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August 23rd, 2020, 16:13 #1
- Join Date
- Oct 2007
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- 43
FGU: custom attack types for weapons?
I have a campaign where I would like to introduce a new projectile weapon, which would normally use Shooting as a skill, but I want to to use Occult or perhaps some other skill.
How would I go about doing this? As I understand it, the skill is automatically selected based on the weapon type.
I'm not against trying to modify XML files it writing an extension, though I don't know much about those. This may become a new category of weapons in the game, and I want players to feel like the are foreign.
A set of Eldritch weapons that use Occult or A Mech suit that uses Simulations as skills for attacks, instead of fighting, throwing, or shooting, for example. What if you wanted to drive a Mech and fight in a simulation but you were using a Gaming skill to make attacks instead?
You get the point. How do I add new types to the drop-down menu, and how do I designate the skill associated with them?
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August 24th, 2020, 08:19 #2
Watch this:
https://www.youtube.com/watch?v=FMdt9-enpno
My players just defeated an army, had a dogfight with aliens, machine-gunned the zombies, stormed the tower, became Legendary and died heroically
Yours are still on combat round 6
Get Savage
First GM to post a game for the original FG Con!
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August 24th, 2020, 19:30 #3
- Join Date
- Oct 2007
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- 43
WHAAA@!!?? It's that easy!?
Well that.... that's awesome. Thanks!!
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August 24th, 2020, 19:40 #4
- Join Date
- Oct 2007
- Posts
- 43
Ok, followup - can we specify a specialization? For example: Fighting: Swords versus Fighting: Unarmed?
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