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Grpga User Guide

The GRPGA User Guide provides detailed instructions for using the Generic Role Playing Game Aid, which facilitates online role-playing games by integrating various game systems into a customizable platform. It covers essential terminology, character creation, and the mechanics of different game systems, including D20, 3d6, and D100. The guide emphasizes the importance of adaptability and user input in shaping the gaming experience, while also providing a framework for logging in and creating game worlds.

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concreterose85
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0% found this document useful (0 votes)
15 views24 pages

Grpga User Guide

The GRPGA User Guide provides detailed instructions for using the Generic Role Playing Game Aid, which facilitates online role-playing games by integrating various game systems into a customizable platform. It covers essential terminology, character creation, and the mechanics of different game systems, including D20, 3d6, and D100. The guide emphasizes the importance of adaptability and user input in shaping the gaming experience, while also providing a framework for logging in and creating game worlds.

Uploaded by

concreterose85
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

GRPGA USER GUIDE .

01

Originated by Master GM Richard Clarke

With notes and input from creator James Huddleston

Revision Tracking:

Name Date Significance of changes


Richard Aug 17, 2021 Originated
Richard Aug 21, 2021 Added Content from System Reference
Richard Sept 28, 2021 Added video transcripts, light editing for readability
Table of Contents

Contents
Introduction.................................................................................................................................................4
GRPGA – Terminology and how it works.....................................................................................................4
Players.....................................................................................................................................................5
Game Masters / World Builders..............................................................................................................5
Actors......................................................................................................................................................5
Items........................................................................................................................................................5
Items............................................................................................................................................................5
References (to Values, generally)............................................................................................................5
Ranks.......................................................................................................................................................5
Primary Attribute.....................................................................................................................................6
Container.................................................................................................................................................6
Pool.........................................................................................................................................................6
Modifier...................................................................................................................................................7
Variable...................................................................................................................................................7
Rollable....................................................................................................................................................8
Check.......................................................................................................................................................8
Skill..........................................................................................................................................................8
Technique................................................................................................................................................8
Spell.........................................................................................................................................................8
Ritual Magic Spell....................................................................................................................................8
Melee-Attack / Ranged Attack.................................................................................................................8
Defence...................................................................................................................................................8
Hit-Location.............................................................................................................................................9
Wound.....................................................................................................................................................9
Equipment...............................................................................................................................................9
Logging in and Creating the World..............................................................................................................9
Choosing the Game System.......................................................................................................................11
Game Systems: D20 – D&D (all); WoW; Star Wars;...................................................................................12
Primary Attributes.................................................................................................................................12
Hit-Locations..........................................................................................................................................12
Rollable – Skills, Spells, Armour Class....................................................................................................12
Feats, Weaknesses, Racial Abilities and Class Abilities..........................................................................12
Melee-Attacks and Ranged-Attacks.......................................................................................................12
Saving Throws & Defences....................................................................................................................12
Hit Points Pool.......................................................................................................................................13
Modifiers...............................................................................................................................................13
Game Systems: 3d6 – GURPS, HERO System.............................................................................................13
Game System: OaTS – Ops & Tactics System – a D20 variant, using 3d6...................................................13
Game Systems: D100 – RM, MERP, HARP.................................................................................................13
Game Systems: Open Ended D100 + Mods- VsD (Against the Dark Master) *New...................................13
A Template Actor...................................................................................................................................14
Primary Attributes.....................................................................................................................................13
Primary Attributes.................................................................................................................................13
Wounds.....................................................................................................................................................13
GRPGA Overview :.....................................................................................................................................14
GRPGA Setup:............................................................................................................................................14
GRPGA Character Creation in VSD.............................................................................................................14
GRPGA Primary Attributes.........................................................................................................................14
Where does Foundry End and GRPGA begin? GRPGA ends at the GM’s inclination.................................14
Introduction
Welcome to the GRPGA users manual. This module is constantly evolving, so the user manual may
become outdated from time to time. This will mean some features might need slightly different setup,
or that menu options will shift around and be renamed slightly. Generally, with GRPGA everything is
customizable so this should not deter you. The limit is truly the patience and inclination of the GM to
learn to code and trace errors.

GRPGA Intro Video


https://www.youtube.com/watch?v=KFP_nIobEXc

What is the purpose of the generic role-playing game aid? That comes down to making it at least as
easy to play a game online as it would be to play it around a table. It isn't meant to be a character sheet;
or to hold all your character sheets; to be a character creator (although it does come pretty close in
some cases). Its main purpose is to be an interface between your character sheet that exists outside of
the system (paper or virtual) and the virtual tabletop (in this case foundry virtual tabletop).

The idea is to get as many of the things that you need to roll as possible into the system so that you can
make those rolls and provide context in the chat.

[SCREENSHOT] Here's an example of a whole bunch of different rolls for the 3d6 game system. You can
tell by looking back at the history of the chat what their purpose was. This effectively keeps a record of
your progress, what occurred and so on.

Both rollable things and context in the chat. that's the main focus. it does this for several different
game systems. By keeping the functionality general and then applying it to specific circumstances we
avoid the problem of a specific look and feel and a whole bunch of other things including rules and
copyright and so on. GRPGA provides the ability for you to use your mechanics and create your own
game system within it. GRPGA builds the mechanics you build the game world that you're going to play
in.

d20 systems are generally the same with very little variation in mechanics so creating a quick extra skill
list or different attributes that's all straightforward as long as the game works the same as a standard
d20 then you can probably play it right out of the box

3d6 is a little bit more complicated we do not name the game system because they're particularly keen
on people not doing that.

