Star Wars: Edge of the Empire v2.0
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Re: Star Wars: Edge of the Empire Framework [Work in Progres
This is cool! I've only played a couple of sessions of the beginner rules, but I always like to have good tools available!
It does seem like it would be a bit frustrating in an ongoing campaign though, to have to update the dice pool numbers manually.
Here's some things I think would make it even better!
- allow for automatic ordering of skills (by alpha) so when a new one is added you can find it. Or possibly by skill, or a table with click-to-sort headings?
- allow for each skill to be linked to a characteristic. This means that when, say, Brawn is increased, the skills based on Brawn increase their dice pool. This would also flow through to combat damage pools and so on.
- have dice pool automatically calculated per skill. I don't know the rules well, but it should be yellow dice = rank, green dice = characteristic - rank I think?
It does seem like it would be a bit frustrating in an ongoing campaign though, to have to update the dice pool numbers manually.
Here's some things I think would make it even better!
- allow for automatic ordering of skills (by alpha) so when a new one is added you can find it. Or possibly by skill, or a table with click-to-sort headings?
- allow for each skill to be linked to a characteristic. This means that when, say, Brawn is increased, the skills based on Brawn increase their dice pool. This would also flow through to combat damage pools and so on.
- have dice pool automatically calculated per skill. I don't know the rules well, but it should be yellow dice = rank, green dice = characteristic - rank I think?
Re: Star Wars: Edge of the Empire Framework [Work in Progres
I was wondering on how you would macro dice pool generation. You actually compare your characteristic to your skill ranks; Higher of the two numbers becomes green dice, green dice get converted into yellow dice equal to lower of the two numbers.oggmosh wrote:This is cool! I've only played a couple of sessions of the beginner rules, but I always like to have good tools available!
It does seem like it would be a bit frustrating in an ongoing campaign though, to have to update the dice pool numbers manually.
Here's some things I think would make it even better!
- allow for automatic ordering of skills (by alpha) so when a new one is added you can find it. Or possibly by skill, or a table with click-to-sort headings?
- allow for each skill to be linked to a characteristic. This means that when, say, Brawn is increased, the skills based on Brawn increase their dice pool. This would also flow through to combat damage pools and so on.
- have dice pool automatically calculated per skill. I don't know the rules well, but it should be yellow dice = rank, green dice = characteristic - rank I think?
Re: Star Wars: Edge of the Empire Framework [Work in Progres
So if we have a Characteristic of Agility (aka Ag) of 3, and a Skill of Ranged-Light at Rank 2, the total dice pool becomes 3 (higher of 3 and 2) and of those, 2 of them are yellow (lower value of 2 and 3), and 1 are green (the remainder)I was wondering on how you would macro dice pool generation. You actually compare your characteristic to your skill ranks; Higher of the two numbers becomes green dice, green dice get converted into yellow dice equal to lower of the two numbers.
That would be
[r:yellowdice=min(skill, characteristic)]
[r:greendice=max(skill, characteristic)-min(skill,characteristic)]
wouldn't it?
Still, this looks like it might take a bit of effort to change, in the FW.
The Skills JSON structure would change from something like this:
Code: Select all
{"Charm":{"Rank":1,"Proficiency":1,"Ability":2},
"Deceit":{"Rank":1,"Proficiency":1,"Ability":2}}
Code: Select all
{"Charm":{"Rank":1,"Characteristic":"Presence"},
"Deceit":{"Rank":1,"Characteristic":"Presence"}}
My first thought was to have the Proficiency and Ability dice pools calculated every time the character sheet was viewed, but that seems inefficient! It would probably be better to calculate them when the Update is triggered, and possibly to allow for some kind of modifier to each of them for unusual circumstances. That just makes the JSON structure larger though:
Code: Select all
{"Charm":{"Rank":1,"Characteristic":"Presence","Proficiency":yellowDice, "Ability":greenDice, "ProficiencyModifier":0,"AbilityModifier":0},
"Deceit":{"Rank":1,"Characteristic":"Presence","Proficiency":yellowDice, "Ability":greenDice, "ProficiencyModifier":0,"AbilityModifier":0}}
I guess we'd need to adjust quite a few elements of the FW to allow for this!
Re: Star Wars: Edge of the Empire Framework [Work in Progres
this is the one I use:Jshock wrote:Still undecided on what I want to do for Incapacitated. Also plan on doing one for in cover (a common occurrence).
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Re: Star Wars: Edge of the Empire Framework [Work in Progres
If we are making a wish list of things to add I would like to see:
- An add to Initiative - with ordering based on successes and tie breakers based on Advantage/triumph
- Vehicle character sheets
- NPC character sheets or the ability to hide NPC character sheets from PCs
- Other equipment slots on the character sheets, although I am fine with just keeping that info in the notes section on the token
- A light side and dark side point tracker too.
