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FoundryVTT The witcher trpg system
License: GNU General Public License v3.0
This project forked from anthonymonette/thewitchertrpg
FoundryVTT The witcher trpg system
License: GNU General Public License v3.0
I know the damage automates the roll for Percentage based effects, like Bleed and Poison, but things like Ablation, Armor Piercing, and Improved Armor Piercing still mostly have to be handled manually. Is there any way to automate more weapon effects?
Somewhen when the automation is more in place immunities should be respected
Templates are placed "randomly". It is better to add a preview and let the user place it themselves
For some reason, with the last couple of updates, the Skills tab (part of the Token Action HUD module) isn't working. All the other tabs (Combat, Professional Skills, Inventory) still work as intended.
I know it might be a pain, but seeing as how we have a Verbal Combat mechanic in the system, I thought maybe we could see the implementation of the Investigation mechanic as well. It would be helpful to have PCs able to roll evidence checks and have a sheet to keep track of the Mystery's Complexity, roll damage against it, etc.
A Witcher's Journal, pages: 145-153
For armors only certain status-effects should be available
There is another project here on git-hub that has the whole of The Witcher official compendium on it. Would be great to include it into this system.
Can a custom skill be added under the INT category for the purpose of creating a new language skill? The same thing can be done with the Performance and Fine Arts skills: removing them and instead adding custom-made skills (for painting, writing etc.)?
Can we get the option for Normal or Natural SP for Monster/NPC sheets, so that Bandit Armor will ablate as normal, but Monsters won't?
When an attack or effect is connected to a status effect it should be drag and dropable from the chat card
I updated to the new fork and I can't add Reliability to armor shield items. Whenever I try to add a number into the Rel and max Rel boxes it just disappears and stays empty.
I've been attempting to control active effects using the Condition Lab Triggler Module, but all my attempts to guess the correct Attribute Key have failed.
For example, I'm trying to automatically reduce the dodge/escape roll by 2 when a character is dazed.
Using actor.system.skills.ref.dodge.value or WITCHER.SkRefDodge does not work.
Is there a chance it isn't possible at all? If it is, what am I missing?
Is it possible to add these? I remember Roll20's Witcher module have them: for example Dancing and Singing for Performance, or Painting, Sculpturing for Fine Arts, etc.
Would it be possible to add a description box for weapons and armor? Not only would it help describe each item as it is from the book, but also each of the Relic Weapons and Armor has a section for the story behind that Relic. It would be nice if that were something included with the item, assuming they beat the Education DC for that Relic.
If you are interested in helping with the layouting and look and feel of the system please comment below
Hey everyone,
I am looking for some beta testers.
You need to
I plan to write in the feature ticket that it can be beta tested on a certain branch
First of all, thanks for continueing the work on this system, it means a lot to me!
Inexplicably any long text fields will put a huge indentation after the first line on several long text fields. I'm not sure if there's a global text editing going on, but it makes a lot of the sheets a hassle to use, not to mention it puts little faith in the system by the players. When I keep editing a field like this, trying to remove these indentations, the system just puts in another instance of the indentation.
So now that the armour can actually use enhancements on armour (thank you for the quick fix on that, greatly appreciated) I've noticed that Glyphs don't actually apply their effects (also don't actually take up the EN spot on the armour). I know for some of them that would be hard to do. But for the reinforcement one it basically is just like the steel upgrade so I don't see why it wouldn't work the same. Although I am not a programmer so I may be very wrong.
Spells currently are always random
If an attack can apply a condition the chat message should have an drag and dropable icon
Attacks:
Spells:
Token Action HUD module no longer works. It worked with 1.0.12 but has been broken since.
Will this be updated to support Foundry version 12.324? Thanks
So I have my armour and my glyph.
I can select it through the EN slot now.
It applies the glyph, removes it from the glyph category down below and displays in the EN box. What it doesn't do is actually add the 3 stopping power to the armour. Fixable? Or something we'll have to do manually? I know most of the glyphs have effects that can really be "applied" per say.
Both Higher Vampires and True Dragons have their own Life Path rolls, but there's no place on the Monster Sheets to put them. If possible, could you add a section for Lifepath or create a separate sheet for Exceptional Monsters, whatever is easiest?
