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TechOgre 10-30-2017 04:03 PM

GCA and Dungeon Fantasy RPG
 
When can we expect the new data files to cover the new Dungeon Fantasy RPG?

Armin 11-03-2017 12:29 PM

Re: CGA and Dungeon Fantasy RPG
 
I'm pretty sure that there will be some, but I have no idea when that might happen. (I just got my books a couple weeks ago, and haven't had time to do anything other than quickly skim over them. I don't know about Eric, either.)

I'm not sure how much may have to change from the existing Basic Set and Dungeon Fantasy files to cobble something into a DFRPG worldbook file.

sir_pudding 11-03-2017 01:09 PM

Re: CGA and Dungeon Fantasy RPG
 
At the risk of sounding like a complainer, and I am aware I don't have any of the facts, but I don't understand why you and/or Eric didn't get the pdfs in advance. Shouldn't this have been a priority for the new release? I think it maybe looks bad when the unofficial program had DFRPG support before the box reached stores, but GCA doesn't.

Armin 11-04-2017 01:34 PM

Re: CGA and Dungeon Fantasy RPG
 
I understand.

I can't really comment on SJGames, their thinking or procedures.

All data files are basically written by volunteers. This time around, it seems one particular volunteer was willing to sit down and write pretty much all of the info for GCS, but nobody has done that yet for GCA.

I can't control that. And when such things rest on volunteers, I'm afraid that's what'll happen at times.

Armin

P.S. I bought the books (but don't have the PDFs), and hope to run a DFRPG game at some point. But, I also just moved house, and 90% of what I own is still in boxes. Because my new place is rather smaller than my old one, even unpacking is rather difficult, so it'll take a long time. Plus, I still have to do the day job. Even though I would be willing to sit down and do data files, I simply don't have the time to even read the books right now.

sir_pudding 11-04-2017 01:44 PM

Re: CGA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by Armin (Post 2133045)
.
All data files are basically written by volunteers. This time around, it seems one particular volunteer was willing to sit down and write pretty much all of the info for GCS, but nobody has done that yet for GCA.

There seems to be two different types of of volunteers, though, since some stuff ends up in the data updates and some others are just on the repository. It isn't very transparent to me what the difference is, or how you volunteer to do the files that go in the data update as opposed to just posting stuff on the repository.

Also given that this is a new game, and they are trying to aim it for players new to GURPS, maybe this should have been a project that you got comps in advance for and even got paid, but I can understand how that may not have happened. Perhaps in the future Kickstarters of Powered by GURPS games could include the GCA files as at least a stretch goal?

ericbsmith 11-04-2017 10:50 PM

Re: CGA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by sir_pudding (Post 2133048)
There seems to be two different types of of volunteers, though, since some stuff ends up in the data updates and some others are just on the repository. It isn't very transparent to me what the difference is, or how you volunteer to do the files that go in the data update as opposed to just posting stuff on the repository.

In general, any file which is reasonably complete and for an official book can be included in a data update. The files have to filter through me, which means that I have to have the time to go over the files to try to ensure quality. The best way for a volunteer author to make sure that the files for an official book make it into the official data update is to communicate and work with me as they work on the files.

Files in the repository, OTOH, can be uploaded by anyone and are not checked except by the original author and anybody who uses them.


Quote:

Originally Posted by sir_pudding (Post 2133048)
Also given that this is a new game, and they are trying to aim it for players new to GURPS, maybe this should have been a project that you got comps in advance for and even got paid, but I can understand how that may not have happened. Perhaps in the future Kickstarters of Powered by GURPS games could include the GCA files as at least a stretch goal?

I would describe myself as a "well paid volunteer." Generally, I get comps of all of the books as they are released in PDF, but that's all that SJGames gives me for working on GCA. This allows me to work on the data files as well as work with other volunteers, since I can't really help the volunteers or ensure quality of the data files if I don't have the book at all. But if you were to add up all the hours I've put in on GCA against the price of those PDFs I'm still volunteering my time for far less than minimum wage.

