Thread: 7th Sea / Roll & Keep?
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February 1st, 2015, 19:33 #11Crusader
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- Jun 2014
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That's amazing already.
Thank you ever so much
.
I'm guessing a working initiative tracker would be a lot harder to code?
Because the only work around in the product I see right now is either making multiple instances of the characters and having them make multiple initiative rolls, and then lots of manual removing for interrupts -
Or tracking initiative on a note and sharing that and... editing it where the players can see?
normally, in P&P, on the tabletop, players simply roll a few non-exploding D10's (equal to their initiative attribute) and then leave these in front of them, with the number on the D10 showing the phase number(s) in which they get to act.
Quick and easy, but I have no idea how to do this, even without automation) in FG.
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February 1st, 2015, 20:39 #12
In Core RPG Improved Character Sheet create an Ability Called Initiative. Set up the appropriate number of d10s and let the players roll at the start of the round. In the Chat Window you will have a record from the start of the round that says Finadamin: Initiative 5 9 1 set everyones init in the CT manually.
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February 1st, 2015, 20:40 #13
And well done Ikael.
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February 2nd, 2015, 15:12 #14Crusader
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Cheers Damned.
This won't work for me though. Well, technically, it will - but ... hold on, hear me out:
Suppose I have 5 players. (likely)
Suppose all 5 of them have initiative 3 (likely)
Suppose they'll be fighting 3 groups of enemies (likely).
Will I be manually adding over 20 results to the combat tracker every round?
Because initiative shifts in between rounds, it won't stay the same.
Also, initiative shifts openly. players can give up 2 dice for interrupts, hold their actions and phase their numbers up...
It sounds confusing, but it's honestly a lovely system that I think makes combat nicely interactive, and prevents the D&D "waiting for my turn for 5-10 minutes now" that can happen so easily.
And on a physical table - it's easy.
Is there a way in FG to just ... emulate this?
Have the D10 results showing on the table, and give players the ability to phase these up / take these away?
Interupts have to be declared to the GM, clearly - but held actions can be done by the player without having to take time away from combat, and dealing with the exciting bits.
Ideally, this can all be automated - and players can just click "skip" in the combat tracker - but I'll settle for just having some numbers showing in front of each players and interpreting the old fashioned way.
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February 2nd, 2015, 16:43 #15Celestial Paragon
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The way I handle it in C&C is that I have an effect named "Wait". If the player wants to hold their action, when it's their turn, they click "Wait" and then they click the "Next Turn" button on the tracker. Later on, they tell me that they want to go next, and if they have the "Wait" effect on, I manually adjust the pointer in the Combat Tracker to their entry and clear the "Wait" effect (so I know they've gone).
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February 2nd, 2015, 17:10 #16Crusader
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- Jun 2014
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Not optimal, but I found a non-FG workaround that'll work fine.
Thanks for the help so far guys, but won't be checking back in.
Cheers.
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February 2nd, 2015, 18:32 #17
Takes all kinds I suppose.
At least the sun can and is shining now here in Winnipeg, which doesn't happen much in the winter.
By the sound of it, another thread for closing.Last edited by JohnD; February 2nd, 2015 at 18:37.
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RIP Canada, February 21, 2022
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February 3rd, 2015, 12:05 #18
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February 3rd, 2015, 13:09 #19
I've just done a similar die mechanic for my Yggdrasill community ruleset (available from the folder in the signature below). It rolls a number of d10 equal to the attribute, adding the skill as a modifier, and then keeps the highest two (or highest one if severely wounded). The dice explode if a 10 is scored (only one of those count from the initial roll), and keeps going until no further 10s are rolled.
Using Ultimate license - that means anyone can play.
Valarian's Fantasy Grounds Rulesets
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February 3rd, 2015, 13:27 #20
I wanted to take this approach to one step further by providing simple way to register any roll type, even existing one, and it would manage exploding dices (since CoreRPG does not support it) and further pass results onwards to original handler. Basically this would be intercepting flow between dice landing and result showing. This way people could implement their dice result logic separately from exploding dices. This idea worked fine until the point that I was updating dragdata's DieList to contain final results, thereafter FG engine didn't like me. Seems like you cannot replace DieList with your own set. Basically I wanted to resplace existing list, ie. { {type="d10", result=4}, {type="d10", result=8} } with updated result values, but when that dragdata was passed to next handler there was no dices or results available. I wonder if this is on purpose or is there way to overcome this? If such interception is possible it would allow more flexibility in CoreRPG extensions such as this one.
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