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  1. #271

    Join Date
    Apr 2010
    Location
    Australia
    Posts
    897
    Say you roll a crit fail on attack and find yourself off balance (-2 defenses) until the beginning of your next turn, then you would use #2. Whereas if you are Stunned for 1 turn then you would use #3.
    Timezone: Australian EST (GMT +10).
    Systems/Rulesets: GURPS 4th Edition.
    Campaigns (Ultimate License Holder)
    GURPS Traveller - The Empty Peace
    GURPS Shadowrun - Power Plays
    GURPS Banestorm - Dark Clouds Rising

  2. #272

    Join Date
    May 2013
    Location
    East Coast USA.
    Posts
    945
    Ronnke,

    This is really helpful and will save me a lot of effort at my gaming sessions, thank you.

    Have you ever heard the children's story, "If you give a mouse a cookie..." ?

    I was wondering, would is it possible in FG to allow players to apply some effects? I was thinking of things that are fairly innocuous, but could be used to save the GM a moment.

    GM: "Flaarghan, what do you do?"
    Flaarghan: "I begin to play Olivia's Lament" <player applies effect that lasts 10 seconds>

  3. #273

    Join Date
    Apr 2010
    Location
    Australia
    Posts
    897
    Players can apply effects, they just can't create their own.
    Timezone: Australian EST (GMT +10).
    Systems/Rulesets: GURPS 4th Edition.
    Campaigns (Ultimate License Holder)
    GURPS Traveller - The Empty Peace
    GURPS Shadowrun - Power Plays
    GURPS Banestorm - Dark Clouds Rising

  4. #274

    Join Date
    May 2013
    Location
    East Coast USA.
    Posts
    945
    Quote Originally Posted by ronnke View Post
    Players can apply effects, they just can't create their own.
    Wow, my second mistake in less than an hour! I'll stay away from the keyboard for a bit.

  5. #275
    Thanks for all you have done for this Ronnke ruleset ....
    Effects with time ...
    Text formatting at all, something I loved
    And the wonderful download theme I know to be courtesy of Gigermann and it's too beautiful!

  6. #276
    For the record: Skin's not technically "done" yet, just presentable.
    It's hard to be religious when certain people are never incinerated by bolts of lightning.

  7. #277
    When the characters are imported from GCA to FG in the new version, the items are left blank ....

  8. #278

    Join Date
    May 2013
    Location
    East Coast USA.
    Posts
    945
    Is it possible to just have an effect that simply increments each round? I'm thinking about Aiming, and keeping track of how long each of my PCs and/or NPCs has been aiming.

  9. #279

    Join Date
    Apr 2010
    Location
    Australia
    Posts
    897
    Quote Originally Posted by seycyrus View Post
    Is it possible to just have an effect that simply increments each round? I'm thinking about Aiming, and keeping track of how long each of my PCs and/or NPCs has been aiming.
    In my testing I have simply been using things like the following:

    Reload <3> | <SEC>
    Aim 1 <blank> | <SEC>
    Aim 2 <blank> | <SEC>
    Aim 3 <blank> | <SEC>

    On the PC/NPC turn, if they choose to Aim I apply the Aim 1 effect. That effect will expire at the beginning of the next turn. If they choose to aim further, then I will apply Aim 2, which again exires at the beginning of the next turn...and so on.
    Timezone: Australian EST (GMT +10).
    Systems/Rulesets: GURPS 4th Edition.
    Campaigns (Ultimate License Holder)
    GURPS Traveller - The Empty Peace
    GURPS Shadowrun - Power Plays
    GURPS Banestorm - Dark Clouds Rising

  10. #280

    Join Date
    May 2013
    Location
    East Coast USA.
    Posts
    945
    Quote Originally Posted by ronnke View Post
    In my testing I have simply been using things like the following ...
    That works quite well for a limited amount of actors, but if the numbers start to get larger (10 goblins each starting an Aim maneuver on different rounds), things can still get quite hectic. For example, three Goblins have been aiming for 2 rounds, five of them for 1 round, and the rest for 3 rounds. The next turn, 3 of them decide to move and then restart their Aim ...

    I was thinking that since the first case, "Effect <blank> | <blank> *The effect never expires.", has no output to the chat window, couldn't the current value of the increment be output to the screen? Something like,

    [TURN] Prestor Dobranov - Aiming: 1 round
    ...
    [TURN] Prestor Dobranov - Aiming: 2 rounds

    This could also be useful in keeping track of how long an actor has had a short-term effect applied to them, even if it does not have a specified duration. I believe that in some cases, Will rolls to snap out of a Daze, get bonuses depending on how long the actor has been under the effect. Partial surprise also works in this way.
    Last edited by seycyrus; June 2nd, 2017 at 12:34.

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