Joshua Stream Pre
Page 2 of 2 First 12
  1. #11
    I have a suggestion, it would be really great to have the option to add custom skills. One of the first and most obvious limitations to the Fallout rules is the narrow skill set and I see many players have already made fill-able character sheets that allow for it. Would be nice to have that in the Fallout FGU set.

  2. #12
    Another suggestion would be to add the option to make custom origins.

  3. #13
    Quote Originally Posted by Shinmuriel View Post
    Another suggestion would be to add the option to make custom origins.
    You can create custom origins

    Screenshot 2022-07-29 135110.png

    As for your suggestion related to custom skills, the systems provided by Modiphius are very rigid with skills and how they are linked within the system. Something to consider, but not something that will be high on my list of expansion for the ruleset.
    Dominic Morta
    Ruleset Developer
    Smiteworks

    How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it

    How to provide an Unity Connection issue?-Connection Issues and What to Provide

    Unity Updater issue?-Updater Issues

    Classic and Unity Port Forwarding?-Fantasy Grounds Connections Explained

    Comcast or Cox ISP User?-Comcast XFinity and Cox Users

    Have a suggestion?-Idea Informer

  4. #14
    I noticed that there doesn't seem to be an easy way to raise the difficulty of an attack roll when using the d20 from the weapons section of the combat tab on the player character sheets. For example, when a weapon is out of range (incurring an +1 to the difficulty of attacks) and the player is targeting an NPC the attack bypasses the difficult modifier (D0, D1, D2, etc) and simply uses the targets defense. And that makes sense, because if it didn't the GM would have to set the target difficulty constantly which would be taxing.

    But right now, in order to account for a difficulty increase we are switching to the Main tab and using the weapon skill to roll attack, then switching back to the combat tab to grab the damage dice from the weapon in order for the "hit location" to be rolled and damage applied correctly in the combat tracker.

    It's not a big deal but its inconvenient and wastes time, not sure how to go about implementing it since adding a modifier using the modifier tool will add extra dice rather than alter difficulty. Maybe add a second modifier box for attacks? Or a little tab to the current box that applies a difficulty to the next attack?

    Or maybe have an override button that temporarily allows the Difficulty modifier (D0-D6) to apply to combat?
    Last edited by Shinmuriel; August 13th, 2022 at 00:19.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
FG Forge

Log in

Log in