DICE PACKS BUNDLE
Page 24 of 42 First ... 14 22 23 24 25 26 34 ... Last
  1. #231

    Join Date
    Apr 2009
    Location
    Fullerton, CA.
    Posts
    632
    New .pak file in first post with updates for FG 3.3.9

  2. #232
    Just wanna say, I really appreciate all the work you've put into this ruleset. It's really well done and I'm looking forward to running many adventures using it.

    I do have a couple of questions though!

    - When creating a Talent, there's two fields. The second one is pretty obviously the description. What's the purpose of the first field, (labeled "Test" in the screenshot)?
    - Also, when dragging a Talent over to the character sheet, it inserts a blank line and includes the formatting tags. I understand building up all the right regex's might be asking too much, but is it possible to remove the initial blank line in an update?
    - When creating or viewing a skill, there's a "reaction" field. It's entirely possible, (even likely), that I just missed "reactions" in the rulebook, but what is that field for?

    Again, thanks so much!

    WFRP2E Talents Problem.PNG

  3. #233

    Join Date
    Apr 2009
    Location
    Fullerton, CA.
    Posts
    632
    @Brent

    The talents "test" field is solely for house rule use. It's a field that was requested long ago.

    I know about the formatting tags and the extra line. I have never found a fix for it. I work on that almost every time I head back into the ruleset for maintenance.

    Reaction field is for Parry and Dodge Blow. In 40k and WHFRP they are called out a bit differently. I didn't change the method here, but basically wanted a way on the combat tab to have a filtered list of skills such as Parry and Dodge for players. No tabbing back and forth.
    The only real use for it in WHFRP is if Dodge Blow is acquired as a skill, type "Yes" into the reaction field of the skill window and it will appear on the combat tab for easy reference for the player during a combat.

    My players knowing this have added other skills they might use in combat for a quick way to make rolls.

  4. #234
    Quote Originally Posted by Brent Taylor View Post
    Just wanna say, I really appreciate all the work you've put into this ruleset. It's really well done and I'm looking forward to running many adventures using it.

    I do have a couple of questions though!

    - When creating a Talent, there's two fields. The second one is pretty obviously the description. What's the purpose of the first field, (labeled "Test" in the screenshot)?

    WFRP2E Talents Problem.PNG
    Although most Talents that I have don't use that line I guess you could use it you had a special prerequisite/group for a Talent e.g Specialist Weapon Group (Two-Handed).
    I just remove the "blank" line myself.
    Not sure offhand about the other question

    EDIT: What Paul said
    Last edited by Halfront; November 15th, 2019 at 15:43.
    "Time is an illusion...lunch time doubly so."

  5. #235

  6. #236
    Cheers Paul, still using this!

    (Also never did finish that Old World Bestiary module, sorry! Time was not on my side to do the remainder).

    I have a small request but I don't think it is a realistic one. After each update you make, I usually go into the pak file and change some files so that the movement calculation system switches to squares instead of yards as my group uses the square system for movement. Would there be a possibility for a switch to be implemented within the ruleset, like a setting that can be changed?

    If not - I can still modify the pak files as needed with each update so no fuss.

  7. #237

    Join Date
    Apr 2009
    Location
    Fullerton, CA.
    Posts
    632
    Let me look, I had asked that very question before, what do groups use more. Let me see if I can make it an option or toggle.

  8. #238
    If you're taking requests... I have a small one!

    I'm using the opposed combat rolls from Warhammer 4E, which in practice is a lot easier if you're not using the targeting system in the Combat Tracker. However, attack rolls don't include the degrees of success/failure unless you have a target selected.

    Any chance you can add something like this on line 505 of "scripts/manager_action_attack.lua"? I don't think this should cause any issues for anyone, if you're cool with it.

  9. #239

  10. #240

    Join Date
    Apr 2009
    Location
    Fullerton, CA.
    Posts
    632
    Brent,

    I have looked into the request, and rather than force the entire ruleset to use this method for outcome results, I am working with it to make it an option. Stay tuned. May have already been finished but work has crept in and taken me away.

Page 24 of 42 First ... 14 22 23 24 25 26 34 ... Last

Thread Information

Users Browsing this Thread

There are currently 2 users browsing this thread. (0 members and 2 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Refer a Friend

Log in

Log in