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November 18th, 2024, 16:10 #21
Update: waiting on the next public playtest, then I will work to update this ruleset.
I've been following the development progress and I'm so excited to see what all changes!
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December 26th, 2024, 19:22 #22
- Join Date
- Feb 2019
- Posts
- 2
Any idea on when how soon you'll be updating for the newest packet?
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December 26th, 2024, 20:19 #23
The newest backer playtest packet has been released. It is a HUGE packet with lots of updates and changes.
I will spend some time this weekend looking over what has all changed.
I will first focus on updating the character sheet.
My plan is to work on providing one huge overhaul update for this ruleset to work with the latest backer playtest.
Any active changes I make will be on test channel. Once I have sufficiently tested all the small changes, I'll release a build on the live channel.
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December 26th, 2024, 20:29 #24
Character Sheet To-do:
-add surges to main tab
-change name of kits to "modifiers"
-edit kits to now be modifiers (new fields for what type of modifier it is)
-add a place for perks to be recorded
-create new character sheet tab "projects"
Feel free to reply with any additional changes you think I should make (for player character sheets or for anything else in general).
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December 26th, 2024, 21:53 #25
- Join Date
- Apr 2011
- Posts
- 77
Awesome work! Thank you so much.
Please consider the options below a WISH LIST in the highest order. After I finished making it, I realized its a LOT to ask of a small team, let alone one person, so please understand these are nothing more than welcome QoL and helpful additions. None of these are essential, and can be gone without - but would make the experience more enjoyable.
Character Sheet
Main Tab
- A section for your Subclass at the top would be nice
- Since skills are completely cut off from attributes, I might recommend to move them to blank lines on the 1st Tab, similar to damage immunities - that way they ware front and center
- If you can add a button next to Class Resource that allows you to customize an input (so either 1d3, 1d3+1, or a flat value), and the resource increases when you click it, that would be *chefs kiss* awesome.
- Surges would likely be best near the Class Resource
- POTENCIES (almost forgot them) - it would be good to have a box that lists the potency values for your weak, average, and strong values (maybe right above class resource). If you can have them auto calculate off stats, great - but manual entry is just fine - they don't change very often).
- You could probably remove Reach from the 1st Tab, as all distances are based on abilities. Also size could use some way to mark it as 1T, 1S, 1M, or 1L respectively.
- A place to track XP (probably on tab 1 next to Victories)
- Its different for everyone, but if it matters, tracking damage is sometimes easier than tracking total stamina. I might recommend that stamina box change to damage; and if you can code it to turn orange when it equals winded, red when it equals maximum, and grey when it equals negative winded, that would be pretty cool.
- A quick button for saving throws that you can click to roll a d10, as well as an edit box to add a modifier (with 6 or higher being a success).
- A section for Movement Keywords for characters on the first page (near immunities & weaknesses presumably)
- A Section for Wards or other defenses (text entry only), would be very useful
Ability Tab
- On the action tab - as cool as it is to have boxes sorted by action type, it can be hard to find some actions with the scroll window - UI wise, just having a single list of action slots, with maybe a header like those used on the D&D 5E ability tab (if you're familiar) would be much more user friendly! Sections I would Include (in order) are: Actions, Maneuvers, Triggered Actions, Features, Ancestry Traits, Modifiers, Perks, Titles, Languages.
- If that's too many for one tab - then I would do Actions on one Tab, and Features on another (Active vs Passive)
- For Modifiers, the fields you need to add are: Name, Categories (weapon, magic, psionic as well as types of weapons or armor), Stamina Bonus, Speed Bonus, Stability Bonus, Melee Damage Bonus, Ranged Damage Bonus, Magic Damage Bonus, Psionic Damage Bonus, Distance Bonus, and Disengage Bonus. I might also add a final box for special - just as a catch-all for anything that might come up in the future.
for players to reference. They only need to see the names of skills they have, not all of them, so it likely won't be a large section - A section for Wealth added, likely next to renown is (you can also remove the 'title' line as that will have its own section.
Skills Tab
- If you move the skills box to the main tab, you can just eliminate this tab (and probably replace with the Projects Tab. Maybe call it Downtime?
Projects or Downtime Tab
- In the tab for projects, I might also add a section for followers - so you can list their name, type, assigned project (if any), and maybe open text if there is any info about them story-wise
- Projects tab could probably have 3 sections: Active Projects, Available Projects, and Followers
- Active projects should have the following sections: Name, Characteristics, Goal, Current. Ideally, you can fit that all compatctly on one line.
- Followers ideally would be similar, with the following sections: Name, Characteristics, and Assigned Project
- Available Projects could be text entry like abilities that have a template box to fill, with the following categories: Item Prerequisite, Project Source, Project Roll Characteristic, Project Goal, Text Entry.
