FGCon2021
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  1. #11
    Thank you so much for keeping development active on these products!

  2. #12

    Join Date
    Jul 2010
    Location
    Vendsyssel (Denmark)
    Posts
    773
    Not a superimortant suggestion here, but more something I find counterintuitive:

    You cannot change Attribute / Skill numbers while in the action tab, but have to go to the main tab. I get it. Just go to the main tab. But when you can see the numbers and cannot change them... yeah.. that was confusing for a while, until I understood why.

    Perhaps make that possible?

  3. #13
    Quote Originally Posted by viresanimi View Post
    Not a superimortant suggestion here, but more something I find counterintuitive:

    You cannot change Attribute / Skill numbers while in the action tab, but have to go to the main tab. I get it. Just go to the main tab. But when you can see the numbers and cannot change them... yeah.. that was confusing for a while, until I understood why.

    Perhaps make that possible?
    The rationale behind this was for the combat tab to contain things that are adjustable during combat. Attributes/Skills is something you do outside of combat and they are there to make rolls and reference so no tab switching is happening during action moments. But I can easily make the numbers in CT editable.

    I wonder if someone else has the same thought and desire?
    The past is a rudder to guide us, not an anchor to hold us back.

  4. #14
    I would vote to make numbers always editable, unless there is a pressing reason not to, wherever they are.

    Cheers,

    Simon

    (and thanks for doing this ruleset! I hope there are more pre made mysteries on the way? I'm not a homebrew DM so this could really limit the ruleset's longevity for me if not, I'm afraid)

  5. #15
    Alright, I will make the Stats/Skills editable in the Combat tab.

    In regards to the product development - when there is new content for Vaesen and Free League wants us to put it on Fantasy Grounds, we will make it happen in no time
    The past is a rudder to guide us, not an anchor to hold us back.

  6. #16
    That great to hear! Thank you!

  7. #17
    Still really impressed with the module.

    Minor thing - a quick remove button on the combat tracker for mobs would be great for when they are killed / downed - there might be a way to do this already that I don't know but if not... it would be handy

  8. #18
    Quote Originally Posted by Frail Realities View Post
    Still really impressed with the module.

    Minor thing - a quick remove button on the combat tracker for mobs would be great for when they are killed / downed - there might be a way to do this already that I don't know but if not... it would be handy
    Hi Frail Realities, the standard approach is right-click and then "Delete Item" from the 7 o'clock menu item. Does this meet your need or you look into alternative way to remove from CT?
    The past is a rudder to guide us, not an anchor to hold us back.

  9. #19
    I used to use a 'Blood' splatter module which, when the NPC was reduced to zero hits popped up a button on the tracker that deleted them and added a blood spatter where they died (you could even set the colour) - it was great. I recognise it was a module but having an easy pop up that was 'remove token?' was a great 'quality of life' addition.

    As I say it's minor thing. The module might still exist (I admit I haven't looked) - Vaesen brought me back to FG, so I should probably be less lazy about it now I think about it!

  10. #20
    What is this module? This is functionality of Savage Worlds ruleset actually and I am not familiar with extension that is doing that. Are we talking about the same?
    The past is a rudder to guide us, not an anchor to hold us back.

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