Thread: Effects
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November 4th, 2020, 12:03 #11Ruleset and much more content built for FGU.
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November 12th, 2020, 13:23 #12
Good day
What modifiers work at the moment, except for the characteristics modifiers (DEX +1 and so on) in items and MD button?
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November 16th, 2020, 13:18 #13
Hi Serg,
From the effects list, Fatigued and Fire currently work. Poison will at some point when I've had the time to work out how best to state it.
Other mods are the desktop which should all work with almost everything, and now you had Mod fields within actions.
Cheers,
MBMRuleset and much more content built for FGU.
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November 18th, 2020, 09:45 #14
Hi, MBM
How it works?
Desktop Modifers -Bonuses and Penalties work, but how do I write custom modifiers? What keywords do you use? "+1 Aim", as written in bonuses, does not work.
The same applies to Desktop Effects. An effect "DEX +1" applied to a character has no effect when checked.
If custom effects can be purely informative, then custom modifiers should definitely work, otherwise I don't see the point in themLast edited by Serg Barbeau; November 18th, 2020 at 09:51. Reason: I couldn't formulate it right away
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November 18th, 2020, 17:44 #15
- Join Date
- Dec 2018
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So I've been thinking about this - I use Effects in Pathfinder and Savage Worlds pretty extensively. Leadership and Tactics are definitely things that floated to the surface as a potential place to automate in Traveller. But the problem I have is that RAW doesn't specify when the boons and banes granted by the leader should be used. More specifically when the bane is used, which roll it is used on. Because there's a lot of Referee and Player decision making involved this is a hard one to solve with automation. One option would be to use something like with the PF2e (and other) effect systems - the leader rolls the leadership/tactics roll and determines Effect and then assigns X bane/boon effects to the other Travellers. That enters the CT as Off, Action, Start, 1 round. - not on, removed on an action roll when on, rounds reduced at the Start of a turn, only valid for 1 round...
Here's an example from PF2e:
Screen Shot 2020-11-18 at 11.42.48 AM.png
This would mean that the Referee or Player would have to toggle it on for it to apply, but it's present in the CT for book keeping...
I also use a lot of effects in PF2e that have no automation on them just as a note to players or myself.
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November 20th, 2020, 15:43 #16
Hi All,
Automation for some things is just a headache at this time. High Guard is adding more rules to the system, and Traveller Companion even more. Once those rules are catered for, I'd be keen to really develop the bells and whistles especially around CT's. For the moment I use a note pad, but if something can be made that fits nicely then I'll code it in (assuming it's not a 2 week job).
So let's think about how Tactics and Leadership be automated. I like the above idea that the leader can assign the effects, so let me think about that one.
Cheers,
MBMRuleset and much more content built for FGU.
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November 20th, 2020, 17:12 #17
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November 23rd, 2020, 16:29 #18
Yes, but INIT +1 doesn't really apply here, there's not a lot that gives +1 INIT. It's the effect of the Tactics roll that is then applied to all players. Leadership gives boons/banes based on the effect. So yes, we could add +1 through +6 to the effects for INIT, that's a lot of buttons, when you could just use the iMod and enter 2 in there.
Cheers,
MBMRuleset and much more content built for FGU.
Come join me on Twitter at: https://twitter.com/MadBeardMan to see what I'm up to!
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