Currently effects only allow text inputs. For automating it is necessary to enable them to link to status effects
Hi All, this should be a quick one (I don't know if the Compendium related issues should be separated from the github or if it's fine here?)
The Barbegazi is supposed to have 20 HP per "A Witcher's Journal", but in the compendium it is set to 50.
Containers should have drag and droppable sub-inventories
When pressing the damage button for igni it doesn't roll or display anything.
Things like
Cover mechanics add SP that is reduced before the character's SP. Some Brambles, for example, provide 7 SP and damage must get through the 7 SP before they can hit the target's SP.
Quen works in a similar way, creating a shield that has 5 Health/STA spent that absorbs damage and the shield must be depleted before any damage can be applied to the target's SP or HP.
Would it be possible to get this kind of functionality? Maybe on the Defenses tab?
The loot sheet shows only a subset of items it contains
Hidden Items | Showing Items |
---|---|
Alchemical | Armor |
Container | Enhancement (Armor type) |
Diagrams | Components |
Valuable | |
Enhancement (Weapon type) | Weapons |
Mount | Rune |
Mutagens | Glyph |
found in #46
Hey everyone,
if someone is inclined to write a Wiki I would be happy to help them :)
As of the last patch, NPC sheets are completely broken and unusable. The Skill tabs don't open, the sheets won't track current HP, STA, or Resolve, and the Weapon Attack Menu doesn't pop up when an attack is selected. Hopefully, this can be fixed quickly, as the game cannot be played until this is fixed.
Add a way to roll damage using Verbal Combat and apply it to a character's Resolve.
In the Crafting rules, you can dismantle an item to get 1/2 of the components made to construct it (minimum of 1). I was wondering if there was a way to use the Real Craft system to do this. Real Craft will remove the required components and then add the item to the inventory, is there a way to reverse this, with half the component?
When you add a runestone to a weapons enhancement it causes a bug that when you go to roll to hit with the weapon and press the roll button the roll does not happen and doesn't appear in chat. Also, when you add the runestone it does not appear on the weapons effects table.
Actors can get temporary hp like Quen
To facilitate quicker creation of Monsters it would be better to have an option to deselect/hide all skills, and then give the option to enable which skills each Monster should have.
If that's not possible, then could the skills be changed to an alphabetical list instead of a categorised list based on Attributes? Both the Core Rulebook and the Witcher's Journal merely lists any relevant skills a monster may have in an alphabetical order which makes it a bit easier to see what skills are relevant to a monster at a glance.
Currently setting up any creature would take at least 10 minutes with quick copy-pasting - and there's dozens of them in the two books.
title
My party has a cart they store all their loot in. As it stands right now I can't seem to drag and drop it in or out of the cart to or from the player. I also can't drag and drop loot for enemies into characters inventory. I can export to the side tabs then "sell" it to the player for 0 crowns to work around it.
The system features roll tables for the standard and Witcher Life Paths from the Corebook, but it's missing the Mage Life Path and the Druid Profession from A Tome of Chaos in the roll tables.
I've noticed you're working on the Status Effect icons, but many of the default FoundryVTT Icons are missing now, and other icons have been relabeled. For example, the Icon that normally represents Prone is now listed as Staggered, and other interactive Icons like the Invisible Icon are now missing.
I'm pleased that system specific Icons have been added and am hoping that in the future, they'll be interactive conditions (with tokens with the Bleed condition losing 2 HP per turn), but some of the missing tokens are still required.
You've added new Resistances to Armor to cover Bleed, Fire, and Poison Resistance. Can you do the same thing with Armor Enhancements (Core pg. 90)? Fiber has Bleed Resistance, and Hardened Leather has Fire Resistance. It may be beneficial to add these to Glyphs as well.
Additionally, could you add the options for Immunities too? Right now the only thing I know of that has an Immunity is the Wyvern Scale Shield (A Professional's Tools pg. 8), but it may be useful for GMs who want to create their own Relics or homebrew something like Draconid Leather Armor (which isn't included, but is mentioned in the Corebook on pg. 307).
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