This is why I couldn't be overly helpful with the Discworld RPG data files when Phil Masters was working on it, because the PDF release was delayed and I simply didn't have the book. This is also why I haven't really been able to work on the DFRPG, because the retail version of the PDFs haven't been released on e23 and I didn't buy them as part of the Kickstarter, so I don't have the PDFs yet (and I don't like working directly from printed books). I have no knowledge of why and no comment as to why SJGames hasn't prioritized getting the data files taken care of.

TechOgre 11-13-2017 08:01 PM

Re: GCA and Dungeon Fantasy RPG
 
Sweet! DFRPG pdfs have been released! No pressure. :)

I just want to say I totally appreciate your hard work and wait with baited breath for an updated data file.

gudmo 11-20-2017 09:25 AM

Re: GCA and Dungeon Fantasy RPG
 
If noone has begun work on this I have the PDFs and have started a new data file for the project... But if someone is already working on it I could contribute to that body of work.

Anyone?

MIB.6361 11-20-2017 02:17 PM

Re: GCA and Dungeon Fantasy RPG
 
I've created a file for my own use, making some changes along the way as I go.

For example, I have all of the armor types and locations so that my players can use it and I've messed with some of the spells for Clerics. I'm pretty far from being able to set up Profession templates though, so I haven't even touched that part yet.
I was basically creating a crude stop-gap until the official files came out.

Hannes665 11-24-2017 12:16 PM

Re: GCA and Dungeon Fantasy RPG
 
I would love to get a compiled GCA file for the new DF box set. I would even pay like 1-4 $ for it. It would be so good to get just 1 set to load for DF campaign character generation, makes it so easy to set up quick game with new PC´s.

Say, it isn't that bad! 11-28-2017 01:40 PM

Re: GCA and Dungeon Fantasy RPG
 
Perhaps start a Github project for it? That way, anyone who wants to contribute, can.

I dunno about the legalities, though.

JMason 12-01-2017 09:09 AM

Re: GCA and Dungeon Fantasy RPG
 
I started looking into creating one, but I feel that this does need to be a full single file that has all the DFRPG data and not the GURPS data, since page numbers have changed.

But I don't really know what some of the values in the core GURPS data file (which is what I planned on cloning) are for.

Then there is the question of weather or not to keep "monster" traits so that GMs can create DFRPG monsters and NPCs, or get rid of them all and only keep traits from Adventurers.

If I had a bit more knowledge (and a LOT more time), I'd like to create a DFRPG Adventures, Spells, and DFRPG Monsters files to keep everything nicely mapped to the books.

Phil Masters 12-03-2017 06:10 AM

Re: GCA and Dungeon Fantasy RPG
 
When I did the Discworld file, someone kindly set me up a Github project. I still ended up doing the lion’s share of the work, but it was useful. And I didn’t claim to be any sort of GCA expert, but the syntax turned out to be fairly easy to learn. Mostly. I never did do the templates, though.

Dammann 12-11-2017 11:58 PM

Re: GCA and Dungeon Fantasy RPG
 
I'm working on DFRPG Adventurers. I'll do Spells next, probably, unless someone gets to it before I do.

I am going to try writing it as a stand alone, so that you don't have to load Basic Set data files.

lachimba 12-14-2017 01:25 PM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by Dammann (Post 2142439)

I am going to try writing it as a stand alone, so that you don't have to load Basic Set data files.

That sounds awesome

MIB.6361 12-14-2017 02:29 PM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by Phil Masters (Post 2140259)
Mostly. I never did do the templates, though.

Even though they're extremely helpful, I can do without the templates in GCA. The templates allow for a flow chart style character design and that's easy enough to follow from the books and modify the GCA character without templates.

Quote:

Originally Posted by Dammann (Post 2142439)
I'm working on DFRPG Adventurers. I'll do Spells next, probably, unless someone gets to it before I do.

I am going to try writing it as a stand alone, so that you don't have to load Basic Set data files.

I'm not super savvy on GCA data file modification, but if there's something that you need help with, I'm available to help.

