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dvdmacateer

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Posts posted by dvdmacateer

  1. 20 minutes ago, RandomNumber said:

    Thanks and @dvdmacateer too.  Is it this one:

    image.png.c518a0a129b2a18542ef12d5d034fad0.png

    I hadn't been on the Chaosium Runequest Sandbox for a while - I will have a poke around and see how you did that.

    Many thanks

    That looks like the default Roll20 roll template.   As far as I am aware the Chaosium Runequest Sandbox is a game set up by @StephenMcG were they setup macros.  I am talking about the actual source code of the RQ:Glorantha Roll20 Community Sheet.

  2. 4 hours ago, StephenMcG said:

    @RandomNumberI play a variation of the rules and have been pushing things onto a sandbox site created for users here.  You would be welcome to ask to join, steal what's there and ask for tips on doing other stuff.

    The character sheet us great but ties you into rules as presented.  It is not hugely difficult to make roll20 do most of what you want...

    The Roll20 source is on github if you have a pro account you can create a custom sheet and make any changes you want.  

    • Thanks 1
  3. 2 hours ago, 21stCenturyMoose said:

    I always felt I must have been missing something about this rule. 

    With total HP being the average of CON and SIZ, damage in excess of SIZ has a fair chance of killing you outright, and will definitely disable the location hit. Any appreciable level of knockback must vaporize you. 

    To this day I still don't get it. 

    As per SDLeary and the knockdown part is the more important part not the throwing people around the room part. 

     

  4. 1 hour ago, Arcadiagt5 said:

    So I'm guessing you select the rune in the text drop-down, then the Rune changes to match the selection, and clicking on the Rune rolls the Rune?

    That’s really elegant. Anyone who wants to complain about the text drop down can go build their own sheet IMO. 

    I should be able to put a button in there.  Accept an issue with making this a  button is  what happens with  common spells and others that are marked with an R.  Also what about a spell that has more than one rune attached like healing trance which has fertility and harmony? 

  5. 11 hours ago, dvdmacateer said:

    Graphics cannot be added to <select> dropdowns  on chrome.  The only other way to do it requires a lot of work.  There is something on the  Roll20 test server that might make it easier  at some point in the future .

    Actually, since the last time I looked at something like this for the Heroquest sheet there have been changes that are already on  the live server that could make this a lot easier.  But whatever the solution the there is only so much room and I will have to shorten the spell name. 

  6. 4 hours ago, FlamePaps said:

    If @dvdmacateer is keeping a wishlist on the sheet's to-do list, may I suggest some mean to attach rune spells with runes. Simplest way I can think of would be adding a drop-down list from which to select a rune to use with each spell. The roll could still be made from the runes above, but the yearn for such an info on the sheet has come up in our game. As for now we duplicate the list of all knwon rune spells in the frame below and write after each spell which rune to use. I understand the layout would probably need some adjustment if runes are added this way... If someone has a better idea how to tackle this one, I'd be glad to hear!

     

    Graphics cannot be added to <select> dropdowns  on chrome.  The only other way to do it requires a lot of work.  There is something on the  Roll20 test server that might make it easier  at some point in the future .

    • Thanks 2
  7. Great advice Bill.  Luckily, this is probably going to be a one shot so to simplify things I will play it from the RQ3 Troll assault point of view and have NPCs guarding the back and side doors and have wave that as you advise. Olag will be out front yelling advice.

  8. 2 hours ago, soltakss said:

    Apologies, maybe it was a house rule we had.

    Griffin Mountain had rules for Train Dogs that allowed dogs to have three commands. When Fixed INT came along, we might have just said that they could have their Fixed INT in commands, instead of just 3. I thought that might have also been in Griffin Island, but it isn't.

    No problem.  I thought I had failed my Read English roll.

  9. 4 hours ago, Paid a bod yn dwp said:

    Iirc there’s intentional knockback in RQG, but not a general rule like in RQ3. This would be easy to slot into RQG. Though I guess you’d need to give some thought to whether you allow it for all special damage types  (slash,crush,impale)? In RQ3 where the rule originates there was only impale.

    • Should slash have a knockback potential?
    • With Impale does knockback take the weapon with them?
    • Perhaps there should be options for the attacker to run with the impale, adding their damage bonus again for extra knockback? 
    • Depending on how far the knockback are you still considered ‘engaged’ for purposes of the melee round? 

    Good optional rule, but a little extra to remember. 

    In RQ 3 it does not have to be a special any damage that goes over the target's SIZ creates a knock back.  For each 5 pts of damage or fraction thereof the target is knocked back 1m and make a Dex x5  to stay standing pg 49  of the boxed set players book.  With smashing  and slashing weapons  on special the target is knocked back 1m per 5pts of damage, SIZ is not a factor pg 56 of the Box set players book . 

