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April 14th, 2018, 19:09 #171
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 20,558
Technically, there's no reason to remove effects. In CoreRPG, they are just a way to add notes related to the temporary modifiers, and all the templates to support them are already built. Plus, if you decide to add specific ruleset support later, then the basics are already in place.
Regards,
JPG
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April 15th, 2018, 01:37 #172
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April 15th, 2018, 12:01 #173
Excuse me if already answered: does this rule set support the New Traveller from Mongoose?
https://www.mongoosepublishing.com/r...aveller-1.htmlThe past is a rudder to guide us, not an anchor to hold us back.
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April 15th, 2018, 12:26 #174
My understanding is this ruleset is only Mongoose Traveller 1st Edition. MadBeardMan (the developer) is kind of using this as a precursor learning set and a code base for for the later development of Mongoose New Traveller(2nd Edition) ruleset. Its his intent I gather from his posts to shortly follow up and shortly start the development of Mongoose 2nd Edition ruleset using this ruleset as a base for the 2nd Edition ruleset. see the following post MadBeardMan made in an earlier posting.
I hope MadBeardMan doesn't mind my answering your question for him. If he does I apologize.
Chumbly
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April 15th, 2018, 17:27 #175
Afternoon,
Just waiting to be called for dinner, but been speaking with Trenloe over the Initiative modifiers (hasten, dynamic, heft, recoil etc). As there's no effects in this version, a new column has been added to the CT (MOD) next to the Init. Anything entered here is added to the Init, but at the start of the next combat round, it's reset back to 0. Works perfect for Dynamic. I'm open to ideas on how to make it work better for weapon heft/recoil.
Now onto Heavy Weapons, then Party Sheet.
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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April 15th, 2018, 20:38 #176
Evening,
Back now for the rest of the night, unless the missus wants to watch Blade Runner 2049.
Sorted the Heavy Weapons, started on the Party Sheet - already got the basics working.
Should finish the PS tonight. I'll then look at Spaceships, if that's something I can do in a day I'll add it, if not I'll start to build a list of what's coming in future builds once the beta is released.
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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April 15th, 2018, 21:54 #177
Just a suggestion, but maybe you might want to re-label the inititiative MOD label something like IMOD. itsa different beastie than the action/skill MOD, and relabeling it IMOD, might alleviate the confusions by the easily confused (gee we won't ever have any of those type people playing this ... will wee....?)over why when they change the MOD column next to Init, it isn't changing action rolls.
ChumblyLast edited by chumbly; April 15th, 2018 at 22:04.
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April 15th, 2018, 22:13 #178Ruleset 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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April 15th, 2018, 22:41 #179Ruleset 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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April 16th, 2018, 10:28 #180Ruleset 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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