Dammann 12-14-2017 04:23 PM

Re: GCA and Dungeon Fantasy RPG
 
If anyone wants to try to write up Trademark Move as an advantage, that is a small morsel of work that I would welcome the opportunity to subcontract. It needs to specify a weapon skill, and attack type, and a hit location iirc

Colarmel 12-14-2017 06:21 PM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by Dammann (Post 2143112)
If anyone wants to try to write up Trademark Move as an advantage, that is a small morsel of work that I would welcome the opportunity to subcontract. It needs to specify a weapon skill, and attack type, and a hit location iirc

Probably the player needs to just describe the move in the notes. Since it can include the use of rapid strike and include specific hit locations

Armin 12-15-2017 12:00 PM

Re: GCA and Dungeon Fantasy RPG
 
If you look at taking a combination from Martial Arts using GCA, you'll see how complex a Trademark Move would have to be to support what's all actually included in that advantage.

I think the idea of describing the move in notes is the best solution, as Colarmel suggested. It's probably too complex to create a builder that isn't too complex itself.

Armin 12-20-2017 08:18 PM

Re: GCA and Dungeon Fantasy RPG
 
I'm probably going to have some time over the next two weeks where I'm going to try to get through my copies of the DFRPG.

Then, I'll go ahead and take a stab at the templates, assuming nobody has done them already. (If I can cheat off of the existing versions of the templates for GURPS DF, that'll help a lot.)

Because the templates usually require a working data file to start with, things might be interesting. I'll probably write them up assuming various traits exist, and then anyone should be able to fix them with correct traits once the file gets done.

Again, assuming that they're not done already, and that my schedule remains as I currently see it.

sir_pudding 12-21-2017 10:15 AM

Re: GCA and Dungeon Fantasy RPG
 
If there is a fix for spending points on cash can it be applied to the Basic Set datafile too in the next update? Since GCA does this wrong for GURPS too.

Armin 12-21-2017 12:16 PM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by sir_pudding (Post 2144559)
If there is a fix for spending points on cash can it be applied to the Basic Set datafile too in the next update? Since GCA does this wrong for GURPS too.

I'm afraid there's no fix at this time.

This isn't a simple issue, because people need to know how much they've spent, which these "disappearing points" confuse. So GCA will need to be able to show what's been spent in addition to the point value of the character.

How I approach that, I still haven't decided, but it'll be a GCA5 thing, not something fixable in GCA4. (I'm kinda thinking about a 'transitory expenditures' tab, where they can be traits and do things (like grant bonuses), but their costs only apply to the total spent, not to character value. Since people don't want these things cluttering up their trait lists, this seems the best option. Opinions welcome, but probably best in a dedicated thread.)

You can fix it manually pretty easily if you want: just apply the "_Free, *0" modifier to the "Trading Character Points for Money" trait, and then spend that many levels fewer in points elsewhere.

Armin 12-23-2017 02:03 PM

Re: GCA and Dungeon Fantasy RPG
 
I think that the desire to build DFRPG as a single data file is a solid idea, which makes lots of sense to me.

It occurred to me that GCA5 can create single data files from a data set. So, I used that tool, then lightly edited the result to create a Dungeon Fantasy RPG.gdf for GCA4 that is the files for Basic Set, Magic, Dungeon Fantasy files 1,2, 3, 4, 7, 9, and Dungeon Fantasy Remove Unnecessary Traits combined into a single big file.

I haven't really tested it, other than to ensure it loads and the lists inside GCA populate. Which it does, and they do.

The file's organization of the data will be odd, because lots of the things usually included for human-readability are missing. However, if the thinking is to start the DFRPG from the existing GURPS Dungeon Fantasy files, then this here is a start.

Here is the file on my OneDrive: Dungeon Fantasy RPG.gdf.

adm 12-23-2017 06:23 PM

Re: GCA and Dungeon Fantasy RPG
 
Thank you, Armin.

Say, it isn't that bad! 12-25-2017 02:49 PM

Re: GCA and Dungeon Fantasy RPG
 
Cannot find "like" button. Left this instead. :)

Armin 12-29-2017 03:00 PM

Re: GCA and Dungeon Fantasy RPG
 
Imma working on it.

Here's a file on my OneDrive: Dungeon Fantasy RPG - Templates.gdf

I've only done Barbarian and Bard so far.

