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Dangermouse

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Posts posted by Dangermouse

  1. 11 hours ago, AlDatum said:

    It worked really well, thanks again!  The one question I still have is whether there is a way for me to manually enter additional skills/powers/etc. into the character sheet?  It would really round it out for me if I could do that since I'm sure Superworld has a few powers that aren't in the new BRP rules.

    Thanks again (for this and for Pendragon!)

    Scott

    Hi Scott - at the moment the only option is to create a new skill, power etc under Items in the main Foundry directory and then drag the item to the character sheet.  There isn't the option to do it directly from the character sheet.  When (yeah, it's all tomorrow, tomorrow) I create an NPC sheet then I was going to put this function in for NPCs - but if there are enough people who want it for characters then it's probably not a big task - (I'd probably create a game setting so that you can decide if you want to give this option to players or just the GM).

    So folks shout - if you want this then please say so and I can add it to the project backlog.

    Cheers

    Simon

  2. 2 hours ago, AlDatum said:

    I’ve been following this thread with great interest, and I’m thankful to see that the development of BRP is ongoing.  I will echo everyone else and say THANK YOU! for the great work being done to bring BRP to the VTT world.  Personally, I have a strong interest in playing a superhero campaign using BRP.  Is the current version compatible with this yet?  If not, is it in the “coming soon” stack?

    Thanks again, @Dangermouse, for all that you’ve done and continue to do.  It is fantastic!

    Superpowers and Modifiers are already built in to the extent that they exist and you can add them to the character sheet - there's no automation around them at this stage.  Hopefully enough so you can play a game but if not let me know.   

    I've never played a superpower game so no idea if it does what you need.

     

  3. 19 hours ago, BlackLaird said:

    Hi Dangermouse, greatly appreciated! One last request - would it be possible to also add 'Allegiance' (p211) to the Roadmap? I think that would pretty much cover everything!

    Sure thing - it's added.

    I've got two things on my plate before I can get some serious time for BRP (other than work, family) - but both should be done fairly soon (I hope).

    Before I add more things I do want to refactor BRP to allow for using compendia rather than just in world items etc.  That may be a bit of a major recoding exercise but I've finished doing that for Pendragon so have a basis to work off.

     

     

  4. 24 minutes ago, BlackLaird said:

    Hi DM, fantastic work so far (on both this and the Pendragon). Appreciate it's still early days and that you have a collossal work load with all of this, but at some point could you add Reputation option and Passions integration to the BRP roadmap wishlist? Thanks again for the excellent work so far!

    Thank you. 

    Passions are already on the roadmap and I've now added Reputation - View 1 · @Genii-Locorum's BRP Development (github.com)

    • Like 1
  5. 21 hours ago, Brian Duguid said:

    Hi all. I am looking for screenshots of RQG in any VTT, for inclusion in my forthcoming book An Unofficial Buyer's Guide to RuneQuest & Glorantha.

    Are you happy for me to use your Foundry screen images above, @Tyrian Telbenj? Or do you have any @Dangermouse?

    And does anyone have any for Roll20, showing the character sheet in use?

    I believe the Fantasy Grounds version never happened?

    Whilst I have installed the Foundry VTT implementation I havent actually got round to populating or playing it.

    You might try reaching out on Githubb to the authors sun-dragon-cult/fvtt-system-rqg: Runequest Glorantha Foundry VTT system (github.com) or ask over on Discord https://discord.com/channels/170995199584108546/751202546512691331

    Sorry I can't be of more help.

  6. On 2/22/2024 at 10:44 PM, Ushgarak said:

    I mean absolutely ideally it would be nice to have ultimate control over any value if need be, like Move. But I don't have to listen to Move if need be, whilst Hit Points is the most important because it's such an active stat and would be fiddly to fudge. It might be nice to be able to apply on-the-spot modifiers to damage rolls too, unless that's already in.