Notes Tab
- Remove Titles line, titles box, and languages box, project, and project points. Add a line for Culture (text entry), Add Wealth, Current Followers, Maximum Followers
Inventory Tab
- In the inventory, if you can add a category for Items, so they can be marked as mundane, treasures, etc (and/or even a sub category for type of treasure)
For the Director End
NPC's
- If you could create a few boxes for NPCs at the top for the following categories, it would be VERY helpful to run monsters: Level, Organization, Creature Role, Keywords.
- Pie in the sky idea, but: if you could create entry lines with links on the 1st tab of a monster block, then when opened - it would have the ability template the players have: Keywords, type, Distance, Target, Power Roll, Tiers, Trigger, Effect, Special, and also Malice. Having to move between the main tab and abilities tab to look for a monsters ability then back to main to roll the die for each monster is a struggle, so if I had to pick an improvement, it'd be that.
- Minor edits for NPC stat blocks:a). can remove reach b). Adjust size to work like PC's (really just needs to be able to accept letters as well as numbers, no more than 2 characters c). rename speed to movement [keywords]. d). Minions now have a 'with captain' feature, so adding a line for that would be helpful!
Combat Tracker
- If there is any way to track Malice, that would be AWESOME. Currently, the best idea I can think of is to just put a box IN the combat tracker at the bottom that just says malice, and lets me adjust the number. I would presume that's simple, and we can adjust numbers manually - but that way I have it immediately where I need to see it. Bonus points if it can be set to increase automatically with each round.
- QoL - but if its possible to make the Turn and Triggered Action markers visible to players, that would be super helpful. Also, if there is a way to make a monster's stamina visible to players with a toggle (even just global on/off), that would be excellent too!.
BROWNIE POINT OPTION -- Add a button to the Encounter option that will add up all the EV of each monster in an encounter.
I THINK That's everything. Thank you again so much. None of these are 'essential', but all are definitly big QoL improvements that I "hope" are relatively easy individually to implement, but I'm not the coder, so whose to say. I'll check back here if any detail questions come up.Last edited by Zetesofos; December 26th, 2024 at 22:00.
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Yesterday, 03:56 #26
- Join Date
- Feb 2019
- Posts
- 2
Awsome, really appreciate your hard work!
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Today, 02:07 #27
I have just now uploaded the latest build into the test channel for the ruleset.
Here is the changelog (build 32):
Character Sheet Changes
Main Tab
- Subclass section added
- Created new text line for skills
- added Surges next to Class Resources
- Added section for weak, average, and strong potencies
- Removed "reach" from stats
- Added new "XP/Epic" stat
- New section for Movement Keywords
Kits Tab
- The Kits Tab has been renamed to Modifiers Tab
- Various updates to adjust for the different types of modifiers (Kits, Wards, Augmentations, etc.)
Ability Tab
- The abilitiy tab has been removed and replaced with the Actions Tab and Features tab
Skills Tab
- Skills Tab has been removed.
Notes Tab
- Removed Titles line, titles box, project, and project points.
- Added Wealth level, Current Followers, Maximum Followers
Inventory Tab
- Wealth level has been added here also
I will continue to work on other features and some bugs that have popped up.
Once a more stable build is ready, I will post it into the live channel.
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Today, 04:31 #28
New update!
v.070 includes the following changes
Character Sheet
- Subclass has been added to the character sheet header
- Skills tab has been removed, skills are now on the main tab
- Added potencies to main tab
- XP/Epic stat added to main tab
- movement keywords added to main
- ability tab has been removed (and replaced by two new tabs: actions and features)
- kits tab has been renamed to modifiers
- new other tab for tracking projects, titles, and perks
- slight changes to notes tab
- wealth level added to inventory tab
NPCs
- NPC "Type" renamed to "Keywords"
- Level added to NPC
- Creature Roles added to NPC
- Renamed "Speed" to "Movement"
- Removed weight
- Changed Size to a string column instead of a number
Combat Tracker
- Added Malice tracker in the botton left of combat tracker
Known issues:
There seems to be appearance issues for any other themes other than the "Theme: Core" extension.
I believe this is due to the fact that when I first made this ruleset, I made a copy of the CoreRPG ruleset and edited it from there. However there have been some quite big updates to FGU the past couple of months that has changed how the CoreRPG ruleset work. In retrospect I should have found a way to make a ruleset that REFERENCES the CoreRPG ruleset instead of it having all the old CoreRPG code in it. This isn't really something I want to change as it would require a lot of work. But for now, if you use the "Theme: Core" extension the colors and icons should be easily visible.
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