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PhilHibbs

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Everything posted by PhilHibbs

  1. V1.9.7 Beta 1: https://docs.google.com/spreadsheets/d/1AlKinzaEIdaXO_nkM7bYNBGZw7x5rFgWvdvaHuCPUwg Fix critical and special calculations for temporary skills on CharGen tab. Fumble chances now show as 00 instead of 100. Added new column to hold temporary skill bonuses that are added into the temporary skill level, for example for Bladesharp skill increase. The "Copy from old sheet" functionality now supports Family History. Below is the new code to add into the old sheet's Code Editor to support this.
  2. OOPS! Found a new bug! Critical and Special chance calculations in columns BU and BV on the CharGen tab do not take into account temporary bonuses.
  3. V1.9.7 Beta 4: https://docs.google.com/spreadsheets/d/1Q-jETXJlWzZ7Qxem1NRyPJ3TRfctD4GUMUdKiC_5f5M Treat Disease and Treat Poison now show up on the character sheet. Minor improvements to copy-from-old-version functionality. Sorcery spells are now a drop-down list again. If there is a tie for highest rune or second highest rune, the first rune in the list wins in terms of which characteristic gets the bonus. Previously, no bonus was given. You can still break the tie manually by adding an extra 0.1 or 0.2 to the Adds column.
  4. OOPS! Found a new bug! Well not new, it's been in since 1.7! Treat Disease and Treat Poison do not show up on the character sheet. I'm going to fix it by removing a couple of the Lore ( ) entries. It was the change over to a flexible list of lores like this that brought in this bug.
  5. So here's the process for copying a character from an old version, that is layout-identical to V1.9.4: Go to Tools > Script Editor. Paste in this code, in addition to the existing code: Click the Save button . Close the Script Editor tab. In the browser tab that the character sheet is loaded in, click the browser's Refresh button . Wait for it to re-load, then wait a few seconds more until the RuneQuest menu appears after the Help menu, this might take around 20 seconds to happen in my experience. Run the RuneQuest > Create Copy Ranges command a
  6. I have added support for copying from V1.9.4 and layout-compatible versions, I'd need to trace back and forward through the versions to see where the layout changes. If anyone is interested in this feature, and is using a version close to that, please let me know. I am in the process of converting the "canonicals" that I recreated a while back using that version. Here they all are: Vasana Yanioth Harmast Vishi Dunn Vostor Sorala Nathem Vostor was complicated. For some reason I had added an extra language to Vostor, but I don't think it was necessary. This made all the skill
  7. V1.9.7 Alpha 3: https://docs.google.com/spreadsheets/d/1U9EjuBt1pmyUdAMg8ae76B1WUxdE2HfgmAxfERCXf_g/edit Added copying of characters from one version of the sheet to another. Unfortunately, versions prior to this are not supported as they lack the named ranges that this feature uses. This will allow future versions to import a character from any version from V1.9.7 Alpha 3 onwards. I could, in theory, support older versions but that would require you to paste some code into the code editor of your sheet. Let me know if you need this, and what version you are using! No promises!
  8. V1.9.7 Alpha 1 is badly broken! That's why it's called "Alpha"... V1.9.7 Alpha 2: https://docs.google.com/spreadsheets/d/1A9RfzOPgKcigkgC54j2AxTpxI2pPABhm18uK6MjMbSs/edit?usp=sharing The Rune Extra column messed up swapping in the race areas (which happens even for Human). I had not added the two extra columns to the alternative sheets that pull in the hit location calculations. In any case, I think I messed up sharing V1.9.7 Alpha 1 and nobody had access to it.
  9. This one? I think that's the new map that has not yet been published, it will be in the Sartar Campaign pack I think. Looks a bit like the map in this shot, so maybe it's in the Starter Set, or part of it is: Another teaser: https://www.facebook.com/jeff.richard.31/posts/10158122581994017 So this is a new work in progress, a HUGE map project, and sections of it will be used in various publications.
