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August 31st, 2024, 23:50 #1511
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It it says "HP Advancement from the frame x tier". That's pretty clear. A tier 4 mech is a tier 4.... 10+7x4.
I'm assuming they designed it that way since it's easier than "tier - 1" and I don't see anywhere in the book that suggests otherwise.
HP.PNG
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September 1st, 2024, 00:00 #1512
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Yes it is. Nowhere in the rules does it say you don't count the first tier. Here's an example mech straight from Tech Revolution:
Skyspy.PNG
This is a Tier 8 Skyspy (Base 10 plus 7 advancement per tier) + 1 additional advancement per tier because of Tough Arms.
So 10 + (7+1)*8 = 74. The writers of Tech Revolution aren't subtracting the first level either. If I built this in FGU right now, it would only give me 66HP.
BTW thanks for what you do. I get it, you have a lot on your plate and you're probably working in multiple systems.Last edited by Markimedes; September 1st, 2024 at 00:05.
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September 1st, 2024, 01:49 #1513
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- May 2019
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Looks like players can see the modifiers to their rolls when rolling through the tower
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September 1st, 2024, 23:26 #1514
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Encounter CR not calculating. Hitting refresh but it remains blank
CR Refresh.PNG
Edit: Found a workaround on this for now. CR isn't showing up on my NPC sheets, only XP. This seems to be stopping it from calculating CR or XP in the encounter. If I change the NPC to Mech, then close the window, then reopen, it has tier. Then I switch back to NPC and close and reopen and now it has CR. Not ideal but it works until it can be patched.Last edited by Markimedes; September 4th, 2024 at 07:40.
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September 4th, 2024, 20:40 #1515
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- May 2019
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Horizons of the Vast is still missing links in the Book. Also, more CRs missing as well. To be fair, the Mole Rats do not have a CR listed on Nethys either. They are worth 135 XP each so according to core that makes them CR .33
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September 4th, 2024, 20:43 #1516
I will alert the developer for the module issue, but will be some time till I am able to tackle any reports for the ruleset as I am currently bogged down with another project. I will be some time till I am able to get to these.
Dominic Morta
Ruleset Developer
Smiteworks
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Classic and Unity Port Forwarding?-Fantasy Grounds Connections Explained
Comcast or Cox ISP User?-Comcast XFinity and Cox Users
Have a suggestion?-Feature Request
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September 4th, 2024, 22:43 #1517
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September 5th, 2024, 18:34 #1518
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September 5th, 2024, 19:28 #1519
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- May 2019
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Vehicle NPC card sizing error
Whenever inputing or editing the size of a vehicle on an NPC card I receive the following error.
Note: I have tried this with all extensions turned off and still get the error.
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September 7th, 2024, 03:05 #1520
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When a PC "steps in the Mech", their weapons are added to the actions tab. However, there are a few things it seems to be doing incorrectly.
1) It automatically sets all weapons as melee. I can manually change it to ranged, but when I get out of the mech and back in, any settings I've made in the Actions tab are reset.
2) Melee weapons should be adding the the mech's strength modifier. It doesn't add anything. I can manually change it to add strength, but it adds the strength of the PC, not the mech. And again, if I get out of and back into the mech, this setting has to be set again. (Also damage type seems to be missing, or do I just type "medium S")
Mech Weapon.PNG
4) PP from Mech not carrying over properly. The image below should be starting with 6 max and 1 current, not 1 max and 0 current.
PP.PNG
5) PP Abilities in Spells tab: Is there a way to get some formulas in here? I can manually add a formula for Devastating Hit for specific weapons, for example, but again, when the PC gets out and back into the mech, all my work disappears.
Thanks
Edit: Removed #3 as it seems to be calculating correctly. (Not sure how to just cross out text on here)Last edited by Markimedes; September 7th, 2024 at 07:33.
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