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November 10th, 2020, 00:46 #311"I am a Canadian, free to speak without fear, free to worship in my own way, free to stand for what I think right, free to oppose what I believe wrong, or free to choose those who shall govern my country. This heritage of freedom I pledge to uphold for myself and all mankind."
- John Diefenbaker
RIP Canada, February 21, 2022
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November 11th, 2020, 12:34 #312
- Join Date
- Nov 2020
- Posts
- 7
Hi,
One question: Does the Rolemaster ruleset calculates automatically the Concussion hits? I find that only computes the rank bonus.
I am missing something?
Thank you!
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November 11th, 2020, 16:20 #313
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November 11th, 2020, 17:14 #314
- Join Date
- Nov 2020
- Posts
- 7
Yes, it is set to "Hits" indeed. But is not working... BodyDevelopment.PNG
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November 11th, 2020, 17:42 #315
Rank Bonus is 10. Your Co Stat bonus is +15 therefore hits would be 10 + 10 * (15/100) = 10 + 1.5 = 11
Your character should also have a Base Hit starting value of Con /10 rounded up. So probably should have a rank bonus of 10 + whatever you rolled for the the two dice.
On average your character should have 19 as a rank bonus (assuming D8s) so will have 19 + 19 * 0.15 = 21 hits.
Edit: I forgot all about the starting base hit bonus so my characters should all have more hits than I gave them! Doh!Last edited by Wolf_Shield; November 11th, 2020 at 17:44.
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November 11th, 2020, 18:06 #316
- Join Date
- Nov 2020
- Posts
- 7
Thank you very much for your help, Wolf_Shield! Now it's crystal clear.
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January 5th, 2021, 05:19 #317
- Join Date
- Jan 2017
- Posts
- 85
Issue with Unidentified Items
I created a campaign weapon item, in this case a "Spear of Troll Slaying", and I set the Non-ID Name to "Spear". I used the "Spear" item from Character Law as the template. When I add it to a character's inventory, it shows the Non-ID Name on the Inventory tab, however it shows the Item Name on the Combat tab. This behavior is the same in both FGC and FGU, and I tested it with no extensions loaded.
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January 5th, 2021, 05:36 #318
- Join Date
- Jan 2017
- Posts
- 85
I also just noticed that Unidentified Spell Adders and Multipliers are listed in the SPELL ADDER/PP MULTIPLIER dropdown list on the Combat tab. If an unidentified Adder is selected on the Combat tab, then the Power Point Adder "bubble" on the Main tab also shows the extra points. I am currently working on a campaign in FGU, so I only tested it in FGU, and I expect the same behavior in FGC.
Opening the item sheets from the link next to the dropdown on the Combat tab only shows the unidentified item information.
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January 5th, 2021, 07:21 #319
- Join Date
- Apr 2011
- Posts
- 2,254
Thanks Bale Nomad. I will see about getting those fixed. I am thinking if it is an unidentified Spell Adder/PP Multiplier then it shouldn't even show in the drop down.
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January 7th, 2021, 19:34 #320
- Join Date
- Apr 2011
- Posts
- 2,254
That ended up being a lot more than I was expecting because once I started working on it, I started noticing other things that needed to be changed. I've got the names showing up properly on the Combat tab when they aren't identified. The Equipped Spell Adder/Multiplier dropdown no longer shows unidentified items since it is looking for any items in inventory that have the adder or multiplier fields set to greater than 0. I've also update the other drop downs so they show the unidentified names when appropriate. This required me to update the way the protection fields work. I also started thinking that the OB and DB fields probably shouldn't show the bonuses when items aren't identified so I am trying to figure out the best way to handle that. I don't know if I will finish up everything tonight for the Tuesday release but it should be next Tuesday at the latest with some new effects and options for showing/hiding Table Resolver effects from the PCs.
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