OaTS - ops and tactics system - combined elements of 3d6 & d20.

D100 - the role master family or style of gaming - its mechanics are very different than any of the other
systems.

GRPGA – Terminology and how it works


GRPGA is a generic aid designed to accommodate a wide variety of (maybe even all) roll playing game
systems. Games come in many flavors, so GRPGA uses the Foundry to assemble the components that
make up different characters in a transparent way, that will leave an audit trail in the chat. The idea is
that the GM can customize the game to his level of desire and ability, relying on the chat to drive
gameplay.

Some helpful terms:

Players
These are the people who are logging into your world. You assign them actors.

Game Masters / World Builders


This is you, the creator of the ‘dungeon’ or world, or whatever.

Actors
Tokens in the world are actors. These are if an owner is assigned then they are players, otherwise they
are NPCs, or POSSIBLY objects (tbd). Actors typically interact with each other through the GM’s
storytelling, or through

Items
See Items section below. Items have various attributes, which give them function. Most of the rules
GRPGA implements are performed using attributes, on items assigned to an actor. Like rolling against a
difficulty attribute of a spell items using a modifier attribute from a certain skill item.

Items
References (to Values, generally)
Throughout GRPGA, there are opportunities to refer to the value stored in another item to determine
the value of the current item. This mechanism uses the @ symbol to define a reference and it must
follow several strict rules:

• the item to which you are referring must have a


numerical value;

• a reference must start a formula containing references although it may be preceded by


mathematical symbols such as – or (;

• if the other item has an abbreviation, the reference must


use that instead of the full name;

• the name used to refer to another item is “slugified”, where all


characters other than alpha-numeric or hyphen are removed, spaces are replaced with
hyphens and the whole is converted to lowercase. i.e. Thrown Axe/Mace would be referred to
with @thrown-axemace, the formula for Basic Speed in GURPS is (@dx + @ht)/4) and Ranks:
Culture (Deep) would be referred to with @ranks-culture-deep; and

• because the reference may contain hyphens, ensure that there is a


space between the reference and a minus.
Ranks
In the Rolemaster-family of games one of the core concepts is that of skill ranks which provide a
diminishing return as you obtain more of them. The game aid uses the symbol # to denote a formula
defining ranks so that the value may be calculated correctly. The calculation used is 5 for each of the
first ten, 2 each for the next ten and 1 each after that. Unfortunately, because the total number of
ranks must be known in order to perform the calculation, this is done entirely by the game aid in most
cases.

Note: You may not mix references and ranks in the same formula at this time.

Further exploration of Rolemaster-family games will require a modification to this feature as they all
use different scales.

Primary Attribute
This is the core element on which other elements base their level of competence. Any modifiers
applied to a Primary Attribute will be processed first so a reference to it will use its properly modified
value.

To create one, you give it an abbreviation and input the attribute number.

D20 systems use floor( ( attr – 10 ) / 2) as the value for calculations in other elements but all others
use the number entered.

Container
This element is used to group a collection of related elements in one bundle so they can be dropped
on an actor together. This is useful for things like weapons which may have a number of different
attacks, defenses, modifiers and even an equipment item associated with them. An entire Racial
Template might be assembled into a Container.

You can create one manually if you are comfortable creating an array of JSON objects that represent
each of the contained items but it is simpler to gather the items together in an otherwise empty actor
and export them to the scripts field. Copy the results into the notes field of a Container item, name it,
and you are done. Note that all items in an actor except for Containers will be exported by this step.

Pool
This element is used to track things whose values vary over time between minimum and maximum
levels and for which one may want to know a general status (only things like HP so far) or use as a
quickly-set value for reference by another element.

To create one, you give it an abbreviation, set the maximum, minimum (currently hard-coded for
existing purposes but changing soon) and current values. Note that the system will not permit the
current value to remain above the maximum level under normal circumstances.

Modifier
This element is actually a collection of related
modifier entries bundled into a single package.
They will all be in effect or not as a group and may be designated alwaysOn so they are both in effect
and not displayed on the working tabs of the actor sheet. Each entry can target a comma-separated
list of items of a specific type or all items of that type if none are specified. The name of each relevant
target uses a case-sensitive startsWith() to find matches so there is no need to spell out the entire
name of the item and this provides an incentive to name items such that the most of them may be
matched using the least number of targets.

To create one, you enter the formula (numeric or otherwise) choose the general group of elements
affected by the modifier, any specific targets if applicable then click the + to put the entry into effect.
This last action creates the entry below the header line with a trash bin at the end. You may create as
many entries as you like.

It can be a bit annoying, but each change you make is processed after the input you have changed
loses focus. It is best to enter the value, tab to the dropdown, make your selection, tab to the targets
field, add the targets then tab to the next entry before hitting the +. If you use the mouse to click on the
next input for entry, the first click just confirms that you are no longer editing the last one and that it
should process it; the second click accomplishes what you were trying to do.

Variable
This element is based on the same mechanism as a Modifier but is used to represent a single value
from a list of mutually exclusive options. Common uses include, the difficulty of a task, various
degrees of preparation, various amounts of cover, the type of spell that just went wrong, etc. Less
common uses are system-specific like counting the ranks gained towards specific skills for each stage
in a characters development in the Rolemaster-family games.

