WFRP Ruleset for Fantasy Grounds II

By neilgfoster, in Warhammer Fantasy Roleplay

Ceodryn said:

Hi Neil,

Again more feedback from using the ruleset, from nice to have to more important:

  • Nice to have: Would it be possible to code "encumbrance limit"? It's obviously a GM's role to code the items within the library, but could the sum of enc be compared to a character STRx5 (+5 for Dwarfs) and show an icon when encumbred (like you do for fatigue and stress). The cherry on the cake would be to add then a misfortune dice to STR, TO, AG checks :) .
  • Nice to have: In the inventory tab, it would be great to have a note about the exchange rate: 1g = 100s; 1s = 25b
  • Nice to have: A useful mini to have for the future: the tension meter of party
  • Nice to have: The transformation of the "dices symbol references" into dice symbol (ex: (S) or ÿ for success) is not working in the "story" section of FG2. It may not be possible given the "story" is formatted text.
  • More important: Would it be possible to give diseases, mutations to NPCs? The same way it is now for criticals and conditions.
  • More important: Would it be possible to give actions to NPCs/Creatures groups in addition of a given creature? (My understanding of the rules is that a group of creatures shares a pool of actions, and once an action is used, it has to recharge for a creature of the same group to use it. It would faciliate management of the group is actions could be added to the groups instead of a given creature. Leaders could still have special actions available only to them)

I started building an adventure using the ruleset (The Oldenhaller contract, easy to work with, and everyone knows it). It works very well, and I hope to play test it soon with players. I am looking forward to the next release of the ruleset.

Thanks again for your work!

Ceodryn

All good suggestions Ceodryn - I have added them to the list.

Progress has slowed a little as work is very busy, but I will get a new release out as soon as I can.

There hasn't been an update in a few weeks. I'm not the impatient type, but I am anxious to see the next version. Has Mr. Foster been eaten by the work beast?

Work is very busy, plus I have a 4 month old son and am moving house - so things are just a little hectic! I am still making very slow but steady progress though and will try to get the ruleset to a point where the next version can be released ASAP. Just bear with me :)

You guys should post some more screenshots.

jh

Ah-ha! A new addition to the family, I somehow missed that. :D Glad to hear it and congrats.

For the screenshots, now that I have a complete player's guide and game master's guide library, I am going to run A Day Late with my FG2 WFRP2 group first to demonstrate them Neil's amazing ruleset and the 3rd edition, so I'll try to take some and post them.

I am actually hoping to run the demo adventure with others if interested, since I have FG2 ultimate and don't need players to have a license. Running the demo would help me learn WFPR3 and GMing :) .

Neil, congrats on the 4 months old! It's a miracle then you got us that ruleset, but thanks again for it!

Cheers

Ceodryn

I'm not sure if this has been mentioned before but yesterday I've noticed something which I believe is an error.

The mages and priests are slotting their order/college into a talent slot rather than to their profession. This causes them to lose an otherwise good talent slot.

Also, it would be nice to see a skill specialisation underneath the skill rater than to be hidden in a tab 'behind' the skill, also added dice would be nice for specialised skills.

Also, it would be nice to be able to adjust dicepools on the fly from within the dicepool slot, rather than to have to recreate the dicepool. Not sure of this is possible though.

I'm also wondering if it is possible to limit the amount of editing a player can do on their character sheet. I.e. I would like to "lock" the player ability to copy a talent/skill etc... by dragging and accidentally dropping it in the wrong place

I had a wonderful test session last night! I cannot say thank you enough to Neil and all the contributors!

PS, I still have some spots open in my game, join the eurogamers googlegroup for more info: https://groups.google.com/forum/?fromgroups#!forum/eu-rpgs

captaincutlass said:

I'm not sure if this has been mentioned before but yesterday I've noticed something which I believe is an error.

The mages and priests are slotting their order/college into a talent slot rather than to their profession. This causes them to lose an otherwise good talent slot.

I can't answer for the rest of the stuff but what do you mean here?

An Apprentice Wizard has 2 talent slots, 1 of which is his Order slot, the other of which is a Focus slot, FG2 should use a Talent slot to represent this.

Oops, I have become so accustomed to my own house rules I take them as canon.

Because I think of an "order" as a career ability, not as a talent. I guess I'll have to seek within my XML files to keep my house rule.

Hi Neil,

Here are a few more feedback from my latest test play, again ordered by most important to least.

  • The resizing of tokens on a map doesn't work, at least not similarly to the 3.5E ruleset:
    In the 3.5E, you can hover the mouse cursor over a token, and using the mouse wheel resizes the token to match the map scale. Holding CTRL and doing the same rotates the token.
    In the WFRP3 ruleset, whether holding CTRL or not, the token simply rotate. Resizing tokens in WFRP3 is therefore a difficult process of zooming in the map to match the token scale, locking all tokens, then zooming out. Unfortunately, it means ALL tokens whether the huge dragon or the PC character will have the same size.
  • Drag/dropping wounds to creatures/NPCs is currently not working
  • The window/text field of specializations doesn't convert dice symbol code, such as [F]
  • When an action is minimized on the desktop, would it be possible to still be able to drag & drop recharges to it?

