Thread: Call of Cthulhu 7E ruleset
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May 4th, 2020, 20:58 #501
- Join Date
- Jun 2017
- Posts
- 4
I have to agree with Devnant here, the product really feels unfinished, tough I can see you guys are trying. I just now discovered about the vagueness of the vehicles, plus I agree with some of the other members that posted here that vehicles are a very important asset of the game (not only chase related, but in general: means of locomotion and travel are an essential piece of a RPG).
I would very much like to see an update with better features for vehicles and some upgrades for the reference manual, as pointed out by Devnant.
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May 4th, 2020, 22:51 #502
- Join Date
- May 2014
- Location
- Sydney, Australia
- Posts
- 811
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May 4th, 2020, 23:07 #503
- Join Date
- Dec 2015
- Posts
- 288
I have well over a hundred sessions under my belt in CoC FG, and there's been only one session where I needed and used vehicle stats, when my players were in a Short S23 and getting attacked by Hunting Horrors. Those weren't included in 7E anyway, so I had to come up with them myself.
Not to say vehicles are not necessary, just that they're not as essential - at least not for us.
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May 5th, 2020, 00:06 #504
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May 5th, 2020, 00:18 #505
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May 5th, 2020, 00:38 #506
It's strange, the exact same extension (no ruleset restriction), if I use with a SW campaign, it works, if I use with a 5e campaign, it works, if I use with a Coc7e campaign, it does not work (only shows the normal icon, not the drop one).
Since it works with other rulesets based on corerpg, I dont think it is a problem with path names.
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May 5th, 2020, 00:46 #507
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May 5th, 2020, 01:10 #508
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May 5th, 2020, 01:49 #509
That extension shows a RED haunted house for me on Hover.
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May 5th, 2020, 06:42 #510
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