It would be unusual for a Variable to be used without intending for it to affect an element elsewhere
and so it must be linked using a Modifier item. The modifier defines the elements which will be
affected by the currently selected option in the Variable and uses a reference to the Variable as the
formula. The label associated with the selection is passed to the modifier for display in the chat when
the modified object is rolled.

To create one, you enter the formula (numeric or otherwise, even text in specific cases), then the label
and finally the +. The same rules for ease of data entry in Modifiers apply here.

If entries are modified after they are added then it is possible that the new values will not be
calculated properly in some cases. To ensure that the entire range of options has been properly
updated, click on the + when there is no data in the input fields. This will trigger a forced recalculation
of all entries.

Rollable
Each of these elements is used to make a roll of some sort and they are broken into categories that
permit them to behave differently from each other and to more easily be grouped. Not all game
systems have a use for all these concepts and so you may not find some of them in yours.
To create one, you select the category and enter the formula used to calculate its value.

Check
This element represents a roll that is based strictly on attributes and circumstances rather than on a
learned concept. This element is used differently in just about every game system supported. See the
system-specific description for details on how your system treats this element.

Skill
This element represents something that your character has learned over time.

Technique
This element represents a specific use of a skill and so will always be based on the value of a particular
skill rather than on an attribute. In all other ways it behaves the same as a regular skill.

Spell
This element represent the spell-casting element that one learns over time in your system. It may be
an individual spell or a list of spells, whichever one of those is learned by the character. See the
system-specific description for details on how your system treats this element.

Ritual Magic Spell


This element represents a type of spell that may be based on the value of a skill or spell rather than on
an attribute. In all other ways it behaves the same as a regular spell.

Melee-Attack / Ranged Attack


This element represents an attack action, not a weapon, so there may be more than one attack
element for each weapon your character possesses. Game systems vary in the way attacks are
processed and what information is required to do so. See the system-specific description for details on
how your system treats this element.

Defence
This element is heavily modified from its original purpose in each game system. It possesses three
categories which originally defined the Dodge, Parry and Block defenses of GURPS and so people
looking at the code for the implementation in their game system should look for those terms as they
are associated in the localization file with the concepts of their game.

Hit-Location
This was originally created as a possible mechanism to handle user-defined location-specific
protection, modifiers and injury tracking for GURPS but never progressed beyond the informational
stage. The details available to each game system will be outlined there.

Wound
This is a re-use of the Hit-Location item for the Rolemaster-family of games to represent an injury with
associated values for bleeding, action penalties, consequences for failed healing attempts and a
mechanism for tracking the time required for this specific injury to heal naturally.
Equipment
Some game systems do not use this feature at all (using notes fields instead) and in others it is only
minimally supported in the event that someone wants to use it.

To create one, you give it a numerical quantity and weight, and text for the cost. None of these values
are processed by the game aid in any way.

Logging in and Creating the World


The Foundry is basically a platform to enable the creation and uploading of “worlds” which form the
ruleset for the environment your players (or npc tokens) will be located in.

See the foundry documentation to initialize your installation and log in.

World Creation – Select Game Systems from the Tab Menu, and Choose install system at the bottom of
the page. Note: I have already installed the GRPGA System here.
Next, you will type GRPGA into the search box on the top right and select the install button on the
Generic Role Playing Game Aid module.

Once you have successfully installed, you will see GRPGA along with any other installed Game Systems.

Back in the Game Worlds Menu, choose create world at the bottom. This will open the Create New
World Window. Choose Generic Role Playing Game Aid from the Game System drop down, and set the
rest up as you like.
You can then launch the world and begin creating.

Choosing the Game System


Within GRPGA, there are several rule sets which can be applied as default. Generally, the rules sets
differ from each other by a few factors:

1) Dice Rolls
2) Dice Roll Interpretation – calculation, table, or hybrid
3) Unique Objects
4) Unique Rules
5) Unique Game Sequences

The level of support for all games (unless otherwise specified) is that of an interface to make rolls with
context and an audit trail. This means that it is not intended to replace your character sheet with all of
the roleplaying, accounting and tracking requirements but to allow you to make public rolls for
recognizable activities whose modifiers are displayed for all to see and verify. Once set up, reference to
your character sheet is generally only required for a change of inventory or levelling-up, however.

Game Systems: D20 – D&D (all); WoW; Star Wars;


These are game systems whose core mechanic is to roll a D20, then add mods, to exceed a
target number.

The deviations in item behavior from the standard are as follows:

Primary Attributes
Primary Attributes have an abbreviation and an attribute value which provides a bonus to dependent
elements based on the formula floor( ( attribute – 10 ) / 2 ).

Hit-Locations
Hit-Locations exist but are non-functional. The fields are inherited from GURPS.

Rollable – Skills, Spells, Armour Class


Rollable categories include Armour Class, Skills and Spells. Each has a formula field to determine its
value.

Each system has its own pre-determined and immutable set of skills which are included in the
Core item in the game items compendium.

Spells are treated differently from skills in that they do not make a success roll but only send the
contents of their notes field to the chat. I tend to use the formula to store the level of the spell.