This file is NOT just templates; it's anything I felt like I needed to touch while doing the templates. That may be good, it may be bad. But it still needs that other file I linked in an earlier post, too.

Note that things that are changed may still leave remnants of the old. For example, Bard Songs have changed, but the old Bard-Song stuff in the combined file is still there after loading the Templates file, because I don't remove them.

This is the kind of stuff that'll get cleaned up over time, and hopefully as we work together on the files.

Be aware that some of the things I've touched had to be touched, but may still not be complete. DFRPG doesn't seem to do categories for traits, so I started out ignoring them, but then decided having 'unofficial' ones like what Eric had already included, was probably a good idea. So, that's messy.

I also had to include/update some of the talents, so that they could correctly limit themselves based on if the user had a particular template or not, and if they're being adjusted in the Select dialog. (Plus, some of the things they affect are different now.) Those will be modified even more as I do more templates.

I'm not sure of a better way to do the Spells for the Bards, as the whole prereq thing is really annoying when trying to pick them from a Select dialog.

Also, I'm not as adept as Eric at keeping straight what modifiers and attributes and such are needed for various things, so I've tried to keep those references whenever possible, even if I don't follow up on them. So, that may need to be cleaned up, too.

Anyway, this here is the first two templates I've done. Huge thanks to Bruno, RobKamm, and Eric for their work on the DF files, as having those already done makes doing these new templates much easier and much faster.

Armin 12-31-2017 12:09 PM

Re: GCA and Dungeon Fantasy RPG
 
I've done a few professional templates now, and it looks like I have to keep touching various traits in order to de-GURPSify them for DFRPG. This has been pretty haphazard so far, which is getting annoying.

I'm thinking I'm going to have to sit down and quickly create all the Advantages, Disadvantages, and Skills to ensure that I'm working from good DFRPG stock.

If anyone has those already done, so that I can just update them with my required changes, that would be very helpful.

This is effectively short notice, but if anyone can post what they have and provide a download link here, or email a file to me at gca4 at misersoft dot com, then I'd appreciate that. I'm hoping to finish with this stuff in the next few days, before I have to get back to the day job.

Armin 12-31-2017 08:17 PM

Re: GCA and Dungeon Fantasy RPG
 
Okay, I've now worked through Advantages. Will probably do Disadvantages and Skills tomorrow before returning to the templates.

Armin 01-01-2018 07:59 PM

Re: GCA and Dungeon Fantasy RPG
 
I got through the Disadvantages and Skills chapters today.

I expect that I've messed some stuff up, but we'll shake it out over time. It won't surprise me if Eric is puzzled by some of my choices when he looks through this later. (But then, sometimes I puzzle myself ;-)

I definitely took shortcuts with Boxing, Brawling, and Karate, which likely still have a whole bunch of unnecessary stuff in the various damage related tags, but I just didn't have the extra energy today to sort through that. That stuff is mostly unseen most of the time anyway.

I probably also dropped some conditional() bonuses that other people would have included.

I didn't even pretend like I'd try to get to Spells or Gear. Not gonna have time to go there.

I hope to return to professional templates (and their special traits and skills) tomorrow, unless work interferes.

At some point, I'll get the chunk from the Advantages, Disadvantages, and Skills chapters into a stand-alone file so folks can check it out. My eyes are too tired to deal with that any more today.

Armin 01-02-2018 01:57 PM

Re: GCA and Dungeon Fantasy RPG
 
Hello again,

I'm posting my standalone draft of DFRPG. This requires no other files, although I've currently just copied the Attributes, Spells, and Equipment sections out of other files, so they're probably full of extra crap. Hopefully someone will provide updates for those while I work on templates.

Here it is on my OneDrive: Dungeon Fantasy RPG - Standalone Draft.gdf

Armin 01-02-2018 08:54 PM

Re: GCA and Dungeon Fantasy RPG
 
I have updated the Standalone Draft file with a bunch of fixes (mostly stray commas), and have added the first draft of Holy Warrior.

