#Fantasy Grounds Ruleset for Draw Steel

62 messages ยท Page 1 of 1 (latest)

viscid wren
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Ooh! This might be perfect. I'll give this a try this week.

viscid wren
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Something I notice, it appears the dice start default over the Edge buttons, and its not clear how to reset them:

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that said, its not clear yet how to set up everything to use the way its shows in the forge demo pictures. If you have a walk through, that might be helpful too

viscid wren
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So, just tried to load my server, and it appears not to work. I even tried to create a new server, and its stuck on this:

cloud helm
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This is great work, it looks fantastic. Spent a lot of time yesterday noodling around in it, and cant wait to spring it on my group.

I had a similar problem launching it after the update. It seemed to be struggling with the new ruleset name, which no longer matched following the update. I seem to have gotten around it by setting up a fresh server under the updated ruleset, and copying over the contents of my original campaign folder into the new one.

cloud helm
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You're doing Ord's work! - I have a very... paleolithic.. approach to technical issues...

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tbf, I sometimes struggle with meaning myself...

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anyway, thanks again for the work on this and being so responsive. I am sure I am not the only one getting good use out of it.

cloud helm
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I thought I halped, but maybe I wasn't halpful at all... the ruleset on Fantasy Grounds has reverted to v0.042. Obviously still totally usable, and maybe intentional, but just letting you know.

cloud helm
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yeah, whether going into the old campaign, or in the options to set up a new one...

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Everything appears like it did yesterday and v0.042 is the only ruleset available on the list.

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Sorry, I hope it isn't too much of a pain to fix.. they were pretty sexy character sheets...

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afraid not, still showing as v0.042

viscid wren
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Ok, so I was able to make this work, and I put in a power; but is there any way to automate it? or is it just the description?

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Hmm, ok - so I could load a 2d10 hotbar; but do we need to manually add our characteristics to the roll?

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I see if I roll straight, It shows, but if I roll with the +2 it does not

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Hmm, ok; I might have to play with it later, but probably not enough time to try on my game tonight sadly ๐Ÿ˜•

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that said, how do you get the cool spash image background?

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Oh, and realized I didn't say, but thank you so much for being so responsive, the initial work must be a lot; so congrats on getting this far!

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sorry I didn't say so sooner ๐Ÿ˜…

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Yus. ok I'll try that out

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Oh, actually, this worked!

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actually...I might be able to pull this off in an hour or so if I can get it setup!

viscid wren
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So, happy to report that version with the rules etc went great! Other than a couple hiccups at the start, we got through over half if Act 1 on the playtest, and everyone had a blast

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I'll send you a small after action report later on what worked, what didn't, etc

viscid wren
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Awesome. I do another session tonight, so this is perfect timing

viscid wren
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@swift brook quick quesion on the power roll button - when I click it, it just rolls 2d10. Is it possible to have it add a modifier?

viscid wren
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So, I tried that, but it didn't seem to take:

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Ooh! another version. Let me try that

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Perfecto!

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Ok, that'll be great!

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No worries, glad I asked. I'm running a session in checks time 1 hour

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so, just great!

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Oh, and I know you're not wanting to do TOO much more, but if I can make one other short suggestion: For skills - because they can be very context dependent - is there a chance you can just stick another button down in the lower right that adds +2, just called (skilled)?

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That way, players would just need to know if they have a skill or not, hit that and/or Edge/Bane and then make their roll.

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Not essential by any means, but if it happens to be EASY, I think it would be really slick

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I DID see that, but my thought was because that only works if you use the same characteristic for a skill, you can preset the values - but some tests can very wildly, which means you'd have to adjust the number each time

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Unfortunatly, the way Draw Steel wants you to use skills kind of makes it hard to peg the roll to a skill

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really, you're only ever just rolling characterstics

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So - it might be better to just have a few lines for SKILLs on your main tab, that way players can see what tests they get to add +2 on - then you could (hypothetically) ditch the skills tab. But some people may really like that, so just a thought

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really excited for the changes - combat tracker looks great! I'll let you know how it goes tomorrow

viscid wren
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Gasp! ๐Ÿคฏ

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Amazing sir! My thank yous

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Perfect! ๐Ÿ‘Œ

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Bane cancels out! Looks like everything I could ever need

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Ooh, edge case - if you ever get board; it says critical hit, but still tier 2 because I applied a double bane. I actually don't know the ruling on that, but I "think" it should always be T3

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That said, edge case (pun)

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Thanks again - will AAR after tonight

viscid wren
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So, we noticed a weird error where its flipping of T2 and T3 results

viscid wren
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Thanks a bunch. 2 other fixes that might be useful:

  1. The combat tracker doesn't seem to track the stamina for players
  2. When you end round, the check boxes for turn and T.A. are not removed - not sure if that's intended.

Low priority, just putting here as they happen

viscid wren
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Woo! Encounter over. Changes definitly made things a LOT smoother, we probably saved a good 30 min with less fiddling, at least!

viscid wren
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Yeah. looking at my comments, honestly - not much more to to add from previous after action - other than it ran very well for what we needed. I realized that for minions, actually having all the tokens out works; since I"m marking damage per threshold, I just mark damage to the same minion at the top, and then when it hits 0, I delete the targeted token, and reshuffle stamina. But movement, character sheets, all the reference info is there for what my players need. the tier roll output worked GREAT! and really sped things up though

viscid wren
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๐Ÿฅณ

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Wonderful. I might have my next playtest next week, so I'll report back then!

main wharf
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Hey, i just started using this ruleset and I'm really impressed because I been dying to find a good extension for FG, but I'm having a little trouble adding info to the Ancestry blocks. Do you have any advice for how I can add text and information to them? Thank you!

main wharf
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Ok, thank you! I appreciate it

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Iโ€™ll give it a try soon as I can

wispy cove
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hey, im trying the test version, and i like being able drag the char/rolls to the chat window, but i cant seem to be able to edit them anymore

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nvm sorry, i just figured it out lol

viscid wren
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Hi there! So, just finished my Updated ruleset run. Overall, I actually don't think there are any changes I'd really recommend at this moment that are worth the effort. From what I understand, you can't make changes until you get the backerkit, correct?

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I'd say that once it comes out, it will be more apparent what changes could be useful.