TALES of the VALIANT
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  1. #31
    Quote Originally Posted by wndrngdru View Post
    Effect text is "EFFORT: persuasion". Character is Trained in persuasion. Target is a level 2 "Generic Mook". When the persuasion roll is made. Difficulty level is showing 1, as reduced by being trained.
    Making the Skill "Untrained" has the difficulty level remain at 2 for the same roll and effect.
    You'll need to put a number in there to specify how many levels of effort to apply. So it would be "EFFORT: 1 persuasion"

  2. #32
    wndrngdru's Avatar
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    Quote Originally Posted by Saagael View Post
    You'll need to put a number in there to specify how many levels of effort to apply. So it would be "EFFORT: 1 persuasion"
    ~facepalm~ Oh, for cryin'...
    I even knew that.
    --
    I'm so bassic

  3. #33
    New version - v1.2.0

    [FEATURE]There is a new "Ability" section of the library (right-side shortcut bar). This is a place where GM's can pre-load archetype, focus, or descriptor abilities, and are defined almost exactly like character abilities on the PC's actions tab. The only difference is that GM's have access to a new "Actions" tab on an ability. GMs can set up any roll actions for the ability that players might use. Abilities can be drag/dropped onto the PC sheet to add them to the PC's ability list.

    I haven't tested this feature in a game with my players yet; I figured it was more useful for folks to use than wait 2 weeks for me to test it. As such, there might be some quirks or bugs. As always report them here and I'll get to them. Additionally, if there are additions that would make this feature more useful to you, I'm open to suggestions.

  4. #34
    IMPORTANT ANNOUNCEMENT

    After speaking with Moon Wizard, I've agreed to take over maintenance of the rulesets for Cypher, Numenera, and The Strange. In the short-term this means that I will be sunsetting this extension; it will no longer receive any features and will only be updated to fix bugs. Over the coming weeks and months I will work on migrating Cypher++'s features to the Cypher ruleset, which will include compatibility with The Strange and Numenera systems. This process will be slower than the development of the extension itself, mostly to give enough time for bugs to be found and fixed before implementing new features. Stability is the goal here.

    If there are any features not included in Cypher++ that you would like to see in the ruleset, now is the time to request it. The earlier I can design for a given feature, the more stable they'll be.

  5. #35
    wndrngdru's Avatar
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    Excellent news!

    Some things on my wish list:
    • Horror Mode - When a 1 is rolled, triggering a GMI, it also increments the number which triggers a GMI. So, as GMIs are triggered, the likelihood that they trigger also increases.
    • XP Decks - Perhaps leveraging your card deck extension to be able to use cards for handing out XP. I always like using the XP decks when I'm GMing meatspace games.
    • Power Shifts - Essentially free levels of Effort which don't count against max effort. I've not run a supers game with your extension yet, so this may already be doable in some way.
    • Optional Second Descriptor - I know a good number of us over on the Cypher Unlimited Discord who GM allow a second Species descriptor. Functionally, I think this is just making that part of the character sheet be able to adjust and wrap. Not sure if that's even possible currently.


    I look forward to the future to your upcoming changes. Feel free to reach out if you'd like help testing things.
    --
    I'm so bassic

  6. #36
    Quote Originally Posted by wndrngdru View Post
    Excellent news!

    Some things on my wish list:
    • Horror Mode - When a 1 is rolled, triggering a GMI, it also increments the number which triggers a GMI. So, as GMIs are triggered, the likelihood that they trigger also increases.
    • XP Decks - Perhaps leveraging your card deck extension to be able to use cards for handing out XP. I always like using the XP decks when I'm GMing meatspace games.
    • Power Shifts - Essentially free levels of Effort which don't count against max effort. I've not run a supers game with your extension yet, so this may already be doable in some way.
    • Optional Second Descriptor - I know a good number of us over on the Cypher Unlimited Discord who GM allow a second Species descriptor. Functionally, I think this is just making that part of the character sheet be able to adjust and wrap. Not sure if that's even possible currently.


    I look forward to the future to your upcoming changes. Feel free to reach out if you'd like help testing things.
    All of those seem very doable. The Power Shifts option can already be done with a combination of 'EFFORT: 1' and 'MAXEFF: 1', which increases the maximum effort you can apply and then applies 1 level of effort. But I don't see why there can't be one single effect that applies a free effort. One question on the XP Decks though, as I don't have them. Are they just cards with an XP value on them? Do they serve any function other than tracking XP?

  7. #37
    wndrngdru's Avatar
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    Quote Originally Posted by Saagael View Post
    One question on the XP Decks though, as I don't have them. Are they just cards with an XP value on them? Do they serve any function other than tracking XP?
    Yep. The physical decks have 30 cards. 24 with a number 1 on them and 6 with a number 4. They're nice in person because then players aren't needing to write-erase-rewrite XP on their sheets all the time. They just give the card back when they spend an XP.
    It works well, too, for enticing them to take that GMI when I pick up two XP cards and hold them up.

    Honestly, this is probably my lowest priority wish since the functionality of the XP cards is essentially already there. However, thinking ahead, there are also Cypher decks which are nice for the same reasons. It would be neat to create a deck of cyphers to randomly pull from. The deck itself could be created by dragging/dropping from the Items library. That would also allow for Artifact decks. Oooooohhhhh..... NPC decks...

    I'm sure I could do just about any of these using tables. I do really like the aesthetics of Decked Out though.
    --
    I'm so bassic

  8. #38
    Quote Originally Posted by wndrngdru View Post
    Yep. The physical decks have 30 cards. 24 with a number 1 on them and 6 with a number 4. They're nice in person because then players aren't needing to write-erase-rewrite XP on their sheets all the time. They just give the card back when they spend an XP.
    It works well, too, for enticing them to take that GMI when I pick up two XP cards and hold them up.

    Honestly, this is probably my lowest priority wish since the functionality of the XP cards is essentially already there. However, thinking ahead, there are also Cypher decks which are nice for the same reasons. It would be neat to create a deck of cyphers to randomly pull from. The deck itself could be created by dragging/dropping from the Items library. That would also allow for Artifact decks. Oooooohhhhh..... NPC decks...

    I'm sure I could do just about any of these using tables. I do really like the aesthetics of Decked Out though.
    XP Cards would be almost trivial to add. I've considered how I might add the other decks (GM intrusion, cypher, recursion, and npc), but that will probably be a much later update to Decked Out rather than something built into the Cypher ruleset.

  9. #39
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    I'd like drag and droppable Descriptors, Types, and Foci that are composed of Abilities broken down by Tier. Also something like PF2's Tracker would be nice to have.
    Native Texan. Tabletop Gaming Curmudgeon since 1977. Ultimate License holder. Life-long Trekkie. Traveller fanatic. Die-hard Savage. OSR enthusiast. 1930's Pulp aficionado.
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  10. #40
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    Quote Originally Posted by sirkerry View Post
    I'd like drag and droppable Descriptors, Types, and Foci that are composed of Abilities broken down by Tier.
    This is good. I would add being able to do Flavor substitutions for those abilities.

    Also something like PF2's Tracker would be nice to have.
    I'm not familiar with this, but if it's something that records all the steps that created a character... YES, PLEASE!
    --
    I'm so bassic

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