     

    Also, it's nice how wounds are tracked, but is there any way that applying or removing damage could also be applied directly to the character token by typing into the tracker bar there, like in other Foundry games? I assume the hard coding of hit points/wounds prevents that as is.

     

    (As a side note, not that I mind, but I can currently give negative wounds to NPCs to increase their hit points past their maximum)

     

    Can I double check how weapon parries are meant to be handled? Is the idea to create a separate 'parry' version of the weapon and equip it as armour?

     

    No worries on the timescale- I'm not going to run until I've had time to digest the new edition anyway, and ideally I want the new GPC version. Happy to test out whatever needs testing- again, you've done amazing work.

    Good afternoon - doing some work on Pendragon and I've fixed the Negative HP issue (thanks for calling it out).

    On the "editing HP on the token" - I have a sort of hack for this for NPCs but would welcome your input.  NPCs have a "total wounds" value.  Current HP is calculated as Max HP - Total Wounds.    So you can't simply edit the Current HP value in the token bar (it would get reset by the calculation).   What I can do is add "Total Wounds" as the second attribute on the token - which you could edit direcrtly.

    This won't work for characters as Total Wounds isn't used.  Current HP = Max HP - sum of all wounds.

    Would this work for you?  If so I can look at setting this as the default for new NPCs. 

    EDIT:  Screenshot below.  Right click on the token then enter the number in the top box, hit ENTER and the HP value at the bottom  and the bar updates

    image.png.4eee58c2cf68af151c06b417aad0871a.png

    And to manage expectations it's going to be April I suspect before I get a new version released

     


    Cheers

  7. 3 hours ago, SicilianFiraga said:

    I don't know if it is feasible or not, but is there anyway to have unlinked actors be able to take Wounds? I've tested it on a few different instances with and without some basic modules and have not been able to apply wounds to actors that are not linked to a sheet

    Let me add it as an issue to the Github and I will look in to it.  But it won’t be until April/May because of real life commitments. 

    • Like 1
  8. 2 hours ago, echomikedelta said:

    That would be amazing.  I don't figure it would be too terribly hard if you know how to make forms in Foundry.  I wish I knew how to do all that stuff.

    A basic form and data model should be easy.  It's the twiddly bits that get fun (like having improvements and stuff) - I'll hold judgement until I've read the rules 🙂 But happy to have a go and learn some new stuff as needed.

     

  9. 7 hours ago, echomikedelta said:

    Book of Estates is the book you are looking for.  The form is in the back.

    Cheers. I will have a look when time permits. It may be that I bring Manors in as a module to the system as it’s not strictly part of 6th Ed yet. 

  10. On 2/12/2024 at 2:43 PM, Eladrin said:

    Is there a way to either use Dex ranks or a setting to roll 1d10 plus Dex, and have results applied into the combat tracker?

    At the moment I've not built anything special for the combat tracker so it's whatever Foundry has out of the box. 

    I have tweaked my version of the code to make the stats available for rolls (eg /r 1d10 + @dex.total).   I have also added an initiative roll from the combat tracker to be 1D10 + @dex.total

    It wouldnt be difficult (I think, famous last words) to add a setting with a couple of options that you can choose from - but would need to agree what they are.   Thoughts are 

    DEX

    DEX + 1D10

    Perhaps with a second game option to reverse the order (i.e. lowest goes first)


    Would this work as a short term fix for you?
     

    • Like 1
  11. On 2/5/2024 at 2:37 PM, chaosbadger said:

    Hey!

    Any progress on this? Anything we can do to help?

    I could enter some items, spells, creatures, etc.

    Another idea would be a statblock parser. I think the CoC module has one.

    Sorry - I've been tied up with work and some other projects so this hasn't moved on very far and it's likely to be April/May before I get back to this.   There's some failry major rework I need to do to get items working from the compendia etc.

    So it's not dead, it's just resting.