Armour Class items are gathered in the Checks and Reference group but only those with
“Armour Class” in their name are shown on the combat tab. The other items in this category are single-
value items, such as Hit Dice (HD) and Base Attack Bonus (BAB), used as reference for other calculated
values.
Feats, Weaknesses, Racial Abilities and Class Abilities
Feats, Weaknesses, Racial Abilities and Class Abilities are all used for reference to those types of abilities
only, and have no effect in the game.

Melee-Attacks and Ranged-Attacks


Melee-Attacks and Ranged-Attacks have two rollable areas, one for the attack roll and the other for the
damage roll. The base attack should always be @bab unless you have a good reason to do otherwise
(like a magic weapon you don’t want to create a modifier for). Damage needs to be a valid dice formula
like 1d6 or 2d8 + 2. The Damage Type is for reference, as are the Critical Damage Multiplier, Reach and
Range. The Critical Threat Threshold, however, is used by the system to determine what rolls might
qualify as a critical hit and notifies you when it occurs.

Saving Throws & Defences


The three types of Saving Throws are actually stored in the system under Defences and each type of roll
is a different category; yes, a bit of overkill when the only difference between them is their names. They
each may have a formula such as @hd / 2 + 2, or a numeric value.

Hit Points Pool


The only essential Pool is the one for Hit Points but I use them to determine the level of a Power Attack
or to track any other consumable items such as arrows or spells remaining of a particular level per day.

Modifiers
The only essential Pool is the one for Hit Points but I use them to determine the level of a Power Attack
or to track any other consumable items such as arrows or spells remaining of a particular level per day.

Game Systems: 3d6 – GURPS, HERO System


These are game systems whose core mechanic is to determine a modified target number, then
roll 3D6 less than or equal to the target.

The deviations in item behavior from the standard are not applicable for GURPS as it was the
original game system supported and for the Hero System they are unknown as it is not
explicitly supported but is so close mechanically to GURPS that, should anyone point out the
core differences, (say in determining a critical result) they would be fairly straight forward to
remedy.

Game System: OaTS – Ops & Tactics System – a D20


variant, using 3d6

Game Systems: D100 – RM, MERP, HARP


There is basic support for these game systems but, when focus switched to Against the Darkmaster
with it’s slightly different mechanics and active and supportive community, that system was split from
this branch and work has not progressed on these game systems, each of which has as many
differences as Against the Darkmaster. The work done there will feed back into what will probably
become a separate branch for each of these game systems.

Game Systems: Open Ended D100 + Mods- VsD (Against


the Dark Master) *New
This is a modern game system by Open Ended Games in the tradition and style of the Rolemaster-
family of games. The core mechanic is to roll an open-ended D100, then add mods, to exceed a target
number. Special rolls are often a standard d100 roll with few, if any, modifiers.

The deviations in item behavior from the standard are as follows:

A Template Actor
A Template Actor named “vsd pc template” is located in the Dropbox for VsD Actors compendium and
should be the start point for all your actors. It already contains 109 items that are essential for most
Characters, 57 of which are not applicable to most NPCs and so are removed during the import of an
NPC from a stat block.

As VsD is a Chart-Based system, you will want to import all the contents of the JournalEntry compendia
into the sidebar so the system can access them. Specifically they are:

 A Dropbox for VsD Journals – with notes and documentation


 VsD Attack and Critical Tables
 VsD Miscellaneous Tables
 VsD Spell Description Journals
 VsD Spell Lore Journals

The display for most items includes a Name, possibly followed by the number of ranks, then a number in
square brackets that is the modified value before a roll is made, then a d20 symbol.

If you click on the name, most items will pop up the edit window but some, with more rich content or
explanations, will pop up the journal entry containing that explanation (and probably some functional
links to other behaviour).

Clicking on the modded value will bring up a dialog that details all the modifiers currently being applied
to achieve that number.

Clicking on the d20 will execute the Roll behaviour of the item.

Primary Attributes
Primary Attributes are largely used as placeholders to which modifiers are applied. They
are then referred to by other items to obtain the total stat bonus for that attribute.

Wounds
Wounds are a hybrid mechanism, constructed from the Hit-Location item type, to hold injury and
bleeding information. A Wound is created automatically when you drag a critical result that includes
bleeding or an action penalty from the chat output of a critical strike. The appropriate severity will be
assigned and there are dropdowns for you to specify the success of treatment and whether or not
complications resulted. There is also a field to track the days left to heal from the injury. Finally, the
notes will contain the entire text of the cause of the injury for future reference and special details not
managed by the game aid.

Youtube GRPGA Overview :