Armin 01-03-2018 06:51 PM

Re: GCA and Dungeon Fantasy RPG
 
I'd hoped to get at least two templates done today, since I have a working set of traits now. However, that didn't happen.

I got the Knight done today. Due to the complexity of the weapon skills packages, and the option of giving up Shield to get four more points in either the ranged weapon skill or a two-handed weapon skill. . . well, I used some brain time working out those options.

I think I like how it's working, but I'll probably do something yet to insert a reminder into the melee weapon SelectX() if you have multiple choices and one of them should be a two-handed weapon. (I left in some of my 'work notes' and included some comments to explain what's going on in the template, for future delvers into the file code.)

Anyway, here's the updated file: Dungeon Fantasy RPG - Standalone Draft.gdf
(The link should be the same as before.)

Armin 01-05-2018 06:17 PM

Re: GCA and Dungeon Fantasy RPG
 
Added the Martial Artist to the Standalone Draft today.

Armin 01-07-2018 03:22 PM

Re: GCA and Dungeon Fantasy RPG
 
Added the Scout.

Armin 01-08-2018 02:35 PM

Re: GCA and Dungeon Fantasy RPG
 
Added Swashbuckler.

JackShadow 01-09-2018 12:10 PM

Re: GCA and Dungeon Fantasy RPG
 
Wow, now I can't wait to get home and poke around with this stuff. Thanks for all the hard work everyone involved. :)

Armin 01-09-2018 12:31 PM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by JackShadow (Post 2148848)
Wow, now I can't wait to get home and poke around with this stuff. Thanks for all the hard work everyone involved. :)

Please do poke. At this point, I have the last couple of professional templates to finish. Then I'll do the races, I suppose.

For any observers, here's the work still to do on my Draft. If you've already done this, please speak up:

Spells and gear absolutely need to be cleaned up, since they're just cut-n-pasted from elsewhere. (I think someone was doing that?) Attributes could be whittled down, too, since they're also pasted in, and include a bunch of stuff that's likely not required anywhere in this rule set.

Many of the traits I created or edited might be missing features that could have been implemented. I often miss those things . . . . Also, I didn't check some of the traits for correctness against DFRPG (such as Wealth, which is complex with multipliers and whatnot going on in the related stats).

Back to the grindstone . . . .

ETA: And lots of clean-up, because I assume I've missed or broken some things ;-)

sir_pudding 01-09-2018 12:53 PM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by Armin (Post 2144586)
You can fix it manually pretty easily if you want: just apply the "_Free, *0" modifier to the "Trading Character Points for Money" trait, and then spend that many levels fewer in points elsewhere.

Maybe this should show up as a tool tip or something? I anticipate quite a lot of "The example character is 248 points, but when I put it in GCA it is 250. What am I doing wrong?"

Armin 01-09-2018 04:10 PM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by sir_pudding (Post 2148852)
Maybe this should show up as a tool tip or something? I anticipate quite a lot of "The example character is 248 points, but when I put it in GCA it is 250. What am I doing wrong?"

I don't have any way to do that right now.

I think what we need is for GCA to show a 'total spent' that's separate from the character's total points. That way folks could keep track of what was spent (the 250pts from a template for example) versus the point value of the character (248 points after spending two points on Trading Character Points for Money).

ETA: I can probably put a #message on the point trading deal, that point values will be off a bit. That might help.

Armin 01-09-2018 04:14 PM

Re: GCA and Dungeon Fantasy RPG
 
I have added Thief and Wizard to the Standalone Draft. That finishes the first draft for every professional template. I'm sure much polishing will be required.

I've also made some more fixes to traits in various places in the file.

I'll now move on to doing the racial templates.

Armin 01-09-2018 04:32 PM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by Armin (Post 2148912)
I can probably put a #message on the point trading deal, that point values will be off a bit. That might help.

Maybe this:

Quote:

Points spent on this trait are not supposed to be reflected in the character's point total. GCA, however, is not able to show a character point total that doesn't include every point spent. For this reason, you may see some point total discrepancies between GCA created characters and sample characters that have this trait.

sir_pudding 01-09-2018 04:41 PM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by Armin (Post 2148919)
Maybe this:

Well it isn't technically a "trait" as either a Dungeon Fantasy Roleplaying Game or GURPS term of art (which is why these points aren't part of the total). I don't know if that matters but maybe something simpler like:

Quote:

According to The Dungeon Fantasy Roleplaying Game points spent on extra cash are not part of the point total. GCA doesn't have any way to do this at this time, so character point totals may be higher than those for published character examples.
Would be better?

