Jump to content

Dangermouse

Member
  • Posts

    122
  • Joined

  • Last visited

Everything posted by Dangermouse

  1. 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.
  2. 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) ๐Ÿ™‚
  3. 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.
  4. I think I saw Lynne H post over in Facebook in Jan 2024 that there was some case files coming, starting this quarter. I didnt get to Dragonmeet in 2023. That's where we tended to get updates on release very vague timelines.
  5. 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?
  6. Thanks for calling those out - I'll have a look tomorrow (I've been away this weekend). I've added them as issues on the github. Issues ยท Genii-Locorum/Pendragon (github.com)
  7. 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)
  8. 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.
  9. Hi - Thanks for the feedback. I dont have any videos - but if you have any questions please ask here. There are some (very rough) instructions in the game (import from compendium), but if you need something more detailed let me know and I'll see what I can do. If you get stuck I can probably hop on Discord at some point and do a demo (not tonight or tomorrow night I'm afraid - also I'm UK based to give you an idea of times). NPC sheets are on the "to-do" list (just doing work on Pendragon over the next week or two then back to BRP. I will however add "video instructions" to the todo list - although it's going to be somewhat further down the priotity list. Cheers
  10. V11 of Foundry implementation of Rivers has been released. Compatible with Foundry V11-release 315. A couple of minor presentational tweaks (tooltip over "Characteristic" to mention Character Creation mode, a note at the bottom of the Development Tab, some additional instructions calling these out, and a change to the format when Characterstics exceed the game total).
  11. Hotfix Beta V1.12 released - to add a line of code back in that I'd managed to delete to calc stats total BRP Beta V1.11 for Foundry now released. Unless there's a need for a hotfix there will be a week or two without anymore releases whilst I do some updates to Pendragon and Rivers of London. Context menus should now render upwards if they would drop off the bottom of the screen Skills will roll from the macro bar (you can roll weapon skills from the Skills tab, but not weapons from the items tab - yet) Skill tab percentages now include the category bonus ENC now calculated (shown on Characteristics tab). FP adjusted an "Carry status" is now shown as icon rather than words (the words are available as a tooltip) Auto calc of Encumberance (Items, Armour Weapons) which in turn updates the Max Fatigue Points Changed the combat tab. Rate of Fire is now visible by hovering over "Attack". Added ENC (hover to see quantity). Fatigue and Power point spend and recovery added Added error check on dropping Weapon on character sheet to make sure a Skill has been added to the weapon if first skill slot Added an game setting to change the logo at the top centre of the character sheet. 58px height and 700px wide max. Added a setting in Skills for "Starter Skills". Any skill flagged as a starter skill we be automatically added to a new character sheet if the relevant game setting is on (this may get added in time)
  12. Folks, Iโ€™m going to do some updates to the Foundry implementation to for instructions and the format mentioned above. Now is the time to ask for new features (please donโ€™t ask for packs of weapons, spells etc - if itโ€™s not on the character sheet I canโ€™t add that sort of content). cheers
  13. Go the GM Tools (bottom of the scene tools on the left) and turn on character creation mode - that should let you edit stats (though I can see if you do go over the stats total the format goes a bit funny - will add that to my "to-do" list along with updating instructions.
  14. Magic World - Chaosium | Basic Roleplaying | DriveThruRPG
  15. BRP Beta V 1.10 for Foundry VTT now released- Quick fix that's needed to V 1.9 Removed a testing element left in (oops) that forced max dice roll values Added context menu options for weapon skill and damage rolls
  16. BRP Beta V 1.9 for Foundry VTT now released Added GM Tools to the scene tools and a Development Phase Added XP improvement checks, only available when Development Phase is turned on by the GM. Applies to Normal Skill, Combined, Cooperative, Opposed and POW v POW rolls. Added POW improvement roll, only available when Dev Phase is turned on Option to turn on "auto XP" checks when succesfully using a skill Cooperative skill rolls added Can roll weapon damage from items in the Combat tab (unless damage is "Special") Can roll weapon attacks from skill% in items in the Combat tab Updated partial success rolls for Combined rolls