- An add to Initiative - with ordering based on successes and tie breakers based on Advantage/triumph
- Vehicle character sheets
- NPC character sheets or the ability to hide NPC character sheets from PCs
- Other equipment slots on the character sheets, although I am fine with just keeping that info in the notes section on the token
- A light side and dark side point tracker too.
Re: Star Wars: Edge of the Empire Framework [Work in Progres
SunTzu777 has light side / dark side trackers on tokens in his framework. I'm sure he wouldn't mind you borrowing / modifying the code.
Re: Star Wars: Edge of the Empire Framework [Work in Progres
Banged out the state image for "incapacitated" tonight:
Maybe a little abstract, but it doesn't look like Dead, so nobody should get confused.
Edit: Had a fit of creativity while listening to Order 66 and decided to do Cover too!
Maybe a little abstract, but it doesn't look like Dead, so nobody should get confused.
Edit: Had a fit of creativity while listening to Order 66 and decided to do Cover too!
Last edited by Jshock on Sun Aug 25, 2013 10:22 am, edited 1 time in total.
Re: Star Wars: Edge of the Empire Framework [Work in Progres
Jshock, I'm loving the states! Cover, Prone, Disoriented and Staggered are my favourites out of the ones you've posted. Simple, clear, descriptive and easily identifiable at multiple scales or distances.
I've cracked open the macros myself and started working on connecting skills to stats, and it seems like I am getting somewhere. If I get it to a point where I'm comfortable with how it works, I'll put the FW back up here to share.
I've cracked open the macros myself and started working on connecting skills to stats, and it seems like I am getting somewhere. If I get it to a point where I'm comfortable with how it works, I'll put the FW back up here to share.
Re: Star Wars: Edge of the Empire Framework [Work in Progres
Here's my work on it. I've linked Skills to Characteristics, and Weapons to Skills. This way you only need update the ranks in skills, and the base stats, and the dice pool will automatically adjust.
I haven't added the state images in this though, or done any work with states or anything from Tremayne's wishlist.
I haven't added the state images in this though, or done any work with states or anything from Tremayne's wishlist.
- Attachments
-
- Star Wars EotE v1_3.cmpgn
- (1.93 MiB) Downloaded 87 times
Re: Star Wars: Edge of the Empire Framework [Work in Progres
This is a really awesome Daelkyr, I'm very impressed so far. I've been GMing the beta and now the full game for a few months now, so I thought I could let you know a few things about the full game, which has some differences from the beginner game & black sun adventure. So…
Skills:
Every character has access to every skill in the game, regardless of proficiency ranks. So an Assassin with a 4 agility and 3 ranks in Pilot (planet) has the same total number of dice in his Pilot (space), but only the first gets to upgrade 3 proficiency dice. He can still use both pilot skills however, one is just better.
There are three skill groups, and sort of a forth; General, Knowledge, and Combat. There's also custom skills but they would be added to the main three groups.
Weapons:
1) Add Weapons window: the skill choice should be a drop down list, that ideally populates the dice pool with the chosen skill's pool. Also, theres only 31 weapons in the game, maybe a standard list that players can choose from a drop down or something once the gm enters the data.
Melee and Brawl weapon base damage is listed in the book as +1, +2, etc, meaning that you add that bonus to your Brawn to get your base damage for that weapon. So Vibro-knife (+1 Dam) and a Brawn of 3 give you a base weapon damage of 4.
You'll probably want to make sure the weapon stats can be altered once added.
There are weapon and armor attachments that are added to items and vehicles, such as scopes and barrel on guns, and ships can add more guns to a single turret, they can alter the weapon's base stats a lot. Each attachment uses up a set number of hard points (HP) on the item. Also many of these have a few mods that can be added as well.
if it helps, full weapons stats are ordered:
Name/ Skill/ Dam/ Crit/ Range/ Encumbrance/ HP/ Special
Skills:
Every character has access to every skill in the game, regardless of proficiency ranks. So an Assassin with a 4 agility and 3 ranks in Pilot (planet) has the same total number of dice in his Pilot (space), but only the first gets to upgrade 3 proficiency dice. He can still use both pilot skills however, one is just better.
There are three skill groups, and sort of a forth; General, Knowledge, and Combat. There's also custom skills but they would be added to the main three groups.
Weapons:
1) Add Weapons window: the skill choice should be a drop down list, that ideally populates the dice pool with the chosen skill's pool. Also, theres only 31 weapons in the game, maybe a standard list that players can choose from a drop down or something once the gm enters the data.