https://www.youtube.com/watch?v=DxKS8WvB3n4

hi this is my first video and i'm going to be showing you around my game aid the generic role-playing
game aid designed for foundry virtual tabletop i'm just going to give you a quick overview starting with
the configuration or the system settings you can choose from a number of different rule sets we're going
to stick with d20 or you can choose from a number of initiative types and we'll stick with the standard
d20 we'll have a quick look at the modules that are in play in my setup so that if you see anything odd
you'll be able to figure out where that might have come from and we're going to focus on a d20 type
character to go through the various options so we'll take a token and we'll start with the back tab
because there's not very much there this create items from an array of json objects i'm probably going
to delete it soon because it's very technical and there are better ways to do it now the next is the ability
to export all of the items of this actor into this text field in this array of json objects format import
monster manual format so there's a standard format in the dnd 3.5 monster manual and this will import
it the miscellaneous tab has headings for all of the items that don't really have a proper home in another
tab so i'll just quickly go through the things that are here here are your checks and your variables
variables are handy using and reference as it's described in these little text bits feats weaknesses racial
abilities and class abilities are all information only so here's some more class abilities now the modifiers
these are actual working implementations of a lot of these things so your constitution bonus have a
quick peek it modifies that saving throw that skill roll and the formula is based on the constitution bonus
so that's basically how modifiers work containers are containers of the array of jason objects format for
a number of items and so you can drag something like that from the items tab over here and drag it
onto your sheet or from another actor onto your sheet and it will create all of the items that are defined
in it more on that in a different video spells nothing particular going on here of course when you hover it
shows the note and what i've chosen to do for d20 is to have it display the text in the chat saying that
you're casting that spell and then here are all of the effects for a reference skills here is where your
primary attributes are stored and you can define any of these they're all items so you can define them
any way you like we'll have a quick look at one easy there's not much there it automatically calculates
the modifier and that's usable elsewhere anything that will modify a primary attribute goes here skill
modifiers they modify at least one of the skills listed down here then down here you have all of the skills
and you can add or delete any that you don't want to see just like any of the other items right-click gives
you a context menu to edit or delete any item here we have the global modifier which is a one-time use
you use it for one roll and then it resets to zero the combat tab the three armor class checks we'll have a
quick look at those after we see the modifiers that are in effect dexterity bonus obviously for armor class
an armored class bonus dodge bonus haste provides a dodge bonus to armor class and then leather
armor provides a general armor class modifier and when we look at these you have to say which you
specify for each mod armor class modifier which of the three it modifies so we'll just roll these three and
you can see the differences over here how the modifiers are gathered up for each each type moving on
to saving throws same approach here we have our three types of saving throws and the things that
modify any one of those three endurance here is a circumstantial one that will modify your fortitude
save when appropriate so you select it or deselect it as necessary down here we have a horde of attack
and damage modifiers attack modifiers are surrounded in blue damage modifiers in red and those that
affect both are in purple so the modifiers that apply to various types of attacks and you'll see that
ranged attacks are currently in silver and melee attacks are currently in beige their skill bonus is based
on one of the variables the base attack bonus and then modified by all of these things and we have
various bits of information the crit threshold is actually applied now and the system will check for that
number and if the roll is that number or higher then the result will be obvious in the in the chat in green
and if a one is rolled then it will show up in red let's have a quick look at try the frost long sword and see
what its effects are affected by strength bonus haste and the fact that it's a plus one long sword these
modifiers here now we'll look at oath bow and we will see that something is missing and that is dexterity
so if we have a look at the dexterity bonus we see that it's still set to the default named ranged attack so
what we will do because we've carefully named both of these ranged attacks so that they start with the
same phrase we will change the things that are modified by it to oath bow and then either of those now
include a dexterity bonus over to the main tab this is where pools are or resources as far as boundary is
concerned the obvious one is hit points and we can see that it is already implemented in the in the
token so there's your 83 and i can change it minus 10. and it changes in both places if i increase it here it
increases here if i change plus 25 it takes it up to its maximum value and no further and over here we
have his spell pools which make it easy enough for you to decrement or increment after you rested the
number of spells per day that you have remaining so but these aren't represented on this token yet so
what we'll do is we will edit the resources tab for the token and you can see that we're using a slightly
different setup this is due to the module bar brawl so you can see tracked hp let's add a resource and we
can see that any of the pools are listed in here under attribute bars so we will take that we will go top
outside and then we will add another resource we will take the second one we will add top outside
update the token and now we can see that our spells are listed here just in the same fashion as hit
points and you can see i've just refreshed that so now you can see how many spells of each type you
have right here now the labeling of those that's something that is in the bar brawl module and i'm not
going to cover it here but basically the bar brawl allows you to add a whole bunch more of these it gets a
little bit cluttered after a while so be careful with that anyway something i forgot to mention early on is
that apart from this top tab in every actor everything else is an item and you can add them subtract
them drag them onto somebody else as you wish it's quite a flexible system that allows you to build
anything that you want however because it can do that it also requires you to build everything that you
want at least the first time and then then you can copy those things from one to another to create an
actor the the actor is basically empty of any objects at all any items so what i've done is what i've done is
i've created a compendium let's see these are the systems that are supported so let's take the dnd and it
has one item which is a huge package of it's a container item of all of the core dnd 3.5 items so we drag
it and we drop it onto the actor and it gradually builds that up and then we can close it go to the
miscellaneous tab and we can see that all of those are in there this one we don't actually need because
it's stored permanently over here and it just takes up space so i just remove it and that tidies things up
so the spells the skills are all imported at zeros the primer attributes at tens the combat it starts with the
two basic ones although the base attack bonus should probably default to one and they hit dice to one
so now if we go back to combat we can see that they've changed to skill one and the main just includes
hit points and it starts you off with 30 feet you can change that to 20 feet and it'll recalculate as you
wish and for your initiative modifier you stick that up in here and well we add him to the combat and we
can see it's that easy to do the initiative now he's got a plus four and you'll see on the front rules for
initiative d20 plus for his initiative plus a random thing that i've added in order to sort people who roll
the same initiative that's all i have to show you on this first video thanks for watching