  17. BRP for Foundry VTT Beta v1.8 is now available - Added Socket functionality (pre-cursor to combined/opposed rolls) - Combined and Opposed skill rolls added - Skills now roll off the values not the name (context menus are off the name). Clicking on the name opens the skill item sheet - Some changes to skills and weapons (additional skills added - Lasso, Net, Thrown Axe) and which weapons use which skills changed based on discussions with author. Rates of Fire also added to advanced missile weapons All feedback welcome https://github.com/Genii-Locorum/brp
  18. Hi, I had the same issue when trying to code things and got some answes from the authors. I'll try and summarise: For the most part the weapons class/speciaility is as per the weapons tables (so Sword is a skill, Axe is a different skill etc) Ignore the percentages in the weapons tables - take the highest value as the base for that weapons class. For example all "Hammers" use the Hammer skill and the base% is 25%. The different percentages are a hangover from previous editions and can be ignored (other than for the point just mentioned) There should be a Thrown Axe skill for using a Thrown Axe - which is separate from Axe Throwing Knife in Primitive weapons should use "Thrown Knife" skill rather than Missile (so Thrown Knife is a skill) Lasso and Net should have their own skills rather than Other Missile Cestus should be Brawl skill (not Hand) Using a sniper rifle without a bipod does incur a 10% penalty (note 4) I tool the same approach as you and gave each of the Artillery weapons separate skills in line with the Equipment list. Hope that helps Cheers
  19. Thanks Jesse - any feedback welcome. I know I havent done oppossed rolls - I'm trying to work my way through the logic of doing them for Basic Role Playing and then if I get that sorted I will reuse the code here. If there's anything missing (not content such as horses, armour etc - you'll need to set those up yourself) let me know and I'll see what I can do. I've got one eye on the full sixth edition when it comes out and see what else needs building then (Battles, Banquets etc probably)
  20. Beta v1.7 Any testing on the wounds and statuses gratefully received as it's been quite fiddly to track it and make sure it's showing the right results, so not sure I have got it all right. Also, characteristic and skills rolls are now made from either clicking on the value/skill% or by context menu off the characteristic/skill name as a request was made to do this. Clicking on the skill name now opens the skill sheet. Do you prefer this way or should I revert to the previous method? ## 11.1.7 - Added wound/hit point statuses, minor and major wounds - Update hit locations for wound statuses - Characteristics now roll off the value not the name (context menus are off the name) - Basic skill rolls added (from normal skill view, not the unlocked editable list because I forgot to do this and will pick it up in the next release)
  21. Beta V1.6 for Foundry now released Minor change to natural healing Added a "general" hit location when new character is created and the game is using HPL to hold poison damage etc Moved Damage Bonus to show correctly in the derived stats area rather than the Combat Tab Characteristic Rolls added along with instructions Game settings added for Impossible rolls, Resistance rolls always having a 1% success/fail and detailed Resistance Roll results Specialised skills, where "specialism chosen" is toggled on will now have the specialism name shown first so it is more visible in the skill list If you want to update the skills embedded in your characters en masse then run this script macro for (let a of game.actors){ for (let i of a.items) { if (i.type === 'skill' && i.system.specialism && i.system.chosen){ newName = i.system.specName + ' (' + i.system.mainName + ')' i.update({'name': newName}) } } }
  22. V1.5 of beta released - Hits per location autocalculated - Added Wounds which autoupdate hits (total and HPL) - Added healing (treat wounds, natural healing, heal all wounds) - Add HP adjustment to hit locations
  23. V1.4 of the beta is out dealing with some of the issues mentioned: Updated item drop so base skill scores are automatically calculated Autocalc for Max HP, PP & FP added Added a Game Setting to allow characters to have enhanced HP Added a flat modifier to characters on Characteristics tab to increase HP (used by superpowers - manual at the moment)
  24. Thank you @Greville Yes, calcs are missing - I wanted to get a character sheet working before going down rabbit holes of making something work fully (like HP, where I then start thinking about wounds which leads to armour and healing etc). Things like HP, MP etc will come in the autocalcs. Some of them will be quick to do (and I have time over the Xmas hols). But please do list out things you'd like to see and I'll get on them. Beta testers flagging stuff and asking for features really helps.
  25. Beta release has finally happened - BRP thread over here
×
×
  • Create New...