Thread: Traveller Features wanted
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February 22nd, 2021, 14:38 #81
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- Nov 2006
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Sorry posted in the wrong forum
Last edited by Rzach; February 22nd, 2021 at 18:59.
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February 22nd, 2021, 14:45 #82
This is the Traveller forum, no spells in Traveller!
Ruleset and much more content built for FGU.
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February 23rd, 2021, 02:42 #83
Can you add a list of skills on the character and NPC sheet so that players and new referees can visualize skills to use that maybe they don't know about?
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February 23rd, 2021, 11:18 #84
Hi Russ,
I thought long and hard about this. With specialist skills there are currently 119 skills, that's a lot of skills to find 'Persuade'. This doesn't include the skills found in source books etc. I did think about adding the core skills (without specialisms) but there are a few players here who struggled to add in 'Gun Combat (slug)' as the automation expects the pattern to be exactly that. The easiest method which was welcomed was to add specialisms to the list (which we have).
I know this doesn't help, but being honest all standard skills are called for in games, which is why a good group of Travellers needs to be very varied, you might not think Admin is any use, wait until you're told to wait before you can land, in that same incident you could also use Advocate, Persuade, Diplomat maybe even Deception. The skills system is very rich.
Spend 30 mins going through all the skills, most give examples of when they're to be used. It's worth it.
Thanks,
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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February 24th, 2021, 07:53 #85
What I would like:
Effects:
Armor:+N adds armor for example when shooting with a shotgun, using an aerosol or hiding
DM+1, DM-1 - automation of reactions and the like
Tokens:
Visible effects, healthy and wounded on the token
NPC:
The button "not identified" and the corresponding field for the name, as in the itemsLast edited by Serg Barbeau; February 24th, 2021 at 08:10.
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February 24th, 2021, 08:36 #86
Not to mention that quite a few skills have several use cases that would use different ability modifiers. I'd still love to see some kind of user defined task system that we could associate with a skill and ability modifier either by itself or added to a task chain. :-) then you could save often used tasks and not have to look them up all the time. plus different tasks under a skill take different amounts of time. you'd still have to look them up once in awhile but once you found a close match to the task you want to do you can just click it and it'll roll the appropriate difficulty, ability mod, and time. boom. plus you could drag it over to your sheet for re-use or add it to a task chain and name it whatever you want. I know i've mentioned it before, but it would be so cool! A coding nightmare probably though.
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February 24th, 2021, 08:36 #87
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- Feb 2020
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- 99
This may be sorta what to you want. Along the Sidebar, there is a tab called Skills. If its not present you can go to Option and along the bottom of the option window, there is a Sidebar button, and you can select Skills to be active on the side bar.
This'll add that button. And it lists all the skills.
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February 24th, 2021, 20:33 #88
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- Jan 2021
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Here's a quick and hopefully simple suggestion:
Somewhere to keep track of remaining Fuel on the Player Spacecraft sheet.
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February 25th, 2021, 11:39 #89Ruleset and much more content built for FGU.
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February 25th, 2021, 15:27 #90
- Join Date
- Oct 2013
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- 119
Hi MBM,
In regards to the work on the companion, how difficult would it be to add a box that holds the current point value of the character to a box on both the character sheet and on the npc sheet?
For rough work, it could be manually maintained, but, optimally, it would be auto calculated based upon the (undamaged) attributes and skill lists.
I have found that in current games, it has become an aid to (at a glance) know relative strengths of the characters.
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