GunnarGreybeard wrote:
zrayaan wrote:
I can prolly do the soft-coding but I know I'll need to recruit someone to do tokens and images. I don't want to hijack your thread so I'll prolly start one after I do a bit more research.
If there was a functional character sheet then I would think thats the majority of the ruleset right there even without much automation or autocalcing. The tokens and images can be added later but with FGII the character sheet is pretty much the foundation of the system. You can go without fancy automated chart lookups and stuff like that, the key is getting an in-depth character sheet to plug all the data into.I have a couple of tutorials found and saved and will get around to looking at it in more depth - but I don't think I can look under the hood in the trial version, and $150 for the ultimate version is not possible right now. A bare bones sheet shouldn't prove problematical in any case - a simple routine to compare a random value to a selected value to determine simple success/failure that triggers a second random to determine Marginal/Critical value is likely the easiest route. Just make everything else narrative decisions and keep building on the sheet. If I'm correct, Lua would allow playerA to trigger a defense roll on playerB's sheet - I just really don't want to learn a new language to do it
I'm very interested in starting a virtual campaign, but I question whether buying into Fantasy Grounds for access to a community is a better choice than starting with a few diehards in IRC. To my mind, the only advantage is I don't have to require players to have mIRC or chatzilla if they want a scripted interface (and the interface is required to insure confidence in the compatibility with campaign rules and other players). Perhaps I mean to say I am not confident I could get enough serious players to justify buying into even the basic GM-version of Fantasy Grounds. In any case, I'm 3 months away from being able to move on it.