Thread: 7th Sea / Roll & Keep?
-
January 31st, 2015, 04:44 #1Crusader
- Join Date
- Jun 2014
- Posts
- 17
7th Sea / Roll & Keep?
Hi guys.
I'm contemplating running a campaign in FG - but I was wondering how FG deals with the R&K system of 7th Sea (or Legend of the 5 Rings).
Meaning: Roll x D10, keep the x highest and add these together. 10's "explode" and are rolled again.
Could this be programmed in?
I don't mind doing the number interpreting the old fashioned way.
Secondly - Initiative "phases" from the R&K system - could these be placed on the combat tracker roughly automatically?
Basically, a combat round has 10 phases - players get to act a number of times equal to their initiative attribute at different phase numbers.
Players can also give up actions to interrupt earlier in the phase.
Is that something that can be programmed in?
Thanks in advance.
-
January 31st, 2015, 06:12 #2
I *think* that Blackfoots Champions game has some of those features.
yes they can be programmed in.
no its not a trivial task.
I believe that FG 4 will have better dice mechanics but that is not based on any official announcement just on other bits and pieces written here.
The initiative phases would still require programming and I believe it was challenging for Blackfoot...
-
January 31st, 2015, 06:41 #3Crusader
- Join Date
- Jun 2014
- Posts
- 17
Thanks Damned, quick on the draw
.
I ... have no idea who Blackfoot is, but can I simply "steal" his code (with his permission, of course)?
I'm not a programmer - nor do I wish to be; but I'm sure I can figure it out if nudged in the right direction.
Will FG4 be a free update, or would I have to re-purchase a license if I wanted a better diceroller?
-
January 31st, 2015, 07:06 #4
1. have a look around the boards and you will find Blackfoot.
he may or may not be willing to share the code - hes put hundreds of hours into it...
2. if you are not a programmer... id probably stay away from this project. im not a programmer and im hacking my way thru a much simpler ruleset conversion but its a lot of work - especially when you dont code well. the combat tracker phases will not be trivial... and ruleset coding is not something that good documentation exists for but there are lots of good examples and the existing ruleset codes can be viewed for inspiration.
3. Up till now SmiteWorks have always given free upgrades but there is a good possibility that FG4 might require an upgrade fee. Its a huge port and free upgrades forever is probably not a sustainable model long term.
-
January 31st, 2015, 08:01 #5Crusader
- Join Date
- Jun 2014
- Posts
- 17
Alright, sent Blackfoot a pm. Thanks for referring
.
That said - a bit disappointingly inflexible that a 40€ virtual tabletop doesn't innately support exploding dice mechanics, which free play by forum scripts do.
I know that's a bit of a "mean" complaint, but I've recently bought this program - and will not be paying an upgrade fee for something which I feel my initial purchase entitles me to.
Anyway, that's derailing what I'm hoping to achieve here.
Mind you, I'm not averse to paying for a 7th Sea / R&K supplement, even if that probably won't happen at this point.
-
January 31st, 2015, 08:28 #6
Champions/HERO does use a phase based initiative system. It took me quite a bit to get it working but in the end it relies on a lot of the basic functions of the CoreRPG combat tracker. I would agree with damned that building a ruleset is a lot of work. A simple character sheet isn't too bad.. but that'd be the place to start... the combat tracker is a lot more complicated.
Standard License Operator - You must have a License to play in my games.
Interested in Custom Character Portraits and Tokens? Contact me.
-
January 31st, 2015, 08:30 #7
vote for the dice mechanics here - https://fg2app.idea.informer.com/
they may or may not appear on FG3 - you are not alone in wanting this feature
there is no official word on FG4 - either timing or pricing - just small bits posted around the forums. it might be soon it might not even be this year.
in the meantime FG3 continues to be developed and improved - 3.0.10 came out in January - the 10th upgrade to FG3 in about 2 years.
there are some rulesets being developed all the time but they take a while.
champions, shadowrun4, maelstrom, paranoia are some Im aware of.
-
January 31st, 2015, 12:02 #8
FG4 is going to support different dice mechanics out of the box via new dice API (macro system). Currently different dice mechanics are implemented into rulesets which need them. There are several reasons why it is done this way (in dev sense). Different dice mechanics could be implemented different ways, for instance you mentioned free forum scripts, in those cases all can be code within scripts even the dice random results, but in FG you don't want that. You want virtual dices being tossed around to give you random results from dices, and implementing it is not that trivial as "within script" approach. Like mentioned FG is gradually getting improved to ease the implementations.
Anyways the best thing about FG is its community. I could do small extension which implemented R&K. It would be generic one just to showcase power of FG
Gimme couple days or so and I can try to find free time to do it.
"Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness
Post your SavageWorlds ruleset feature requests and issue reports here!
-
January 31st, 2015, 14:14 #9Crusader
- Join Date
- Jun 2014
- Posts
- 17
True enough - I'm finding the forums and the people incredibly helpful, even if so far I'm finding the "out of the box" program rather restrictive.Anyways the best thing about FG is its community.
That... would very much prove your point number one.I could do small extension which implemented R&K. It would be generic one just to showcase power of FG Gimme couple days or so and I can try to find free time to do it.
Get me a working dice-result calculator thingy and initiative tracker, and I'll run a 7th Sea for the first 5 interested people
.
-
February 1st, 2015, 14:44 #10
Here is very quick and dirty extension which adds support for exploding dices and Roll-and-keep. However this only adds slashcommand support for those, integrating those into char sheets is another parts (but easier one imo).
You can use new slashcommand:
/rnk [pattern] [description]
for example: /rnk 5K3 Attack
this will roll 5 d10's and keep 3 highest scores. Dices can explode if highest number is rolled.
Alternatively you can use another slashcommand:
/edie [pattern] [description] to roll any dice combination and each die will explode if it scores highest number.
It might be buggy since I didn't spend much time to debug it, but if you find issues, please report them and I will patch them up."Alright, you primitive screwheads, listen up: THIS... is my BOOMSTICK!" -- Ash Williams, Army of Darkness
Post your SavageWorlds ruleset feature requests and issue reports here!
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)

Reply With Quote





Bookmarks