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September 15th, 2018, 18:05 #21
I'm sorry to hear about this. I use this ruleset but I know how it works, it's why I wait for others to tell me about issues/ideas, this forum is the best place.
I'm working on the Weapons now, having a good think about what's needed.
At the moment I'm thinking that for weapons it will add a 'Skill' field, that field will be a drop down showing all the weapon skills, it's quite a list, so might need over time adding/changing, but I need to see if the dropdown allows you to enter something else.
This would show skills such as:
Gun Combat (Slug Pistol)
Gun Combat (Shotgun)
Gun Combat (Energy Pistol)
...
Heavy Weapons (Launchers)
Heavy Weapons (Man Portable Artillery)
....
Explosives
Melee (Unarmed Combat)
Melee (Blade)
....
and so on
Let me know if you think of any other skill that should be added, ie Gunner?
Now thinking of skills, I'm wondering IF you can create 'sub-skills' ie you pick 'Gun Combat' and then you get to pick one of the Specialities, ie 'Energy Rifle', I'll find out.
Cheers,
MBMRuleset and much more content built for FGU.
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September 15th, 2018, 18:19 #22
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I would just make the skill field a text field with defaults for the equipment in the modules. This way the GM can make up his own skills and use them as well. And I would make it so that you can put in multiple skills, because some of these "fall back" to other skills. I wrote a longer post about it elsewhere...
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September 15th, 2018, 18:31 #23
One of the issues is with the 'current data', I'd need to add a skill to each one as default, so just looking if I can (when you drag a skill) that it pops up the sub-skill etc, so that it's all in the same format, ie 'Gun Combat (Shotguns)'
Dinner time here, cheers, MBMRuleset and much more content built for FGU.
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September 15th, 2018, 18:57 #24
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The problem arises that if you put in "Gun Combat (Shotguns)", and they don't have that particular skill, then it should look for "Gun Combat", and it they don't have *that* skill, only then should it use "Unskilled". Also, some weapons use Dex, some use Str, so there should be an over-ride for that as well, instead of relying on what's set for the skill. If you have a fixed list of skills on the drop-down, you preclude the GM making up a new skill for his new-fangled weapons...
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September 16th, 2018, 10:24 #25
I'm not a fan of dropdowns/cyclers, but that solves the issue of spelling mistakes and the wrong format.
So today I think I'm going to make it work like thus:
Skill field on the item screen, open text.
Modify the existing data to set this skill in the format 'Skill (Specialisation)', for example, 'Gun Combat (Shotgun)'
When dragging that item to your inventory, search the skills using that new skill field, however if NOT found, also look for 'Gun Combat (Shotguns)', failing that, drop back to the main skill, ie 'Gun Combat', 'Melee' etc. Failing that drop back to unskilled, -3, but you have the ability to override this.
Now to address the 'dex' or 'str' characteristic mod, I could add the characteristic cycler, meaning there would be a 'total' dice pool column, but space is short. Range will have to be sacrificed. I use that for applying the DM's.
I welcome thoughts on this.
Cheers,
MBMRuleset and much more content built for FGU.
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September 16th, 2018, 16:25 #26
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Solving the "issue" of spelling mistakes and wrong format also breaks Rule #0 of RPGS - the GM is always right. It prevents GMs from making up their own skills to use. Allowing GMs free-form to make up their own skills necessarily implies that you may have spelling mistakes - your "spelling mistake" might just be a GM's new skill name.
Here is what I think would be the "ideal" solution. If you have something like a "CharManager2" module (like many CoreRPG child rulesets), then add a function there that is some like "getskillmodifier". You pass it a CT or PC node, plus a skill and a characteristic. That function will look within the node for a skill that matches and gets the level for that skill. If no skill matches, then look for a string within "()". If it has this, then remove that part and look for a skill that matches the base name, and get that level. If neither of those match, then set the level to -3. After that, look up the characteristic modifier, add to the skill level, and return the total. Then the weapon records can have a skill name and a characteristic plus a damage.
I would also *not* "set" the value when the item is dropped. I would display the skill total using the "number_modifier" template by calling the function and not allow the user to change that number directly. That template allows for a "temporary" modifier to be applied, but otherwise it should always display the *current* skill level + characteristic bonus, and if those change, the value on the combat tab should immediately reflect that change.
You can see how the "temporary" modifiers work by looking at the Castles and Crusades ruleset:
Last edited by Andraax; September 16th, 2018 at 16:32.
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September 16th, 2018, 19:51 #27
I'm going to work on the 'Action Tab' making work like the skill tab. I think that's the best way, but I need to look at how to 'link' 'basic skill field' rather than 'setting' the value when it's dropped.
Going to play D&D now, so working tomorrow evening again.
Cheers,
MBMRuleset and much more content built for FGU.
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September 16th, 2018, 19:53 #28
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You can look at how attacks and skills are handled in Castles and Crusades, if you have that ruleset. Or 5E.
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September 16th, 2018, 20:10 #29
I've got DnD5E, looked in that many times, it's rather complex at times, so just takes time to pull stuff out.... Traveller was built right on top of CoreRPG, so uses inheritance for as much as possible.
I'll take a look tomorrow as I have it all linking for the CT of course.
Thanks for all your help and comments, gotta love this community for this kind of help.
Cheers,
MBMRuleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
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September 16th, 2018, 20:16 #30
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Yeah, 5E is built on top of CoreRPG and inherits much as well. :-)
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