Ok, now the more nice to have/ideas for future improvements:

  • There is white space in the Skill windows that could be used: would it be possible to divide it into four smaller windows, and have basic skills in the top two, and specializations and advanced skills in the bottom two. This is a obviously a huge rework of the character sheet, but I just wanted to throw the idea.
  • In the encumbrance tab, it would be nice to have a check to carry/not carry an item, and depending whether it is checked, encumbrance for this item is counted or not
  • It would be great to be able to drag off a dice in the dice pool, as right now, if someone makes a mistake, they need to erase it all and re-create it. You probably already looked into this though, and it may not be possible

Thanks again for all your hard work.

If I was on your side of the pond, I would come and give you a hand to move, but if you ever visit the lower Chesapeake Bay, I am inviting you to a drink!

Cheers
Ceodryn

Hi All,

I am pleased to annouce that I have released version 1.3 of the WFRP 3rd Edition ruleset for Fantasy Grounds II. This release fixes a number of bugs, adds new features, and adds support for the new rules introduced in Hero's Call.

  • Added action card dice pool generator
  • Add drag and drop support for skills and actions to the dice pool builder
  • Automatically take strained and fatigued conditions into account when building a dice pool
  • Added ability to set talent recharge values using the middle mouse button click
  • Added ability to set action recharge values using middle mouse button click
  • Added checks to prevent duplicate entries due to accidental drag and drop
  • Added support for dice modifiers throughout the ruleset
  • Added support for skill mastery
  • Added ability to remove a single die from the dice pool building using middle mouse button click or double click
  • Added support for pets and horses to the initiative tracker
  • Added support for ?Any? type talent slots
  • Added additional talent slots to support Epic level characters
  • Added support for different difficulty levels based on stance for action cards
  • Updated library upgrade tool
  • Added support for drag and drop of locations from library
  • Fixed issue where dice symbol codes are not being converted for specializations and stories.
  • Fixed issue where drag and drop of wounds for NPCs was not working
  • Added support for resizing of tokens using CTRL + mouse wheel
  • Added support for disease and mutations for NPCs
  • Fixed issue with drag and drop of recharge tokens to talent slots

As usual, make sure you backup your campaigns before upgrading the ruleset in case of any problems. In addition, you will need to use the provided upgrade tool to upgrade you library modules to the latest version.

Download links can be found in the original post.

*frantic applause*

Thanks so much for continuing to develop the ruleset. It is really great to be able to play across vast distance and have all the possibilities of the rule set make things so much easier!

aplauso.gif

Same as Ozean, thank you so much Neil!

These are super updates, making the ruleset even more user friendly than it already was. I particularly like the new drag and drop function from the action cards (as I wasn't expecting you could do that), and the graphical extensions.

Cheers to you!

Ceodryn

Hi Neil,

Thank you for your work, it's been helpful ! After 2 hours finding my own librairy bugs so that your Upgrade Tools works clean, i tried my three librairies parts.

Everything seems to work fine except the Action card Pool Generator (and may be the Spécialisation need to test) that do nothing when I drag and drop the little red icon on the Dice Box. So as it appears that it works for you, I looked into my french translation.

Here are the facts :

--- My Skills Pool Generator works fine cause in my librairy the <caracteristic></caracteristic> use the English names (i.e. STR, AG, etc..).

--- But my actions cards doesnt <check></check> is the French Translation of the skills + carac french names. That could explain why this isnt working for me.

To let me search for an explanation, could you explain me what/how the 'Action Card Pool Generator' work in simple words plz ?

ummaner said:

To let me search for an explanation, could you explain me what/how the 'Action Card Pool Generator' work in simple words plz ?

Hi Ummaner,

The dice pool generator works as follows:

The <check></check> is expected to be in the format of 'Skill vs Target', for example: 'Weapon Skill vs Target Defence'. The ruleset takes the value to the left of the 'vs' and looks for a Skill that has the same name. If it finds a match, then it will create a dice pool, if not then it does nothing.

I am continuing improvining the dice pool builder - so if you find things that do not work, let me know what you have entered for the <check></check> field and I will add some extra logic into the ruleset.

Hi Neil,

I find why that doesnt work for me. It's the Caracteristic side of the <check></check>. Let me explain:

I reproduce the exact text of each cards. So Assess the Situation is as follow to me : <check>Intuition (INT)</check>. So your Ruleset look for a Skill name called "Intuition (INT)" and it doesnt exist for me because the skill name is Intuition. If I remove the (Int) part in the <check> action card, your ruleset display the grey dice icon on the fly and that works perfectly fine.

What that implies is that I have simply to modify my Skill names adding (Car) in it ;) like Intuition (Int) instead of Intuition.

Your method is better and clever than mine as it solve the double caracteristic issue (like Intimidation (STR) and Intimidation (FEL)) !

Im so happy, I learn something new and interresting today ;)

On the GM side as NPC doesnt posess a 'Skills window' we cant drag/drop Skills on them. I imagine that you are working on adding a Skill window for them ?