    I'd love to do a stat block parser - but I think I probably need to get the data models bottomed out first for NPCs/Creatures.  Plus it's probably way beyond my current coding knowledge - so will have to invest some time learning how the Dhole house work and then adapt for BRP.  I've added this to the project backlog over on Git


    Please do nudge me (or nag me) to spure me on to move this forward.

    • Like 1
  12. 18 hours ago, echomikedelta said:

    Any plans on adding Manor sheets and other items to the module?

    The short answer is yes. 
     

    the slightly longer answer is - but when depends on 6th edition releases. The system so far is built on 6th Ed starter set. I’m loathe to add something that then turns out to be in conflict with the official release. So I could add manors now (time permitting) but I’d rather know how they operate under 6th Ed so I build them properly. 

  13. Im sure most things are possible.  In Rivers of London I have pretty much automated combat so you select target, make the attack roll, press the "damage" button and it then applies the damage to the target adjusting for armour etc - and that has different damage and armour types (eg. ballistic armour protecting against gunfire whilst a stab-vest doesnt).

    Please keep this stuff in mind - once I get the basics done then let's revisit.  Anything that's easy to change I will do as I go along - just the bigger bits I need to think a bit more about 🙂

     

  14. 9 hours ago, Ushgarak said:

    I mean absolutely ideally it would be nice to have ultimate control over any value if need be, like Move. But I don't have to listen to Move if need be, whilst Hit Points is the most important because it's such an active stat and would be fiddly to fudge. It might be nice to be able to apply on-the-spot modifiers to damage rolls too, unless that's already in.

     

    Also, it's nice how wounds are tracked, but is there any way that applying or removing damage could also be applied directly to the character token by typing into the tracker bar there, like in other Foundry games? I assume the hard coding of hit points/wounds prevents that as is.

     

    (As a side note, not that I mind, but I can currently give negative wounds to NPCs to increase their hit points past their maximum)

     

    Can I double check how weapon parries are meant to be handled? Is the idea to create a separate 'parry' version of the weapon and equip it as armour?

     

    No worries on the timescale- I'm not going to run until I've had time to digest the new edition anyway, and ideally I want the new GPC version. Happy to test out whatever needs testing- again, you've done amazing work.

    I've added (in my working copy) adjustments for Max HP, Damage (adds to the character damage score, not the rolled damage directly), Move and Armour.  Any others you want (I think that covers most of them unless you want adjustments to the knockdown, major wound score etc).

    I'll have to have a think about the Token angle.  It might be doable for NPCs as wounds arent individual items for them, but suspect not for PCs.  I'll add it to my "To Do" list to consider.

    Thanks for the heads up on negative wounds for NPCs - will fix that.

    I've added Parry as a value to the weapon (rather than as part of a description) and doing some rework on combat rolls.  At the moment combat is fairly unautomated - you can get told who wins/looses and if they can use their armour/shield.  I'll look to add "Parry" in there as well.   But at the moment it's a message/reminder.  I'm trying to balance automation vs becoming a video game v letting players and GMs alter things.   I'm reasonably confident that I could automate it so that when you roll damage it reduces the damage by the Armour/Shield/Parry and then create the wound if there was a target.  But that removes the GMs ability to want to adjust things.  I could add a setting to let the GM select automation or not.  Hmmm, just spitballing here a bit.     For now I'll keep things simple and unautomated - but happy to revisit when I get the next release out.

    And thank you for the kind words -much appreciated.  And keep the feedback coming. 

  15. Sorry @Ushgarak- missed these over the weekend.  Glad the token vision is sorted.  I will look to add a game setting so you can choose the default.

    I'll also look to add something about Bonuses to HP.  What other "things" do you want to be able to modify.  I'll see what I can add - although it's probably a month or two before the next release.  I seem to have way more on than I can properly cope with at the moment.