Youtube GRPGA Setup:


https://www.youtube.com/watch?v=9_vWVyb4KkM

hi everyone this is uh just going to be a quick um how to set up your system for grpga so we'll start with
the the main foundry screen you you start with game worlds is where it comes up to um if you need to
update your software you know how to do that configuration is all very private so you can deal with that
on your own always make sure that you've updated your modules i just did mine you check for
compatibility risks so i'm using the foundry .88 and this one one that i like to use a lot is only good for
0.79 at the moment so i'm not able to use it you check your game systems and make sure that they're
up to date and then in we go and come to the system settings first you probably want to determine
which modules you're going to be using in which you're not i'm leaving it off all off for the moment
because it has nothing to do with what we're up to and then you go into configure settings there are
some new ones um you can configure your default token settings here uh i'm not uh anyway disable
game canvas is a new one um i don't like chat bubbles i definitely don't like anything that yanks my
screen away from what it is that i'm dealing with at the i always like to left click to release objects and i
set my frame rate maximum frame rate to about 30 and that seems to help make things smoother when
you've got people with bad internet i disable all of these for much the same reason except for this one
with the anti-aliasing for i'm not really sure what it does but it doesn't seem to hit performance and it
might help anti-aliasing tends to make things easier to read module settings i have no modules so there
are no settings system settings okay this is really important for grpga because it runs so many different
game systems so you have to make sure that the settings are set for the one that you're actually playing
we're going to choose the against the dark master rule set a new setting here is how ranks are counted
in systems that count ranks the one for against the dark master is this 10 fives then ten twos then then
the rest are ones um so that means that for the first ten ranks each rank counts as five uh points for the
next ten they count as two each and all the ones after that count for one point each the default setting
is all ranks count for one point um for when we're using things like d and d skill points whatever whether
one for one more or less or it's just a setting that is kind of neutral the rest of these are for various
different flavors of iron crown enterprises uh roll master family all of the ones that i could find i hope i'm
not missing any different patterns anyway we're going to choose the against the dark master version this
shouldn't matter very much and i think it's kind of broken at the moment anyway and definitely don't
turn this one on because i know that that one's broken it's something to do with the uh upgrade to the
upgrade to um foundry 0.8 um it does something strange for my migration and that those whole settings
uh and broke it and i haven't been able to figure it out yet um 2d 10 plus initiative that doesn't sound
that sounds like an iron crown thing against the dark master is straight initiative values people who are
playing against the dark master or any of those d100 games from iron crown may wish to when they roll
their attacks have the attack automatically roll the uh critical role at the same time a lot of people don't
like to do that so that's why there's a system setting for it and i'm learning to be happy with it the other
way so i'm leaving that turned off so i have to roll my own criticals um i'm not going to bother with these
these are more or less for me to show test data and show the hooks those two things together make the
development tools console show a lot more information about things that have gone wrong so if things
seem to be not working you might want to check those open up the dev tools and see if you've got any
error messages when i'm playing i definitely use the four amigos house rules that's my own gaming
group and there are a few things in there that tweak settings in a different direction than than the
standard so that's it we save it should probably restart and then we're good to go i'm just going to clear
that which i should have cleared before and that's really it for the system settings to get you started uh
no it's not i guess i'll edit that part out or maybe not um if you're playing against the dark master then
you're going to need all of the tables but first you're going to need the against the dark master pc
template so import that in amongst all the rest of this stuff because that's where you start building all of
your characters is from that one template you don't want to start from scratch back to the compendia
maybe the best jury you'd definitely want these let me see if i've already got them i don't so if you're
going to have combat then you absolutely need this entire compendium so you import those oh right
these won't fold because i don't have those modules installed i don't need those i have a whole bunch of
different stuff here we don't need any of these um except for we don't need any of the items um
because you can import or drag directly from a compendium onto your actor so that's not a problem
journal entries however you definitely want to have a look at this one and you'll want to import it so
right click import all content yes you definitely want the attack and critical tables and i am just going to
make sure by deleting those ones adding these ones to make sure i got all the latest ones from the set
that i just updated and you probably want to get into that pattern yourself um all the miscellaneous
tables need to be imported the spell description journals those need to be imported and the spell lore
journals need to be imported otherwise when you click on things they won't be able to find the journals
that you're looking for also macros for grpga this one's kind of more of for interest they get token data
changing light conditions is kind of fun and we'll deal with that one in a later video and then declaring
actions that's important if you want to be doing combat in against the dark master so now we'll have a
look at the documentation quickly so this shows you how the declare action macro works very handy
and these are my four amigos house rules and more of them with interrupt resolution um i like combat
to be a little bit crunchier all right but this one here so this has a web page user guide which is opening in
a separate window using foundry as a web engine a web server and it's really just for display and testing
as a concept there are going to be more links to my videos on youtube which we'll put in here and then
finally there's this one which is what i've been working on it's a pdf file that has basic descriptions of
how everything works and it has the general and then it goes on to system specific stuff covers all the
d20 uh differences a little bit on 3d6 except there that is the core that's what i started with if it says
nothing here yet then i haven't done that one yet this is way behind because i've done a fair bit of work
over that about that in the last couple of weeks and i'm starting to work on the against the dark master
one but obviously haven't gone below that point so there's some stuff in here all the general stuff of
what things are and explanations and so on are there in text so you don't need to watch the video and
that is about the the setup for grpga to get it going make sure you do those steps whenever you're
updating you'll want to check the the change logs in the in the code or simply don't or hedge your bets
and delete all of the the journals and then re-import them every time you update grpga it won't hurt
anything and you'll always have the latest stuff thanks very much cheers

