Thread: Adding allies in Savage Worlds
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September 24th, 2024, 11:07 #1
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Adding allies in Savage Worlds
So I figured out how to add Allie’s to a character sheet, but I can’t figure out how to add the ally on the same initiative of the character.
I have a shape changer that I have added all his shapes as Allies. When he shape changes I’m going to skip his turn and act through his alternate form
Please help
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September 24th, 2024, 14:05 #2
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Drag and drop the ally NPC link from the character sheet towards the combat tracker. You should see that the action card is highlighted with a red box. If you drop the NPC link onto the character's card - rather than to an empty bit of the tracker - it will add the ally to the character's initiative.
Similarly for characters already on the tracker you can drag and drop their link (usually the little white dragon a red square, depending on your theme) and drop onto another character's card and it'll group the two on to the same initiative card.
Cheers, Hywel Phillips
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September 24th, 2024, 17:59 #3
Button on CT opens radial menu to add all PC and allies on one click. Any NPC on Allies section of player character sheet automatically gets added on same action card.
For shape changers I would not use allies. Instead use effect on CT to modify character. Note that these effects can even be saved to their own module for future reuse.Last edited by Lonewolf; September 24th, 2024 at 18:02.
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September 25th, 2024, 07:59 #4Savage Rifts© on Fantasy Grounds Store
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September 25th, 2024, 15:50 #5
Unfortunately I have a "summoner" in on of my games so the easiest way to handle all of his summons where he can have multiples of the exact same thing summoned I found it easiest to just create copies (with numbers after to distinguish them) on his Allies section of the sheet, so using the Add Allies would blow up CT! The most efficient way we've found so far (and maybe there is something far better) is for me as the GM to drag the summons off of his sheet onto his card in CT, make the visible (since they normally come in hidden), then the player can grab their picture on CT and drag that to where he would summon them within range on the map. That also lets him double-click individuals on the map to pull up their character sheets to do rolls from. The modifiers (where he might spend extra power point to give them Edges and stuff) can be a bit of a pain, but usually it's just something there is an Effect for so we can just grab the appropriate Effect and drop it onto the summons to add that, or we create it on the fly (for things like just +1d to a Trait or something).
I'm all ears for better ways, but so far that doesn't work too bad. I will say with all of the updates happening recently and likely the Forge add-ons I'm using it was a bit painful last night with constantly having the error log pop-up with any change happening on CT, and text overlapping things. I think it's all just getting the add-ons updated to fix all of that. (I still have the encumbrance issue in PFSW, too, FWIW.)Lenny Zimmermann
Metairie, LA
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September 25th, 2024, 17:25 #6
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Can you create a log and post it here? If errors are coming from the ruleset we'll identify them and fix them.
The latest changes include these changes:
Allies now default to visible when dropped on the map.
Allies can be moved between characters and the party sheet.
Ally targeting can be set by the owning player.
I'll look into allowing players to add their own allies to the CT and map.Add feature suggestions for Savage Worlds to Fantasy Grounds Feature Request.
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September 25th, 2024, 19:32 #7
I'm pretty sure the errors we were getting were extension-related, but I'll check the files and see if the logs are stored on the system from last night's game, if it helps any, when I get a chance.
Lenny Zimmermann
Metairie, LA
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September 26th, 2024, 11:12 #8
Yes there is much quicker way. Make the players do all the work
Use the Party sheet to store Allies. The player can create NPCs on his charcater sheet. Then drag them to the party sheet to store them!
So if there is lots of choices the player can do them for the GM as required. During combat he picks the one in use from the party sheet and puts it back on his character sheet. GM just using one menu click to add it to CT or drag it on.
During a game you can switch consol error reports off so they don't pop up. The errors will still save to the log.
PFSW has the Good Backpack extention already built into it for extra encumbrance support. If you got issues coming from the ruleset tell us.Last edited by Lonewolf; September 26th, 2024 at 11:22.
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September 26th, 2024, 16:57 #9
Hmm... maybe, although in this case for this particular player I'd probably fluster them too much to do all of that. They're not all that fond that I'm using FGU at the tabeltop as it is, they'd rather go all dice-at-the-table instead, but as a GM FGU makes things sooooo much nicer! (I have other players who love it, though, so we're sticking with it). They didn't realize all of the extra stuff they would need to deal with by focusing on being a summoner, is all (and they're not fond of the fact that their summons are so relatively short duration compared to D&D where they're used to calling an elemental to do their bidding and taking out all of the guess-work for hours on end instead of for just 5, or 10 with the Concentration Edge, rounds).
For PFSW encumbrance, yeah we're still seeing encumbrance calculated incorrectly. D6 Strength folks with a Load Limit of 20 instead of 40. Either an extension is messing with it or it didn't update right since, as you note, I thought that was fixed. I may need to see if I can dig into that some more to find out what's up or if it's not updating or something.
As for switching off Console errors... I don't remember seeing that. I'll definitely have to check that out! Thanks!Lenny Zimmermann
Metairie, LA
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September 26th, 2024, 17:50 #10
Here's the console log file. I still had Chilhelm's activated (wasn't completely sure if it had been integrated yet, but I've disabled it now for what it's worth).
Lenny Zimmermann
Metairie, LA
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