Here is an idea about the Target system issue. A player/GM could drag/drop the action card icon on the Target Token on a map to determine which target the action is aimed to ? Then you'll know what Target to compare to to determine the Challenge dices of the action. Just an idea ;)

Thanks Neil !

Ummaner.

So I'm having a hard time w/ Actions. My Conservative and Reckless formatted text entries are not showing. Everything else is. For example: here is Backstab (melee) -- I just included the portion I'm having issues with:

<conservative type="formattedtext">
<p>ñ You hit for normal damage</p>
<p>ñ ñ As above, +1 damage for each of your allies engaged with the target (up to a
maximum bonus equal to your Agility score)</p>
<p>û û You may perform a free manoeuvre after completing this action</p>
<p>ü ü -2 damage</p>
</conservative>
<reckless type="formattedtext">
<p>ñ You hit for +1 damage
ñ ñ As above, and ignore the target’s armour soak value for this attack</p>
<p>û û +2 damage</p>
<p>ü ü Add 2 recharge tokens to this card</p>
</reckless>

Any help would be appreciated. Thanks!

Just played a session with the updated ruleset. Just wanted to say thanks again to Neil for the hard work. The action card dice pool creation and the ability to remove single dice are wonderful.

All,

I am pleased to announce that v1.4 of the WFRP 3rd Edition Ruleset for Fantasy Grounds 2 has been released. This version adds a host of new features after feedback from the community. As always, you can download the new version by following the links in the original post of this thread.

  • NEW - Update ruleset documentation for v1.4 - Complete
  • NEW - Add indicator to character sheet when character is over their corruption threshold - Complete
  • NEW - Add support for all condition types to NPCs and Retainers - Complete
  • NEW - Add Random Career Generator when in Manage Character mode - Complete
  • NEW - Refactored layout Character Sheet Combat Tab - Complete
  • NEW - Display Stance on Initiative Tracker - Complete
  • NEW - Add Stance Switch to NPC Sheet - Complete
  • NEW - Move Power/Favour towards equilibrium during end of turn but only if value below Willpower - Complete
  • NEW - Add default challenge dice for actions that are either melee, ranged, or versus Target Defence - Complete
  • NEW - Show parent skill on specialisation sheet - Complete
  • NEW - Add support for advanced skills to character sheet - Complete
  • NEW - Allow GM to add dice to players dice pool by dragging and dropping dice to a character portrait - Complete
  • NEW - Automatically remove Brief conditions when removing recharge - Complete
  • NEW - Change modifier dice shapes so that a GM can tell when modifiers have been used - Complete
  • NEW - Add ability for diseases to stack in a character sheet - Complete
  • NEW - Make library window resizable - Complete
  • NEW - Display icons when character is not at equilibrium - Complete
  • NEW - Added ability for players to target tokens using middle mouse click - Complete
  • NEW - Display specialisations on Skills tab of Character Sheet - Complete
  • NEW - Add support for removing recharge from NPC Group sheet using button on initiative tracker - Complete
  • NEW - Add token drag and drop support to NPC Group sheet - Complete
  • NEW - Add action cards for NPC groups - Complete
  • NEW - Add ability to search items in library based on name and traits - Complete
  • NEW - Display wound icon when character is over their wound threshold - Complete
  • NEW - Add Right Click Menu to Desktop Dice - Complete
  • NEW - Verify that fortune points are lower or equal to the maximum allowed - Complete
  • NEW - Check if wounds are greater than or equal to the number of criticals so that a player cannt be at zero wounds yet with 1 critical - Complete
  • NEW - Double click a dice to add to the dice pool - Complete
  • NEW - Add exchange range for coins to character sheet - Complete
  • NEW - Add support for initiative trackers that do not start at zero (e.g. -4 to +4) - Complete
  • NEW - Added new tokens to the ruleset - Complete
  • NEW - Add Runes section to Talents tab of a character sheet - Complete
  • NEW - Add ability to drop fatigue, stress and wounds to a party sheet which would be automatically added to all PC's - Complete
  • NEW - A remove recharge button to remove recharge from all creatures at once - Complete
  • NEW - Added option to allow GM to control if players are allowed to view each others characters - Complete
  • NEW - Add dice tower to desktop - Complete
  • NEW - Allow reference window class to be resizable - Complete
  • NEW - Add back option to library - Complete
  • NEW - Add ability to import and export characters - Complete
  • BUG - Resolved issue with sort order of categories and sections within the library - Complete
  • BUG - Replace scroll buttons with scroll bars as buttons are hiding some details - Complete
  • BUG - Dice symbol conversion code wiping out descriptions - Complete

Is it possible to demo Fantasy Grounds with Warhammer play set or do you have to have the full version?

I

You can look at the module and see all the features but you can't run a game unless the GM either has a Ultimate licence (and the players can have any sort of licence- even no licence) or the GM has a Full licence (and the players all have at least Lite licences- except 1 is allowed to have no licence)

Wanted to try this, but the site seems to be down or the ,link is dead. Can't find the rule set anywhere.

Was working last week. Not working today for me either.

Drop Neil a PM, maybe he will sort it out.

Seems to be working for me. Check my signature for links to the the latest version