Armin 01-09-2018 04:56 PM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by sir_pudding (Post 2148923)
Would be better?

You have a point. That works for me, thanks!

Armin 01-10-2018 06:31 PM

Re: GCA and Dungeon Fantasy RPG
 
Okay, I've updated with the racial templates, and another round of various fixes for typos.

You can download it from my OneDrive here: Dungeon Fantasy RPG - Standalone Draft.gdf.

adm 01-10-2018 07:21 PM

Re: GCA and Dungeon Fantasy RPG
 
Thank you for your work on this, Armin.

Armin 01-11-2018 04:38 PM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by adm (Post 2149321)
Thank you for your work on this, Armin.

You're welcome!

I haven't heard anything lately from anyone else who was working on data.

I have started working through Spells, but in a limited fashion: I'm copying the ones from the old DF files that are in use in the new DFRPG, and then I'm updating them for the current Realms and prereqs, and making sure they have the colleges (by the book, and expanded for convenience) that I want them to have.

I am NOT making any effort to make sure that any other data (duration, casting cost, etc.) in there is correct. I expect to run out of time to really spend on this very soon, so I wanted to get the structure of this done, at least. Other folks can fix wrong data later, if necessary.

I'm only just starting Communication & Empathy spells, so I still have a fair way to go, even with how I'm doing it.

(I'm currently doing it as a separate file, and have deleted all the spells from my working copy of the Standalone Draft. I'll probably copy them back into that file when I'm done, though, for simplicity.)

Armin 01-13-2018 07:29 PM

Re: GCA and Dungeon Fantasy RPG
 
The Standalone Draft here has been updated to work with a new draft file for Spells.

You can now download the new file for Spells, Dungeon Fantasy RPG - Spells Draft.gdf, from my OneDrive.

This will probably get integrated into the Standalone file later, but for now it is easier to deal with as a separate file.

The Spells Draft should be all the spells out of Dungeon Fantasy: Spells, without all the extra spells and whatnot from the previous files. I did not check for much of anything other than the actual spells, plus their colleges and prerequisites. Casting costs, durations, etc., are all just copied from older files, so those may be wrong.

Load it after the Standalone Draft.

This marks pretty much the end of my personal drive for DFRPG files. I'm just not going to have much time for it after this, and as I'm going to be coding a lot, I'm probably not going to want to switch gears to data entry and validation stuff, and will probably be working more on GCA5 again, instead, during what free time I can scrape together.

Please post here if you find problems or mistakes.

I hope someone else finds the time to do Gear, and validate the stuff I could not get to. (Pretty please.)

Armin 01-14-2018 12:10 PM

Re: GCA and Dungeon Fantasy RPG
 
I caught a couple rogue classification remnants in the Dungeon Fantasy RPG - Spells Draft.gdf, and corrected them.

Bruno 01-16-2018 10:54 AM

Re: GCA and Dungeon Fantasy RPG
 
I'll try to get the gear done.

Armin 01-16-2018 11:11 AM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by Bruno (Post 2150641)
I'll try to get the gear done.

Whoo! May your efforts be trouble free!

lachimba 01-17-2018 05:03 PM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by Bruno (Post 2150641)
I'll try to get the gear done.

That's awesome

gudmo 01-23-2018 08:44 AM

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.

Armin 01-23-2018 09:38 AM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by gudmo (Post 2152403)
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.

Quote:

Originally Posted by gudmo (Post 2152403)
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.

Armin 01-23-2018 10:45 AM

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!

Bruno 02-07-2018 07:31 AM

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.

Armin 02-07-2018 12:07 PM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by Bruno (Post 2156495)
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!

zuljita 02-09-2018 10:55 PM

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

Armin 02-11-2018 05:09 PM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by zuljita (Post 2157218)
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 (Post 2157218)
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!