Melee and Brawl weapon base damage is listed in the book as +1, +2, etc, meaning that you add that bonus to your Brawn to get your base damage for that weapon. So Vibro-knife (+1 Dam) and a Brawn of 3 give you a base weapon damage of 4.
You'll probably want to make sure the weapon stats can be altered once added.
There are weapon and armor attachments that are added to items and vehicles, such as scopes and barrel on guns, and ships can add more guns to a single turret, they can alter the weapon's base stats a lot. Each attachment uses up a set number of hard points (HP) on the item. Also many of these have a few mods that can be added as well.
if it helps, full weapons stats are ordered:
Name/ Skill/ Dam/ Crit/ Range/ Encumbrance/ HP/ Special
Re: Star Wars: Edge of the Empire Framework [Work in Progres
gmclay - if you have a look at the variant FW which I attached to my previous post (v1_3), you'll see that the weapons DO have a dropdown list to select an appropriate skill.
It might be worth creating a separate list of combat skills, and of knowledge skills, and to have the weapons dropdown include just the combat skills, but I haven't done that.
It seems counterproductive to have 31 weapons preconfigured, to be selected from, and then allow each field to be customised with weapon hardpoints and mods. Instead, just put in the stats for the weapon you actually have!
It might be worth creating a separate list of combat skills, and of knowledge skills, and to have the weapons dropdown include just the combat skills, but I haven't done that.
It seems counterproductive to have 31 weapons preconfigured, to be selected from, and then allow each field to be customised with weapon hardpoints and mods. Instead, just put in the stats for the weapon you actually have!
Re: Star Wars: Edge of the Empire Framework [Work in Progres
So, Oggmosh's work distracted me and I started working on the bare bones of a critical macro:
Trouble I'm having is with the table output. It seems a table's value field will pass HTML data into the chat window, but will not parse variables. So this...
...outputs as this:
There an easier way to do what I'm going after?
Code: Select all
[h: pdia=tblImage("UI", 12, 12)]
[h: CharName=token.name]
[h: CritBonus = CriticalCurrent*10]
[h: CritRoll = 1d100 + CritBonus]
[r: table("CharCrit", CritRoll)]
Code: Select all
<table>
<tr align="left">
<td><b>Easy Critical</b></td>
<td><img src="[r: pdia]"></td>
</tr>
<tr>
<td><b>Minor Nick:</b> [r: CharName] immediately suffers 1 strain.</td>
</tr>
</table>
There an easier way to do what I'm going after?
Last edited by Jshock on Sat Aug 03, 2013 11:03 am, edited 1 time in total.
Re: Star Wars: Edge of the Empire Framework [Work in Progres
I have no idea why that might not be working for you. I just tried your code in a basic macro directly on the Pash token (rather than on the lib token):
(I took out the table lookup since I don't have content in the table you mentioned)
and I got this output: I'm using b87 rather than b89, so that may have something to do with it?
Code: Select all
[h: pdia=tblImage("UI", 12, 12)]
[h: CharName=token.name]
[h: CritBonus = CriticalCurrent*10]
[h: CritRoll = 1d100 + CritBonus]
<table>
<tr align="left">
<td><b>Easy Critical</b></td>
<td><img src="[r: pdia]"></td>
</tr>
<tr>
<td><b>Minor Nick:</b> [r: CharName] immediately suffers 1 strain.</td>
</tr>
</table>
and I got this output: I'm using b87 rather than b89, so that may have something to do with it?
Re: Star Wars: Edge of the Empire Framework [Work in Progres
Actually, I'm using b87 too. It's because of the table lookup, I'm sure; it must read the brackets in the data field as text instead of the start/end of a command. Also, I'm testing macros in the Campaign tab, but I have apply to selected checked, so that shouldn't make a difference.oggmosh wrote:I have no idea why that might not be working for you. I just tried your code in a basic macro directly on the Pash token (rather than on the lib token):(I took out the table lookup since I don't have content in the table you mentioned)Code: Select all
[h: pdia=tblImage("UI", 12, 12)] [h: CharName=token.name] [h: CritBonus = CriticalCurrent*10] [h: CritRoll = 1d100 + CritBonus] <table> <tr align="left"> <td><b>Easy Critical</b></td> <td><img src="[r: pdia]"></td> </tr> <tr> <td><b>Minor Nick:</b> [r: CharName] immediately suffers 1 strain.</td> </tr> </table>
and I got this output: I'm using b87 rather than b89, so that may have something to do with it?
Re: Star Wars: Edge of the Empire Framework [Work in Progres
I had a similar problem, and Wolph42 explained you need to eval the content of the table field after calling it. Something like: eval(table("tbl_test",1))
See this Thread: LINK
See this Thread: LINK