Equipment Bundle based on typical options a character that's trained to become an adventure of that particular career. Warrior, for example, has 3 different bundles: a heavy armor sword and board type; a heavy armor two-handed combatant; and a medium armor ranged specialist. Plus all will start with an assortment of appropriate gear for a new adventurer and remaining coins as appropriate. These parcels will be easy to drag and drop onto a character inventory tab for quick equipping.

    Equipment and Encumbrance: So a pretty big revamp on equipment and encumbrance is also included with what I am working on. There will be a much wider list of available items (7 different armor types, over 30 weapons - including a spiked shield, and oodles of gear). That is not without some drawbacks, though, to say the least, so I am fine tuning it to try to find the right balance. The biggest amongst the tuning will be with armor. Since I am giving weight (cn) to just about all equipment, it also means that encumbrance levels are reach rather dramatically fast. This seems a bit too punitive to me, so I am going to reduce all armor coin weight to an Effective Weight while Worn, which is half of the base weight of the item. This should allow a little more latitude in carrying things like rope, rations, bedrolls, and the like. It will still be a balancing act for characters who like to have a lot of gear, but it adds some extra detail for those who enjoy it. And, of course, those who don't want encumbrance rules can turn it off in the Game Options.

    There's a lot more in there that I am creating to (hopefully) give interesting options and approaches to OSE and the Classic RPG gameplay. In time, I hope it will be something enjoyable for those who enjoy the rebirth of the Classic RPG from the 80s that OSE has given us.
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    Ultimate License Owner since 2011 and FG GM since 2008
    Game Systems: 5E, Pathfinder, Starfinder, Call of Cthulhu, RoleMaster, C&C, Pathfinder 2, Old School Essentials

    Home Page: ShadeRaven Sorceries (Blog, Fantasy & Campaign Stories, Cat Tales, and more)

  6. #16
    When using coin weight only coin, weapons, and armor should have cn. Everything else gets lumped into the standard weight at bottom of inventory. It defaults to 80 cn per the time but is adjustable. I've been using the detailed encumbrance options in CC2 so each item has a enc of 1. The detailed works more like CnC as far as tracking encumbrance.

    I think I'm going to add a little window to add a modifier to AC. Kineticist needs one as well.
    Last edited by bayne7400; July 22nd, 2022 at 15:01.

  7. #17
    Quote Originally Posted by bayne7400 View Post
    When using coin weight only coin, weapons, and armor should have cn. Everything else gets lumped into the standard weight at bottom of inventory. It defaults to 80 cn per the time but is adjustable. I've been using the detailed encumbrance options in CC2 so each item has a enc of 1. The detailed works more like CnC as far as tracking encumbrance.

    I think I'm going to add a little window to add a modifier to AC. Kineticist needs one as well.
    AC Modifier would be awesome

    My only problem with everything getting no coin weight except for the coins, armor, and weapon is that it means someone could be carrying around 50 torches, 400 feet of rope, and 12 weeks of food I guess the later editions and other RPGs that make more use of actual carrying capacity has always appealed to me a little bit more than just ignoring most of those details. So I am trying to find an "optional" middle ground where there's a balance between just being able to haul everything and having it be cumbersome.

    I am not familiar with CC2, so not sure what that entails, so my efforts are based on the core rules.
    Ultimate License Owner since 2011 and FG GM since 2008
    Game Systems: 5E, Pathfinder, Starfinder, Call of Cthulhu, RoleMaster, C&C, Pathfinder 2, Old School Essentials

    Home Page: ShadeRaven Sorceries (Blog, Fantasy & Campaign Stories, Cat Tales, and more)

  8. #18
    That is why this box is there.( for mundane gear). It is straight out of the rules and can be adjusted. It is more a "feel" than exact science with regard to BX encumbrance.

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  9. #19
    Yeah. There wasn't much structure for the old BX rules when it came to what you could carry, which was part of its charm. There really wasn't a lot of rules on most things. You even see things like Resist Cold reducing damage from cold sources but there's no actual damage types so a lot of things have to be interpreted.

    And there's nothing wrong with that!

    That said, I actually enjoy having a variety of gear/equipment available for players .. interesting items like Chalk, Magnifying Glasses, Fishing Tackle, and Writing Kits as RP tools that add a little interesting possibilities and simple depth. Similarly, there are gaps in the Armor tree between rating that adding simple additional armor types don't cause any harm or balance issues, just give a wider variety of possibilities to characters.

    Again, the idea isn't that the core or basic rules are flawed or wrong, just that I'd be offering a different approach for those who enjoy a more expanded equipment list while maintaining the balance and game-play of OSE/BX.
    Ultimate License Owner since 2011 and FG GM since 2008
    Game Systems: 5E, Pathfinder, Starfinder, Call of Cthulhu, RoleMaster, C&C, Pathfinder 2, Old School Essentials

    Home Page: ShadeRaven Sorceries (Blog, Fantasy & Campaign Stories, Cat Tales, and more)

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