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Posted

Hi folks, well at long last the beta release is here - https://github.com/Genii-Locorum/brp/releases/latest/download/system.json

First tiny steps in to getting BRP on Foundry and so some words of caution.   Whilst I have an early roadmap on next steps in my head (well, ok set out below) feedback from beta testers will help shape it and prioritise development (and sort out bugs, typos etc).  So if you're interested then please jump in.

Bugs etc are probably best reported on Github but you can also get me on Discord (Foundry and Chaosium)), and BRP forum (Dangermouse on both)

Thanks and enjoy.

PS  Big shout out to Ikeo for helping steer this, to JamesB for his help and coding advice, to the CoC and Runequest Foundry developers and the League of  FoundryVTT Developers

DISCLAIMER

This is a very early beta test version of BRP for Foundry It is just a character sheet at this stage, but it does come with skills, weapons etc There are no dice rolls at this stage, very limited automatic calculations and limited automation. This will all come in future release as I develop the system

Use this at your own peril. I cant guarantee that the underlying data model will not change and depending on what changes are made this may or may not break your game (so if you do decide to proceed then please take backups of your world before implementing any upgrades).

So having said that this is a beta and your feedback and input will help drive the direction and prioritisation of future functionality

My immediate plans for development are (in no particular order):

Basic Rolls
Cultures
Automated calculations (HP, ENC etc)
Character creation
NPC sheets
Vehicles

IMPORTANT: When importing data from the Compendia - you need to tick "Keep Document IDs" as this is currently used to link weapons, professions, skills etc. This may change in the future if/when I implement an internal ID (like the CoCID or RQGID for Call of Cthulhu or Runequest)

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Posted

I've had a quick try out and made a character. Creating Ol' Testie McPrototype was pretty straight forward.

image.png.7e800fd880423980f978327e24fd4cda.png

There are a few calculations that seem to be missing, but I'm chalking that up to the disclaimer and it being a work in progress.
It feels very polished for such an early build and I think it has a lot of promise. Thank you this is fantastic.

11 hours ago, Dangermouse said:

This is a very early beta test version of BRP for Foundry It is just a character sheet at this stage, but it does come with skills, weapons etc There are no dice rolls at this stage, very limited automatic calculations and limited automation. This will all come in future release as I develop the system

 

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The sacred sentence of science: "I might be wrong: let's find out." - David Brin

My Blog: http://grevsspace.wordpress.com/

Posted

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.

Posted

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)
  • Thanks 1
Posted

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

  • Like 1
Posted (edited)

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})

    }

  }

}


 

Edited by Dangermouse
Posted

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)

Posted

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

 

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Posted

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

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Posted

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
  • Like 3
Posted (edited)

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)
Edited by Dangermouse
  • Like 3
Posted (edited)

This looks awesome! Been meaning to try out the new BRP in a solo game on Foundry. Do you have any demo videos on configurations and usage?

EDIT: Any chance you could add the NPCs too? Or at least a few of them, to get an idea on how to add them?

Edited by chaosbadger
Posted
4 hours ago, chaosbadger said:

This looks awesome! Been meaning to try out the new BRP in a solo game on Foundry. Do you have any demo videos on configurations and usage?

EDIT: Any chance you could add the NPCs too? Or at least a few of them, to get an idea on how to add them?

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

 

  • Like 2
  • 3 weeks later...
Posted

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.

  • 2 weeks later...
Posted
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
Posted
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?
 

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Posted (edited)

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

Edited by SicilianFiraga
Worded wrong
Posted
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. 

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  • 4 weeks later...
Posted
On 2/25/2024 at 4:22 PM, Dangermouse said:

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

Just wanted to let you know that you're a gosh darn hero for doing this. With four kids, work, and everything else, I'm kind of stuck with only playing online, and you are making it possible for me n' my group to keep playing. Thank you!

  • Like 2
Posted

I'll also echo what others have said.  THANK YOU!  As someone who plays exclusively online, I’ve been looking periodically for a VTT solution that would let me play BRP.  If I have that, I suspect I’ll never need to play another system (why, when you can play any setting using the same rules?).  When I found this thread, it really encouraged me.  So let me encourage you.  Thank you again, and if any of us can help in any way please let us know!

  • Helpful 1
Posted
1 hour ago, AlDatum said:

I'll also echo what others have said.  THANK YOU!  As someone who plays exclusively online, I’ve been looking periodically for a VTT solution that would let me play BRP.  If I have that, I suspect I’ll never need to play another system (why, when you can play any setting using the same rules?).  

You can also use Fantasy Grounds Unity. It is more expensive than Foundry, but it has full support for BRP and Call of Cthulhu.

Proud member of the Evil CompetitionTM

  • 3 weeks later...
Posted

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!

Posted
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)

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