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June 11th, 2020, 16:46 #251
Templar
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- Apr 2018
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- 149
Hi and sorry for the late answer!
So funny thing, 'The Promised Land' was built before we knew of the functionality of the story parts and that it was possible to merge them over from story to a reference manual. We thought that the standard was to make everything into the reference manual and hence that's what we did. I haven't seen any way to convert it from reference manual into story entries so I'm not sure that's possible.
While I am buzy working with another ruleset, I'll take a dip into the Symbaroum ruleset this weekend to see if I can expose the die-functionality in a simple way. I think that the idea of custom weapon/armor is a way that definitely would work! So that's a really good suggestion!
Thanks,
Simon
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November 15th, 2020, 20:34 #252
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- Nov 2020
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Howdy, I was quite suprised and happy to find that symbaroums ruleset was in fantasy grounds.
By chance is the advanced players guide going to find it way to fantasy grounds as well?
And in the mean time, is there any tips you could provide a pure novice for importing abilities and them be functional?
Thank you for time and assistance, and for all the hard work you put into the corebook ruleset.
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November 16th, 2020, 12:45 #253
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Hi Ramflax!
I'm glad to hear it. Unfortunately the development on the APG is currently paused, mostly because other rulesets has taken priority (such as the recently released ALIEN) - but also due to the amount of work needed to implement a lot of the features in the APG. We haven't given up to it but currently there are other things being worked on.
Due to the complexity of some of the abilities in the APG, it will either be quite easy or all the way to actually impossible to add them by yourself. The most comprehensive guide out there is to look at the user guides: https://www.fantasygrounds.com/wiki/...hp/User_Guides under "Symbaroum" and check those out, it will hopefully help you a bit on the way.
I'm looking to possibly re-write how the abilities functionality is implemented (today it's quite a complex setup with very specific settings) into something that is easier to setup and to customize, but unfortunately it has been a hard nut to crack so far.
If you do have any suggestions or things that should be fixed - please let me know here or in this forum and I'll see what I can do!
Cheers,
Simon
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December 2nd, 2020, 09:23 #254
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- May 2019
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- 12
Hi,
in FGU when I create a new custom Trait, i can input a text for each grade (novice, adept and master) ad select the grade when I create a PC or a NPC.
I think wuold be nice if we have the same for Powers and Abilities.
Thanks
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December 2nd, 2020, 11:43 #255
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March 13th, 2021, 18:39 #256
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- May 2019
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March 13th, 2021, 18:46 #257
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- May 2019
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Also a way to set the Attack attribute (for exemple Resolute instead of accurate)...
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March 15th, 2021, 08:18 #258
Templar
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- Apr 2018
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Hi,
Sorry no progress on this yet. The little time I've managed to get into FG work has gone into the Alien module and the incoming features for that one. I had covid recently and now I'm soon moving to a new location so time will be a little bit hectic for me the nearest time. I'll really try to squeeze in some time but can't promise anything.
Cheers,
Simon
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March 15th, 2021, 18:04 #259
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March 25th, 2021, 08:54 #260
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- May 2019
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Hi!
I'm writing a lot sorry...
When a player is targeting an NPC and roll on Attack or damage, in the chat he sees a text like this:
Attack [14 vs 18] -> [at NPC] [HIT] ( DEF +3 )
So he can see the NPC defence stat and also the armor... is possible hide this text from the player? I saw that in 5E modules there is an option like that.
Saturday I start my campaign so I'm writing a lot, sorry. This one is my only urgent request. I found a workaround for what I asked before, so no problem.
Thankyou very mutch.
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