  16. 15 hours ago, g33k said:

    I think this makes Foundry a nonstarter for me.
    I already don't get enough time for my gaming; if I had to code as part of game-prep, I'd get in almost no actual playing!

    You don't need to code - there's loads of pre-built systems out there to use.  It's more you can if you want to.   I started playing with the Call of Cthulhu system then built one that wasnt available (anywhere that I could see) partly as an challenge to myself.

    If you're interested in Foundry and want to see what it's like give me a shout and I'm sure I can host soemthing for you (a bit more tailored than you tube videos) 🙂

     

    • Like 1
  17. On 2/8/2024 at 9:45 AM, Kinjin said:

    I found two RQ systems on Foundry, one that doesn't look like it's been updated for a while and this one https://sun-dragon-cult.github.io/  that is still getting updates.

    The sun-dragon one is possibly the one being worked on by Chaosium based on the site saying "This is a community built Foundry VTT system that eventually (no set timeframe) will get Chaosium backed modules for the Starter Set etc. "  I'd be interested to know, if that's wrong and Chaosium is building a different one in-house.

    So far, I've created a basic character and rolled a few dice but I am very new to Foundry, so I'd be hesitant to say I'd run a game using it.  I've grown accustomed to a lot of automation in Fantasy Grounds, and I'm not sure how much is in Foundry.  Should be interesting to find out.

    The Sun Dragon Cult implementation is the one you want and the one I believe Chaosium are looking to provide Official content for.  

    As for Foundry v Roll 20 I used both heavily with Call fo Cthulhu and Foundry wins hands down for me and my players preferred it.  Added to that I can self host games, the software is a one-off purchase and it has a lot of features that you have to pay for in Roll20 it's more cost effective (for me) as well.

    Geoff has a point regarding stability but I think the issue is when you start using lots of modules (some of which can conflict with others).  So far (and I only use a handful of modules) I've had no issues in the last two of years.

    And it's reasonably easy to jump in and start coding your own system and modules and there's a massively helpful community for giving advice on doing your own development.

  18. 23 hours ago, kivak said:

    I'm testing this and the first bug I found is damage. It is maxed out on 20. 

    The second bug is with NPC's card. I can't even get to damage. I can win the oppose roll, but there is no damage roll. 

    KIvak - ok I didnt wait until Monday, found and sorted the dice damage maxing out at 20.  It'll be out in the next release

    Are you rolling the attack from the Weapon on the Combat tab?  If you roll from the Skills tab its an opposed roll, whereas if you roll from the weapon it's a combat roll.  Opposed rolls won't let you do damage.  If it's not that - then it might be ownership/GM - sorry if this is a basic question but are you the GM?
    image.png.fc59c6e04aec71d01f7f4a6037a5bbaa.png

  19. It's been a while but Beta version 8 is now released

    • Added opposed rolls. Only the first roll added to card enters the Reflex Modifier.
    • Refactored other rolls to adjust for the new opposed rolls
    • Added tooltips for various roll options
    • Added a game setting at user level to determine whether a roll is made with or without a dialogue box 
      Default is a dialogue box appears and SHIFT means no dialogue box. Turning this on reverses this position.
    • Added combat rolls from weapons, similar to opposed rolls, which in turn allows a follow on damage roll for the succesful parties.
    • AutoXP added - if the GM selects this in game settings then you XP checkboxes will be automatically ticked on a Successful roll or a Fumble.
      In the case of traits a Fumble grants a tick to the opposing trat. For combat rolls the underlying skill is ticked
    • Hotbar macros enabled for Skills, Traits, Passions and Weapons (from the combat tab)
    • Like 1
  20. If you're not looking for "kidnapped" there's also the "practising magic" and acciendtally opened a portal then wandered through?  She's wandered through, portal closed and got lost - the party have to look to find a way to go through and retrieve her?

    Perhaps she's then become friendly with the Demi-Monde and doesn't want to leave or maybe she has been taken prisoner and can't.

     

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