Thread: GURPS 4E Core Ruleset
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June 12th, 2017, 14:47 #331
Just a matter of curiosity, where could I use the SEC + that was implemented?
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June 13th, 2017, 02:48 #332
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I plan on using it to keep track of how many turns an actor is aiming, without having to actively increment it each round. There are also other instances where keeping track of how long an "effect" has been applied is useful. Recovering from partial surprise (B393) is one instance I can think of off the top of my head. I think there are a few others.
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June 13th, 2017, 03:32 #333
FG uses the .pak filename as the ruleset name. If you're creating a new campaign and selecting "GURPS (4)" or "GURPS (5)" as the ruleset then you will not see any of the modules created for GURPS as these will only be openable in a campaign with a ruleset filename of "GURPS.pak".
Delete all GURPS.pak files, including the (4) and (5) files. Run an update and make sure you just have "GURPS.pak". Create a new campaign with this ruleset and see if the modules are present.Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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June 13th, 2017, 04:42 #334
I did so with counting decrement
Watch (Weapon) - 1 SEC
Aim (Turn 1) - 2 SEC
Aim (Turn 2) - 3 SEC
Aim (Turn 3) - 4 SEC
Weapon Aim Bonus
+1 Aim
+2 Aim
+3 Aim
I drag the number of turns the character is going to be aiming and then with each passing turn I add the bonus modifier by aiming[FGU ULTIMATE LICENSE HOLDER][BRAZILIAN][GMT-3]
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June 14th, 2017, 03:26 #335
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I believe that is what Ronnke does. But for me it's a lot easier to just have it increment automatically, when I have let's say 10 goblins aiming their bows, each one at a different stage of aiming. Dragging and dropping just takes that 5 extra seconds (x 10) that I would prefer to not have to spend.
Last edited by seycyrus; June 14th, 2017 at 03:32.
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July 12th, 2017, 15:13 #336
Since it's been a while since I've been here asking nothing, but how can I lose my custom ...
Any forecast of when it leaves some update with one of those beautiful improvements of the wish list?[FGU ULTIMATE LICENSE HOLDER][BRAZILIAN][GMT-3]
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July 13th, 2017, 01:16 #337
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Unfortunately, no timeframe. I'm busy with other things at the moment to development is slow. There might be a new release ready before the end of the month.
Timezone: Australian EST (GMT +10).
Systems/Rulesets: GURPS 4th Edition.
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GURPS Banestorm - Dark Clouds Rising
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July 27th, 2017, 17:27 #338
I've heard a lot of comments from some GURPS players that they no longer use GURPS Character Assistant (GCA) but rather the GURPS Character Sheet (GCS) and then they even asked me if I could import characters created in GCS, here I am. Ask if there will ever be such a possibility.
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July 27th, 2017, 17:43 #339
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I've never looked at the GCS export capabilities, but I don't imagine it would be too difficult, provided GCS allows you to create custom export scripts.
Timezone: Australian EST (GMT +10).
Systems/Rulesets: GURPS 4th Edition.
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GURPS Traveller - The Empty Peace
GURPS Shadowrun - Power Plays
GURPS Banestorm - Dark Clouds Rising
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July 27th, 2017, 18:17 #340
Ronnke I also never used the GCS, I prefer the GCA: D
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