     

    • Like 2
  10. I added turn order buttons for spells on the magic tab.  The sorcery and rune spell sections have one button. Aall rune spells go on SR 1 + boosting mps. Sorcery spells have minimum intensities but most of the MP cost / SR modifiers seem to come from the manipulation so rather than having a a button each spell I saved some space so that the spell name has more room. The spirit magic spells have a button for each spell. When pressed a prompt will show DSR+pts listed for the spell this can changed for variable spells or boosting.

    spellto.jpg.e04a010c64331db578c726ac0e06cbef.jpg

     

     

     

     

     

     

     

     

     

     

     

    • Like 3
    • Thanks 3
  11. 23 hours ago, Averion said:

    Hello there,

    While I've been reading the OpenQuest 3rd Edition core book, I've encountered a really interesting approach on page 220 about the sacred cows of D100 Gaming. In my opinion that's the right approach in order to revolutionise the D100 systems for breadth of audience. Some of the D100 systems remind me of GURPS when it comes to the number of skills a person might not have any incentive to touch (whether the referee or the player).

    What do you think about the constantly recurring Driving, Riding and Sailing skills? They do seem kind of redundant to me, as despite the fact that there are differences between various transports, I don't think they're a particularly frequent choice of many players around - to the point that my players even frown at the idea of these three skills being separate, thus personally I have merged them into one single Drive skill that handles all kinds of mounts and vehicles akin to how Vampire the Masquerade or some other systems already handle it.

    A lot of beautiful work has been done on uniting the skills within OpenQuest to avoid having so many smaller skills that practically nobody is decent at. I think rather than being present by default, at most these skills should have been an option to choose, as not every setting might feature ships, or even vehicles, or mounts - for example a setting that's based on floating islands might not find much use for the sailing skill, thus the optionality of the aforementioned three skills in particular, contrasting to the many other generally much more useful ones.

    Then you have the utter nonsense of games like Alien were skateboarders are also  ace fighter pilots. There are already plenty of games that do this.  This an issue of using generic character sheets instead of specific  sheets .

  12. Parry mods and multiple defenses 

    parries.jpg.eaf5f574f9ff1869927f190fede3a6d2.jpg

    No functionality has been added to this yet. The parry button will automatically apply modifiers based on the previous defenses value which will also be applied to dodge.  The players will have to reset this to zero themselves as it would be nightmare to try and get it to reset based on the modified skill being less than 5% or something. There is a tooltip  on the parry button. I have to reduce the size of the melee weapon and skill used inputs.

     

     

     

     

     

     

     

     

     

    • Like 1
    • Thanks 1
  13. 31 minutes ago, Arcadiagt5 said:

    That sounds great. Would the parry modifier also apply to dodge? I do sometimes see players shift between various weapons and/or dodge and the modifier is based on the total number of defensive actions previously taken, regardless of which type of action it was.

    That's another kettle of fish and would mean they need to reset every turn and mean even more time before they can get to back to the Cheetos or scrolling on their phones.

    • Like 1
    • Haha 2
  14. 15 hours ago, Arcadiagt5 said:

    In terms of needing to make constant modifiers, repeated parries/dodges is more of an issue for me. Is that the 3rd parry (at -40) or the 4th (at -60)? And have I reached the point where the reduction is “all but 5%” yet? 

    I have been thinking about adding a separate parry modifier and parry button

    • Like 2
  15. 3 hours ago, StephenMcG said:

    The interesting thing (to me anyway) is that all the Roll20 character sheets I have seen (admittedly not a huge selection) tend to be simulating the pen and paper character sheets.  There seems to have been little evolution to take advantage of the medium.

     

    Examples?

     I was a database programmer but my programming skills have long decayed.  The vast majority of sheet creators are amateurs usually learning JavaScript, html and CSS as they go and add to that learning how do this on Roll20 VTT framework and using Github to release sheets.  Very few have any graphical skills and that is why paper sheets get  get used as base anything else would mean considerably more time .  Sheets with any serious automation take hundreds of hours. 

    Expecting more is the realm of paid professionals, all of who will want to get paid a not too inconsiderable amount of money  and there is likely to be zero portability between VTTs.  If you are looking to turn it into near video game levels of "computer assist" this an order of magnitude greater.  This will all be tied the VTT operator and if they go out of business or take a dislike to you say goodbye to your VTT game rulebooks/compendiums.  Also most TTRPG publishers are physical book publishers. If full automation is available why buy a physical book.

    Another thing to add to this is the push to mobile which will mean more design input and more than likely simplification of sheets.

     

     

    • Like 2
    • Thanks 1
  16. Regarding weapon skills over 100% one thing that has come to mind is there  a lot swapping in and out of modifiers when one character is using a single weapon skill for attack and parry against someone who has an a lower skill in their attacking weapon and a higher skill in their parrying weapon skill?

    • Like 1
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