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  1. #291

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    I think those buttons are bleeding over from CoreRPG / D&D.
    They appeared on one of the existing characters. Those powers threw the error. Dropping new powers didn't have the buttons and they didn't throw errors.
    I don't see any of those buttons since the most recent update. It looks like Moon Wizard's update got rid of them.
    Thanks Moon Wizard!

  2. #292
    Quote Originally Posted by Moon Wizard View Post
    @GM BK,
    Just pushed a SavageWorlds main ruleset update to address that script error. Please note that the update servers are running very slow right now.

    Regards,
    JPG
    Works perfectly now! Thanks!
    FGU Ultimate License - Savage Worlds GM

  3. #293

    Players modifying Effects

    I play a wizard in a Rise of the Runelords campaign. We have recently swithched to SWPF, and are running on FGU.

    I have found some issues, which do not occur when running D&D 5e on FGU. I would appreciate advice and insights:

    1) Spells (powers have a duration). As a player I cannot modify the duration of spells (such as Detect Arcana).
    2) My PC has the Concentration edge. But duration 5 powers do not show as duration 10, and as per point 1 I cannot amend.
    3) If I accidentally apply an effect to my PC (or to another player), only the referee can remove the effect. Is this an option, bug or feature.

    While I can see the logic of the game-master have more capabilties, it is fustrating if we cannot be autonomomous in managing our PCs.

    I use the spells that come with the game guides, but there are times when I would like to create a custom power, and this was easy with FGU-5e, but seems hard on SWPF.

  4. #294

    Extra duration

    I can't answer for why players cannot modify their entries on the CT, but if you are frequently casting powers with extra durations, or other modifiers, I suggest that you make a custom sub-attack power with the modifiers applied on your character sheet. That way you no longer have to fiddle with it each time you cast.

  5. #295
    goodmanje's Avatar
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    Quote Originally Posted by Guegui View Post
    I play a wizard in a Rise of the Runelords campaign. We have recently swithched to SWPF, and are running on FGU.

    I have found some issues, which do not occur when running D&D 5e on FGU. I would appreciate advice and insights:

    1) Spells (powers have a duration). As a player I cannot modify the duration of spells (such as Detect Arcana).
    2) My PC has the Concentration edge. But duration 5 powers do not show as duration 10, and as per point 1 I cannot amend.
    3) If I accidentally apply an effect to my PC (or to another player), only the referee can remove the effect. Is this an option, bug or feature.

    While I can see the logic of the game-master have more capabilties, it is fustrating if we cannot be autonomomous in managing our PCs.

    I use the spells that come with the game guides, but there are times when I would like to create a custom power, and this was easy with FGU-5e, but seems hard on SWPF.
    I think the GM has to allow it.

  6. #296
    Doswelk's Avatar
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    Quote Originally Posted by rigerco View Post
    I can't answer for why players cannot modify their entries on the CT, but if you are frequently casting powers with extra durations, or other modifiers, I suggest that you make a custom sub-attack power with the modifiers applied on your character sheet. That way you no longer have to fiddle with it each time you cast.
    Indeed players can add effects but cannot edit them once added, players in my campaign after linking the powers to their character sheet, had made custom effects to suit them.
    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
    Ultimate License Holder.
    First GM to post a game for the original FG Con!

  7. #297
    I'm sorry if it has already been posted, how and where do you code Witch Hexes? Since they aren't considered spellcasting would love a way to code my Agony Hex. Thank you very much.

  8. #298
    Doswelk's Avatar
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    BoyHowdy best answered this on Discord I'll post here for completeness:

    I don't have a witch in my game and haven't created any witchy NPCs, but I'd do it as follows (off the top of my head):Agony: Test of Spirit v Smarts (or set it up as a skill set at Witch's Spirit for the test that way if you must).
    Augment, Charm, Evil Eye, Healing: Makes a power a limited free action, no coding needed
    Blight: Meta stuff, no need to code
    Cackle: Just put a note on anyone with Vulnerable or Distracted, that way you will know to put it back if system removes it.
    Hag's Eye: I'd just put a token on the map for the witch to move.
    Nightmares: I'd treat is as an effect based on failing the spirit roll
    Vision: Meta stuff
    Waxen Image: Just Puppet power with a wax doll trapping
    Weather Control: Elemental Manipulation power for free
    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
    Ultimate License Holder.
    First GM to post a game for the original FG Con!

  9. #299
    are there any more AP's in dev??? my group has played both of the ones in the store.

  10. #300
    Doswelk's Avatar
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    not yet
    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
    Ultimate License Holder.
    First GM to post a game for the original FG Con!

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