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Old 01-17-2018, 05:03 PM   #51
lachimba
 
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Default Re: GCA and Dungeon Fantasy RPG

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Originally Posted by Bruno View Post
I'll try to get the gear done.
That's awesome
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Old 01-23-2018, 08:44 AM   #52
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Default Re: GCA and Dungeon Fantasy RPG

There are a couple of bugs with the Cleric
Holy Abilities have needs problems
Power Investiture (Holy) is referred as prerequest but doesn't exist
Hidden Lore prerequests refer to incorrect subcats (Demon Lore) instead of (Demons)
Racial Templates count incorrectly as the indevidual point cost is counted towards total instead of only the template cost as a whole.
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Old 01-23-2018, 09:38 AM   #53
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Default Re: GCA and Dungeon Fantasy RPG

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Originally Posted by gudmo View Post
There are a couple of bugs with the Cleric
Holy Abilities have needs problems
Power Investiture (Holy) is referred as prerequest but doesn't exist
Hidden Lore prerequests refer to incorrect subcats (Demon Lore) instead of (Demons)
Thanks! I'll try to get those fixed soon.

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Originally Posted by gudmo View Post
Racial Templates count incorrectly as the indevidual point cost is counted towards total instead of only the template cost as a whole.
I don't have my book handy, but I believe this was a change in DFRPG, where the racial templates are no longer any different than just adding all the traits to the character individually.
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Old 01-23-2018, 10:45 AM   #54
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Default Re: GCA and Dungeon Fantasy RPG

Okay, I have updated the draft with fixes for the bugs reported above by gudmo. Remember that if you have existing characters with data from these files, you'll need to either Resync, or remove old traits and re-add them from the updated file.

I have updated:
  • Cleric template
  • Holy Might advantages
    • Power Investiture
    • Holiness
    • Contingency Casting
    • Detect Evil
    • Divine Guidance
    • Divine Omens
    • Faith Healing
    • Turning
    • Detect Good
    • Heroic Grace
    • Heroic Might
    • Heroic Vitality
    • Resist Evil
  • Holy Skills skills
    • Esoteric Medicine (Holy)
    • Exorcism

Mostly this was adding ident() and countasneed() tags as appropriate, but I fixed some incorrect trait references in the Cleric template as well.

I still have things in two separate files, which you can get here:

Dungeon Fantasy RPG - Standalone Draft.gdf
Dungeon Fantasy RPG - Spells Draft.gdf

Happy gaming!
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Old 02-07-2018, 07:31 AM   #55
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Default Re: GCA and Dungeon Fantasy RPG

First part of the Equipment, focusing on items that are not present elsewhere:
The armor!

Dungeon Fantasy RPG - Equipment.gdf, which is hosted on my OneDrive.
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Old 02-07-2018, 12:07 PM   #56
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Default Re: GCA and Dungeon Fantasy RPG

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First part of the Equipment, focusing on items that are not present elsewhere:
The armor!

Dungeon Fantasy RPG - Equipment.gdf, which is hosted on my OneDrive.
Thank you!
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Old 02-09-2018, 10:55 PM   #57
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Default Re: GCA and Dungeon Fantasy RPG

Noticed my first bug, Born War leader doesn't seem to impact Connoisseur (Weapons)
EDIT: Found more
Energy reserve caps aren't right.
Improving from defaults isn't an option in DFRPG.
Bardic Talent is 10/level now and needs to cover Musical Composition, Musical Instrument and Singing
Signature gear no longer needs levels and shouldn't have a $ associated with it.


For Spells:
The distinction between clerical and holy no longer exists. Probably best to collapse those two into one PI type
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Last edited by zuljita; 02-10-2018 at 08:46 PM.
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Old 02-11-2018, 05:09 PM   #58
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Default Re: GCA and Dungeon Fantasy RPG

Quote:
Originally Posted by zuljita View Post
Noticed my first bug, Born War leader doesn't seem to impact Connoisseur (Weapons)
EDIT: Found more
Energy reserve caps aren't right.
Improving from defaults isn't an option in DFRPG.
Bardic Talent is 10/level now and needs to cover Musical Composition, Musical Instrument and Singing
Signature gear no longer needs levels and shouldn't have a $ associated with it.
I will look into these things, thank you.

Quote:
Originally Posted by zuljita View Post
For Spells:
The distinction between clerical and holy no longer exists. Probably best to collapse those two into one PI type
I thought I had done that, but there was a lot of stuff, so I may have missed some places. I'll look at fixing that, too.

Thanks!
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Old 02-11-2018, 05:20 PM   #59
Armin
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Default Re: GCA and Dungeon Fantasy RPG

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Improving from defaults isn't an option in DFRPG.
There's actually no way to turn that off, apparently. That's simply gonna stay the way it is for a while, I guess.
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Old 02-11-2018, 09:24 PM   #60
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Default Re: GCA and Dungeon Fantasy RPG

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There's actually no way to turn that off, apparently. That's simply gonna stay the way it is for a while, I guess.
On the character generator side it might be best to remove skill defaults from other skills in the data file. The use cases for putting an unimproved skill on your sheet for DFRPG are pretty few and the number of places where GCA will do it the wrong way are many.
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