Youtube GRPGA Character Creation in VSD


https://www.youtube.com/watch?v=13_CH0FhzqQ
hello everyone welcome to more grpga what this is uh this video is about is uh character creation i'm
going to try and keep it as short as i can minimize explanation and so on so i will speed along i have
already created the uh the character um done all the character creation decisions and so on and here
they are i'll scroll through them quickly so you can see them and then i'll get that out of the way and get
on with creating the character this is for against the dark master i should mention that from the
beginning so you need to start with the against dark master pc template we have a name for our guy so
we name him and then we need kin culture vocation so we go into the compendiums grab that one he is
a star elf so we take that we drag it over comes with all of these this modifier all set up we need to keep
that open and go and get the pin special traits can special traits are teen senses drag that on immortal
light footed star blast lore of the ages okay that's it for the special traits wealth one so we'll go to wealth
and we'll make that one two background points we'll get to that in a minute magic points five need to
set that up to because the current can't be higher than the maximum and i just put these in there for
note keeping culture fey or noble he is faye so we'll drag that over this describes all of the ranks for the
fae culture and includes two spell lures those two spell lures are movements of nature twice so copy
copying and pasting is your best bet um that way you avoid typos and there's a wealth level plus two so
we'll go back to the main tab and our wealth level is now three that's culture wealth two background
points he is spending background on exceptional training where's background there's backgrounds
exceptional training now the backgrounds include both the minor and the major so you need to go
through i've dragged exceptional training over and that's going to include what there's major i'll just
separate that also left you an item specially tailored to you as a keepsake grants you plus 10 item
modifier to the chosen skill that means that it will be under skills there it is exceptional training item and
we just delete that because we're only taking minor and then we can delete that part and separate that
out and now it looks nicer name your mentor you gain two ranks in any one skill of your choice well
what's that skill going to be the skill is going to be quick draw so i do this and then that's just in the
description part but over here is where you're actually picking which option so it tells you which one
which way you have to do this so it's either two ranks in a normal skill or five ranks in a in a specialty skill
and i've chosen the specialty skill and we'll leave that the way it is but because it's a specialty skill we
need to copy it over so we'll grab quick draw bring it over and you can see it's already obtained the five
ranks and it notes that the category is rotary all right so we can make that go away so have we done
everything from here no we haven't we have one more background and that is slayer layer is kind of
complicated so we'll drag that over now so we're taking that at a minor level now what are the major
perks start a combat or defeat you gain a hatred token you can spend a hatred token to reroll an attack
role or a critical strike role so that's going to be in combat somewhere and slayer hatred edit let's make
sure this is the one this is level ranks four that's the one we don't want delete that now there's going to
be a pool there it is slayer tokens and we can delete that and then that's all gone and our hated enemy
is orcs so we go back out to main and there it is skills yes slayer of what edit okay so because this is a
conditional modifier we won't be turning it on so we'll leave that alone okay that's all of the background
for and that's the end of the kin issues so we've dragged the culture over for faye any other decisions we
need to make lore of the ages we choose how we want to do this and we've we've chosen to leave it the
way it is at one of each for lower of the ages okay but we will need we've already chosen movements of
nature so let's go get that movements of nature is the and see it already has two the two ranks that we
put into it from our culture so we'll leave that we can see on the spells there it is and now we're
grabbing the two elven lore ones there we are and spell songs okay and we can see it has one rank in it
as well okay close that vocation he is going to be a dabbler so we drag dabbler over and that this this is
just a guide it doesn't actually do anything um so it's how you spend your development points so we will
close that for now but we'll always be able to find it here in the advancement section of the the
character sheet um this one is a modifier that modifies all of the provides all the vocation modifiers
except for keep two combat skills at rank five for or at bonus five for both attack and skill rolls now my
choices are ranged and blades so we'll delete the rest of them blades arranged and the reason you have
to have them in two places is because of the funky way deal with attacks they're based on skills but they
aren't skills so you have to put the bonus into both of them all right that's it that's the vocation done so i
did forget both of those backgrounds require you to create a passion or to track one so i will create a
new one call it exceptional training mentor and then copy that result and then we'll do the same thing
for the slayer where'd it go okay so that's those sorted out and you can see them on the front here
where you can refer to them while you're playing of course you can always hide it if you want to see the
stuff down below more clearly all right so that's the backgrounds done culture combat skills character
creation so character attribute creation we put that all in one spot so that you can do them at once
unfortunately they're alphabetical but bearing forest er elf it has to be the highest stat that you apply so
i'm going to take swiftness and wisdom that's my 50 points and i'm done and you can see they're already
reflected in there along with the kin modifiers which are both toggled on all right first level ranks for
level one we open that up and it is empty so here is where we can close that one i'm just going to bring
this to here and then i'm going to open this guide so we can see what we're up to one magic point per
level so i need to go get another magic point and because my vocation is dabbler that means my primary
stat is bearing and my bearing is 40. so i get 4. magic points per level so for my vocation i get one for my
stats i get four and that makes it ten and we're all done that's the magic points sorted out okay body
one armor one combat lore spells three spells well we'll get to those at the end um how are we going to
spend these we are going to spend two combat on ranged and one on athletics one on hunting one on