Armin 02-11-2018 05:20 PM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by zuljita (Post 2157218)
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.

zuljita 02-11-2018 09:24 PM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by Armin (Post 2157675)
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.

ericbsmith 02-12-2018 01:17 AM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by zuljita (Post 2157218)
For Spells:
The distinction between clerical and holy no longer exists. Probably best to collapse those two into one PI type

Quote:

Originally Posted by Armin (Post 2157671)
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.

Note: "Clerical" spells are from the Basic Set and are the "generic" treatment of PI spells. "Holy" spells are specifically from Dungeon Fantasy, and follow any special case rules from DF. The Clerical spells and Power Investiture (Clerical) don't need to be "collapsed" into the Holy spells, the Clerical spells and PI (Clerical) need to be utterly removed from the DFRPG files.

Bruno 02-12-2018 09:44 AM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by zuljita (Post 2157717)
The use cases for putting an unimproved skill on your sheet for DFRPG are pretty few

Few in number, HUGE in utility.

Armin 02-12-2018 09:57 AM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by ericbsmith (Post 2157759)
Note: "Clerical" spells are from the Basic Set and are the "generic" treatment of PI spells. "Holy" spells are specifically from Dungeon Fantasy, and follow any special case rules from DF. The Clerical spells and Power Investiture (Clerical) don't need to be "collapsed" into the Holy spells, the Clerical spells and PI (Clerical) need to be utterly removed from the DFRPG files.

I rebuilt the spells, so while largely copied from the old source, all the old Clerical stuff in there was indeed excised; but, I *renamed* all the ident() and countasneed() and colleges for Clerics as "Clerical" to match the book and our required utility.

However, I didn't update some references, such as the name of the Power Investiture attribute, which is still "Holy PI". So some stuff like that is out-of-whack still. And there may be a reference here and there to Holy when it should be Clerical, so I should check all that.

zuljita 02-13-2018 09:12 AM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by Bruno (Post 2157827)
Few in number, HUGE in utility.

I'll grant that, but if the choices are either have some skills show up wrong when you add a basic template or lose the ability to list skills you didn't take for default purposes, it seems the right call is clear, make the templates work as the book shows them.

Bruno 02-13-2018 10:35 AM

Re: GCA and Dungeon Fantasy RPG
 
There's only a few cases where a template adds skills with cross-skill defaults at such a level that you end up facing the "buying from default" problem. Any and every character type can benefit from putting any skill with a default on their character sheet.

Defaults are a hugely distinctive part of DFRPG (and the parent system, GURPS). I strongly feel this is a more-worse solution.

zuljita 02-14-2018 03:05 PM

Re: GCA and Dungeon Fantasy RPG
 
I ran into it several times when making a bard and once when making both a cleric and a scout.

MIB.6361 02-20-2018 10:31 AM

Re: GCA and Dungeon Fantasy RPG
 
I'm very happy to see progress on this. I appreciate everyone's work.

I assume adding the DFRPG character sheet would be a significant undertaking. Any chance that that's in the plans after all the important stuff is done?

Armin 02-20-2018 10:42 AM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by MIB.6361 (Post 2160043)
I'm very happy to see progress on this. I appreciate everyone's work.

I assume adding the DFRPG character sheet would be a significant undertaking. Any chance that that's in the plans after all the important stuff is done?

Is there a particular aspect of the sheets that you like, or is it just that there are some, so you'd like to see them?

Other than providing more space for things, and therefore using more pages right from the get-go than the GURPS sheet, I don't see that it is really much different than the GURPS sheet. Although there are the little explanatory text blocks, too, I guess.

MIB.6361 02-20-2018 10:51 AM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by Armin (Post 2160044)
Is there a particular aspect of the sheets that you like, or is it just that there are some, so you'd like to see them?

Other than providing more space for things, and therefore using more pages right from the get-go than the GURPS sheet, I don't see that it is really much different than the GURPS sheet. Although there are the little explanatory text blocks, too, I guess.

I run demos of DFRPG at conventions, so I try to present as much of the aesthetic as I can and the new sheets have a cool new look to them along with the bits of helpful information that you mentioned.
So for me it's mostly the appearance.

