Something like this should work: PhysicalModifier = floor((PhysicalWounds - SingleBox)/Multiplier) StunModifier = floor((StunWounds - SingleBox)/Multiplier) TotalWoundPenalty = PhysicalModifier + StunModifierĪnother note: When importing characters from Chummer, watch out for any "Null" items. Calculating physical and stun modifiers distinctly and then adding them together would likely correct the problem. It appears to grant the bonus from both meters to a single meter in the event that there is only damage in that meter. Increasing the stun to 4 correctly changes the wound modifier to 2. If i set the Single Box to 1 and then give the character 4 physical and 3 stun, it correctly shows the wound modifier as 1. I think this has to do with linking the calculations of physical and stun together. It doesn't increase to 1 until 7 boxes of damage, which would essentially be 4 levels of high pain tolerance (which doesn't exist). If i set it to 1, and then give the character 4 boxes of damage, the modifier is still at 0. On the Character tab, the 'Single Box' field states it is for the high pain tolerance quality, but i'm not getting the correct wound modifiers when using it. I've been putting together a campaign and I think I've found a bug. I imagine it took quite a bit of time to put together, and thank you for taking that time. Let me start by saying this character sheet is amazing. All in all, it is a very good character sheet, which might need a bit more fine-tuning, IMHO, but other than that - well done! due to adept powers), for having a robust vehicle section (riggers will thank you greatly), for having additional space for notes in many places, and for doing clear and comprehensive tooltips. This is a huge time-saver! Two thumbs up!! Kudos for having the ability to modify the limits (e.g. And it is absolutely fantastic how the sheet calculates their attributes automatically. I like how there is a place for summoned spirits, so that the regular ones can be in the summoner's sheet, not requiring their own sheet. Wouldn't it be better to have all the magical skills there, not just some? Or did I miss something? I did a quick look only, so apologies if so. You list Sorcery there, but it's a skill group, not an individual skill. There seems to be a few skills missing, like Banishing and Counterspelling. Better yet, having another button (next to the non-speciality one) for rolling with speciality would have worked too - like it works with the other 5e char. having a checkbox to tick if using speciality. I would have preferred a way similar to what you use with spell specialities, i.e. Now it adds yet another step to rolling dice, slowing the game. Not too keen on how you handle skill specialities, though. The use of tabs is a very good idea in a game like Shadowrun, where you need to keep track of a lot of info in several very different fields (of which some are completely irrelevant to some PCs). Please read the instructions, and if you have any problems leave a message in the Shadowrun discord.Took a quick look at your sheet and I'm quite impressed. Luckily for us, Chummer5a exists and has all this data! Using the built-in importer in the Items tab, you can import items using those source files. With Weapons, Spells, Powers and more customizable within the system, you can start creating your own compendium to build your characters.ĭue to licensing issues, we are not able to distribute any of the Shadowrun5e materials you'd normally expect in a Compendium. Let's also not forget what's really important in Shadowrun: the gear. Currently equipped with PC/NPC, Vehicle, Sprite, and Spirit sheets and more are coming! Well not anymore! Shadowrun5e for Foundry VTT offers lots of automation and configuration to maximize your Shadowrun experience. Versions 11.315 - 11 (Verified 11) Last Updated 1 week, 2 days agoĭo you find Shadowrun to be a grind just to figure out how many dice to roll or if you actually hit the guy?
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