Thread: Fate Core?
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June 6th, 2014, 22:37 #141
Many thanks for the ruleset Valarian! I am in the process of doing a Fate hack for my Thieves' World campaign and just created an extension module on top of your Fate Core ruleset to customize skill list, appearance and NPC stats. Working great so far!
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July 6th, 2014, 20:49 #142
The Fate Core ruleset (version 1.1) now has some modifications for the NPC Sheet. The module progresses, slowly. Up to chapter 3 in the SRD. This will be released with the finished ruleset in whichever update it ends up in. Now I've got to work out how the combat tracker works in CoreRPG. I'd only just got to grips with the Foundation Core one.
Using Ultimate license - that means anyone can play.
Valarian's Fantasy Grounds Rulesets
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July 6th, 2014, 23:32 #143
I like the improvements! Don't worry about the combat tracker. It's not a difficult beast to conquer.
Cheers,
SFAliens.... Go fig?
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July 8th, 2014, 09:37 #144
Thanks for the work! I still think that putting this under version control on GitHub would be a good idea. I am already tracking your changes locally with git, so it is easier to adapt my campaign after changes in the Fate Core ruleset.
You can find my Thieves' World extension on https://github.com/neovatar/FateCore-ThievesWorld, it requires your ruleset to run. I decided to use a modified version (removed refresh/fate point frame) of your character sheet for the NPCs.
Adding my own skill list with data_common.lua worked great.Last edited by tseliger; July 8th, 2014 at 13:28.
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August 28th, 2014, 18:50 #145
The Fate Core ruleset has now got a basic Combat Tracker. There is a problem. The dynamic drop for the sections doesn't currently work correctly for having the stress track (sword icon) and the effects (person icon) open at the same time. For some reason, the stress track section seems to be stuck at a height of 20, instead of the value I'm trying to give it. Not worked out why yet, as everything looks okay. The functionality works though, as long as you only open the stress tracks or effects sections individually and not together. A fixed version will wind it's way out as soon as I can work out what the problem is - unless some kind soul can let me in on what I'm doing wrong there.
Anyway, the ruleset is at the stage where I need to start talking to Doug and MoonWizard about integrating it with the installer. Now on to finishing up the library.Using Ultimate license - that means anyone can play.
Valarian's Fantasy Grounds Rulesets
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August 28th, 2014, 18:53 #146FG Wiki: How to Compile the FG Logs
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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August 28th, 2014, 18:59 #147
Sounds promising. I've put a bug in MoonWizard's ear about the issue you are having. We are both heads down on some things at the moment, but hopefully one or the other of us can chime in to help if you wanted to shoot us over the current work in progress.
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August 28th, 2014, 21:20 #148
The current .pak file is in the rulesets folder in the signature. Still working on the library module. As soon as the bug in the combat tracker is fixed, I can't see why it can't be integrated in to the updates at your convenience.
Using Ultimate license - that means anyone can play.
Valarian's Fantasy Grounds Rulesets
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August 29th, 2014, 01:09 #149
Fantastic! That would be a great addition.
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September 30th, 2014, 10:55 #150
I've worked around the problem with the combat tracker by separating the mental and physical stress tracks in the tracker. The ruleset is pretty much there, with the SRD library up to chapter 7. Only 4 more chapters to go, with all the mechanics in the SRD done already. The remaining chapters are the GM advice and information. Nearly there.
Using Ultimate license - that means anyone can play.
Valarian's Fantasy Grounds Rulesets
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