  10. New bug found: Translating to another language does not translate the French and English alternative skill value for Sing that Ernalda cultists get. This will remain the "Sing" skill and will not be translated to "Chant", for example, and so Ernalda cultists will not get the changed value. Fixed in v1.9.7 Alpha 1: https://docs.google.com/spreadsheets/d/1nBxpA8nvCItSoyyhd-Npp2UXv2HNLmDfgi_KkjZTVHo/edit?usp=sharing Fixed translation of Sing skill alternative value in French rule set. Added new column for keeping track of changes to Rune values after character creation (valu
  11. Thanks, I'll try it... It's not very intuitive, I sat staring at the "REF!" until I accidentally moused over it and it said "You need to connect these sheets" with a button to click. So maybe... I will play around a little more. There are a lot of ranges that will need importing, but you only need to click that once. IMPORTRANGE is not ideal. The imported data can't be distinguished between a formula result and a literal value. The dice roll results in the Value column might be derived from the random numbers in the Roll column, or they may be manually entered dice rolls. There's no way I
  12. I've been trying to implement a new feature, but I'm struggling with it. I want to be able to copy the data from an old version of the sheet into a new version, but permissions seem to be a problem. Google is, probably quite rightly, making it really hard to do this because it would mean that my code could in theory access any and all of your Google sheets and do anything it wants with your data. So I don't think this feature will be coming any time soon, unless anyone here knows how to get around this and grant my code limited permission to access other specific documents in your Google
  13. If your tribe/clan/village/temple can't afford a ransom, then capture someone from the other side who has a similar ransom. Problem solved! I can see no down sides to this solution.
  14. As to the spirit baby... maybe that's what a fetch is? Your spiritual twin, born at the same time as you, and raised in the spirit world.
  15. Interesting idea. Whilst I don't think it's the general case that it's easy for shamans to communicate over great distances, as in if they just set out to communicate with a specific individual that they are separated from, I'm sure it does happen. Chance encounters, spiritual correspondences between distant physical places, a bit like "magic roads". So, a kind of spirit plane magic road, a way of crossing great spiritual distances easily.
  16. Any that we don't have rules for yet? I'd love to expand my Google Sheets adventurer creation to support as many races as possible. I need to think about how to more easily accommodate unlisted races.
  17. As Pratchett put it, "million-to-one chances happen nine times out of ten". This is how the Summons of Evil works. You do the ritual, and your enemy turns up. They must have set off several days ago to get here, but you did the ritual yesterday, and here they are today. It's not time travel. It's calling on mythic resonance to do its thing. Likewise, you plan a surprise raid on your enemy, you turn up, and there they are waiting for you. Did someone tip them off? Are they spying on you? Did they time travel? No, they did the Summons of Evil last night, and therefore they were pretty
  18. I get that. Augment to get a decent chance to do something, rather than augment to improve an already good chance. That makes sense. Save your augments for the things you need it on, don't waste it on the things you will already probably succeed on. Whether that is combat or not is by the by, IMO.
  19. Very true, the two are not equivalent. You could agonise all day over the things you didn't do. You didn't augment. You didn't cast a spell. You didn't call for DI. You didn't train up your skill last season. You didn't buy a magic potion. You didn't bribe the GM.
  20. I remember discussing options for a Cradle-based freeform, and one of the ways to get onto the Cradle would be to get swallowed by a Trickster and emerge from the Horn of Plenty. I guess that would have been a Magic Road.
  21. You're absolutely right. I should not have let my hackles rise, and I apologise. I guess I rolled on a passion, which drove me to rash behaviour.
  22. On the road, I see it as just an exaggerated, almost cartoonish experience. Imagine you just stepped into a Muppets set or a really good stage production of A Midsummer Night's Dream. The Yellow Brick Road is clearly a heroquest. Sometimes, I think Dragonewt roads are like the latter. You can sense people using them as distant ghostly echoes or something like that. Others, you might see giant figures striding through the clouds, strange reflections in lakes, shadows among the trees. In many cases you just see the people in the world. More Dark Crystal / Labyrinth / Krull than T
  23. When you "take a new passion", it starts at 60. My understanding of that is that you "always had" that passion, everybody does, but it was at 50%. By advancing it to more than "meh, I could go either way", you add 10% and it becomes 60. So my interpretation of the +30% in TSR would be that you get the new passion at 80%. Yes, it's a big deal. Is that too high? Maybe. Yes, it could be any amount that is modestly above 50%. 51, 55, 60, 70, whatever. 60 is just a nice round number that represents a mildly positive passion.
  24. The most challenging parts of my life have revolved around dealing with the consequences of mistakes I've made, things I've said or done that I would never have thought would be the sort of thing that I would do. Our failings are often outside of our conscious control (or maybe just seem that way, maybe that's a lie we tell ourselves, but that's a whole other debate), and I don't see why that should be any different for our adventurers. If you don't want to play nuanced and complex characters, find another game. I suggest D&D*. * I hope it's obvious that that's just a reflection
  25. Of course! Silly me. I was thinking that 50% was the break even point, but special success has no numerical balance at the high end. Still, 50% is the point at which you are as likely to hurt as help, but the help will on average be slightly better than the hurt. At least in terms of the number, different augment types have different applicability of penalty.
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