GI JOE RPG Launch
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  1. #41
    Quote Originally Posted by Wubs96 View Post
    ....and I just tried to replicate and it isn't doing it now. Maybe the attack/save error had messed things up on effect endings and I forgot to reconfirm the error after a reboot
    Thanks for re-testing! I just published an update to the ruleset fixing the "Cast" without "Save" issue, amongst a couple of other things.

  2. #42
    Have you contacted Dungeon Coach or his VTT team about your ruleset yet? Think he would love your implementation, and might want to work with you further on it. When you get a chance if you can, adding rest points, and ki points to the resources section of the character sheet would be very useful. Also, a Regeneration effect would be cool.
    edit...
    Also, in our test game tonight we found that when you have defensive effects on (ie. PD:2), it procs fine for the hit or miss, but it doesn't take them into account for heavy+ hits. (ie. gives out heavy+ on the original PD, not the Pumped up PD)

    On a side note, If you would like a seat at our table on Thursday evenings (7:30 EST) you are more than welcome.
    Just running test combats right now, so no commitment pressure.
    Last edited by Wubs96; October 25th, 2024 at 04:36.

  3. #43
    Yeah I've been in contact with Coach for several months now, but things seem to be going very slowly on the VTT side. I think they are mainly focused on the core ruleset, as well as an app for now. I'll have to keep pestering him though .

    Thanks for the feedback regarding needed features and also the bug, I'll look into the bug specifically. Rest points are high on the priority list anyway, ki points I will probably not implement yet until I implement class support overall.

    Thanks for the invite to your table! Unfortunately, that would be 00:30 (AM) for me, so I won't be able to make it. I might come back to your offer for a session or two, if I have holidays .

    On the plus side, I will likely be starting a new DC20 campaign myself soonish that I will run in FantasyGround, so I will have personal incentive again to further extend the ruleset with more features .

  4. #44
    Sounds good, open invitation to my table whenever you are available. Found 1 more issue that is probably a quick fix. Looks like you have Save DC's set up on a base of 8 plus modifiers, when it should be 10 plus modifiers. Easy fix at user end for PCs is to put in modifier on save modifier, but little bit tougher on NPCs (ie. Level 1 PC with +3 Prime, Save DC shows up as 12 when should be 14)

  5. #45
    Quote Originally Posted by Wubs96 View Post
    Sounds good, open invitation to my table whenever you are available. Found 1 more issue that is probably a quick fix. Looks like you have Save DC's set up on a base of 8 plus modifiers, when it should be 10 plus modifiers. Easy fix at user end for PCs is to put in modifier on save modifier, but little bit tougher on NPCs (ie. Level 1 PC with +3 Prime, Save DC shows up as 12 when should be 14)
    Good catch, I missed that when the DC formula was changed, I fixed it, and the update should be available on forge. Regarding the Heavy Hit calculation and PD-effects: I was unable to reproduce this behavior, for me it looks like the attack roll result (heavy/brutal, etc.), as well as the resulting damage is correct. Do you have a concrete example that reproduces the issue? Tip: If you turn on "Manual Dice Entry" in the settings you can specify exact D20 values, so you don't have to roll repeatedly to get the proper die roll .

  6. #46
    Quote Originally Posted by Elewyth View Post
    Good catch, I missed that when the DC formula was changed, I fixed it, and the update should be available on forge. Regarding the Heavy Hit calculation and PD-effects: I was unable to reproduce this behavior, for me it looks like the attack roll result (heavy/brutal, etc.), as well as the resulting damage is correct. Do you have a concrete example that reproduces the issue? Tip: If you turn on "Manual Dice Entry" in the settings you can specify exact D20 values, so you don't have to roll repeatedly to get the proper die roll .
    Awesome, Thank you, I missed it too but one of my players actually caught it. Ya, just tried to replicate the PD/Heavy+ issue at my end and it seems to be ok. Thinking it was when we had the other issues and I hadn't reloaded FGU yet. Any more bugs we find, I promise to try a reboot first to see if I can replicate before posting.
    We are really having fun with your ruleset implementation. Your work is much appreciated.

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