Armin 02-20-2018 10:57 AM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by MIB.6361 (Post 2160046)
I run demos of DFRPG at conventions, so I try to present as much of the aesthetic as I can and the new sheets have a cool new look to them along with the bits of helpful information that you mentioned.
So for me it's mostly the appearance.

That's pretty much what I thought. Okay, I'm hip deep in something else right now, but since most of the data blocks on the DFRPG sheets are a lot like the regular ones, I'll put making up the character sheets onto my list of things to do, and see if I can't come up with something the next time I'm sitting on a block of unalllocated time.

MIB.6361 02-20-2018 12:35 PM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by Armin (Post 2160048)
That's pretty much what I thought. Okay, I'm hip deep in something else right now, but since most of the data blocks on the DFRPG sheets are a lot like the regular ones, I'll put making up the character sheets onto my list of things to do, and see if I can't come up with something the next time I'm sitting on a block of unalllocated time.

You're amazing either way. Thank you.

Bruno 03-31-2018 10:50 AM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by Bruno (Post 2156495)
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.

Slowly chipping away at this. I've added shields this morning.

Harald387 04-18-2018 07:46 PM

Re: GCA and Dungeon Fantasy RPG
 
Minor bug: Bardic Talent needs +1 to "SK: Singing", +1 to "SK: Musical Composition", +1 to "SK: Musical Instrument" added to the 'gives' tag.

Armin 04-19-2018 11:23 AM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by Harald387 (Post 2171873)
Minor bug: Bardic Talent needs +1 to "SK: Singing", +1 to "SK: Musical Composition", +1 to "SK: Musical Instrument" added to the 'gives' tag.

Thanks. I've got that in my notes for when I get back to the file.

Bruno 05-30-2018 07:55 PM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by Bruno (Post 2156495)
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.

Updated again, this time with a first pass at the melee weapons. They've been generated with automation tools so there may be weird errors. The names of alternate modes aren't the best.

Bruno 05-31-2018 12:08 PM

Re: GCA and Dungeon Fantasy RPG
 
A little more polish and added the "new Equipment" items so you can easily hand-enter things that aren't in the file yet.

Dammann 06-09-2018 03:25 PM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by Armin (Post 2147403)
I got the Knight done today. Due to the complexity of the weapon skills packages, and the option of giving up Shield to get four more points in either the ranged weapon skill or a two-handed weapon skill. . . well, I used some brain time working out those options.

I am not 100% certain, but it appears to me that giving up those points for Shield to apply to weapon skills is NOT an option on the DFRPG Knight template. I am looking at page 28 of Adventurers, and I do not see that option. Is this an artifact of the GURPS DF Knight? Am I missing something?

Anyway, I am getting weird results applying the Knight template, where I have to spend 28 points but can only allocate 24 among skills, specifically when I use "no shield, 1 ranged, 1 one handed melee and 1 two handed melee".

ericbsmith 06-09-2018 03:53 PM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by Dammann (Post 2181720)
I am not 100% certain, but it appears to me that giving up those points for Shield to apply to weapon skills is NOT an option on the DFRPG Knight template. I am looking at page 28 of Adventurers, and I do not see that option. Is this an artifact of the GURPS DF Knight? Am I missing something?

Shield has a note:
Quote:

Optionally, omit Shield and raise one two-handed or ranged combat skill by one level.

Armin 06-11-2018 12:03 PM

Re: GCA and Dungeon Fantasy RPG
 
Quote:

Originally Posted by Dammann (Post 2181720)
Anyway, I am getting weird results applying the Knight template, where I have to spend 28 points but can only allocate 24 among skills, specifically when I use "no shield, 1 ranged, 1 one handed melee and 1 two handed melee".

I'll try and take a look at that shortly. I probably assigned the wrong points-needed to something.

gudmo 06-15-2018 08:59 AM

Re: GCA and Dungeon Fantasy RPG
 
The Cleric doesn't get any bonus to his spells from his Power Investiture. This is missing from the advantage

+1 to "CO:~Clerical


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