wandering and then we're going to get swift step for two levels swift step we're gonna have to go find it
it's in the skills there we are we'll drag that over it has no ranks and roguery is the thing that covers it so
here it is that should be the end of the skills so we have some spots here that we're not going to use
that we can apply to swift step let's edit new feature i'll just make those and we're applying two ranks so
we have roger e3 one of them can go to two ranks in swift step and we can see that's been applied quick
draw copy paste and we'll put two points into quickdraw which makes that go up to seven and finally
perception which is in rotary so there we are one one lower and we'll take cultures for one rank we've
already taken the body and we need three spells and we're going to go with close those spell lower
items we're going to go with eldritch might for one rank switch over to the spell so we can see what
we're doing skirmishing mastery for one rank and trickery four one rank okay they all added up we have
two in that we have one in each of the others okay and that's the end of our development points for
first level so all of these ones with zero in them we might as well delete carefully because once you
delete them they're gone and you have to come up here and add them in to get them back all right this
just helps the program count things that need to be counted and not bother about things that don't
need to be counted alright so that's the first level ranks and we finished with our spell lures all right all
we have left is we've dragged our specialty skills over so they're finished of course you can just stretch it
out that sorts things passions so all we have left is the the three standard ones so we'll go to allegiance
and copy our allegiance our motivation and our nature and finally you see the the tab revelations i'm
going to include a sample revelation which is simply a placeholder for the first milestone so that you can
see how those are set up now you can't shrink those you can only shrink the entire section so be it now
equipment equipment i just put here so here's the standard equipment for all adventurers and then
here are his choices short tunic and flowing cape these are from the culture section in the book short
sword longbow and arrows and a healer's kit and because he has wealth level 3 you can if your gm lets
you obtain any items that are fair level 2 or less and add those to your uh to your list without affecting
your wealth level but that's between you and your gm so we need to get short sword attacks and
longbow attacks let's go to combat and we see that there are some attacks in here already there are two
choices here for dagger because one of them uses the skill blunt and the other one uses the skill blades
and there's no point in having them both because we only have the one that's useful so we're going to
delete the one that isn't useful um now it does cut we already have down here special rules criticals for
cut grapple pierce and impact those are the common ones used by everyone so i've added them already
but if you're looking for them you can find them in saves criticals and failures where all the other criticals
are fumbles and anything that i might have missed okay so we were saying attacks now in here it says
what the weapons attacks however when you get to spells if there are attack spells they're in here as
well i don't have any yet nope i don't think i get any for any of the spell lists that i've taken so what we're
looking for is short sword short sword is blades oops blades short sword now it has two different kinds
of attacks you can cut with it or pierce so you drag both of them over and let's just make sure all of
these numbers are right the unmodified threshold the open-ended range defaults to 5 meaning 96 or
above is open-ended and 5 or less is open-ended if you change that to 6 it would expand both of those
ranges by 1. um quality is backstab do we need to do anything nope it looks like it's good to go if it was a
magic sword or a high quality sword then i would put the the modifier in here blades plus 10 or
whatever it might be anyway edged attack table cut critical table blades short sword where did you go
pierce and bring that over and that's already pre-selected so you don't have to okay and you see it's not
showing the full name the full name is blades so that it can refer to the blade skill and have all of the
modifiers for this is the attack starting with the word blades that's why that's sitting in the front but you
don't need to see it in here so i've hidden it now we're looking for a longbow which is going to be ranged
longbow there it is yoch 175 max result that kicks butt load one alrighty and we're reasonably
competent with it okay that's it for character creation it automatically oops no it's not we need to set
our hit points so the hit points we have what's our body scale let's put that aside body is one one rank
our fortitude well what does this say we're getting 10 from fortitude our vocation doesn't give us any
our kin gives us 20. did our culture give us any i don't think so so that's 20 plus 10 plus 5 is 35 just like it
says there in the body and our current value is 35 so now the hit points are set we're not bleeding no
action penalties we don't have a parry uh we don't have a shield or armor but those are cheap things to
buy so we can do those in the armor and shields i think what i'm going to do is get now leather armor
has a penalty and i don't have very good armor skill so i would have to get really well good quality armor
to reduce the penalty oh but the penalty is 20 and i'm trying to be quick and so on so i'm not going to do
that um what i am going to do leather jerking okay our armor penalty is five sorry armor skill is five so i
change that to five minus ten and five gives minus five so i change these to minus five and i leave
defenses in for all armors and and so on so that we can see them in the defenses section rather than
having to look around for for what they are or wherever they are so he's going to add leather bracers
which give no penalty we'll stick the armor skill in there but it's already being used somewhere else so
i'm going to leave it alone we have defenses so that we can see that we have leather braces for when it
comes to the question of you've been hit do you have arm armor same thing for the leather greaves any
penalties nope and a leather helmet now that affects our perception which sucks but there we are his
main weapon is a longbow he's probably not going to worry about a shield but i think we'll give him a
target shield that he can wear in his back just in case he ends up having to face somebody with a short
sword no we're not nope we're not gonna uh yes we are know what it's like to face somebody when you
don't have a shield especially if they're ranged it's really unpleasant okay so just in case he needs it but
we'll turn it off so you can see up above here that his defensive bonus is modified and it tells you what
the shield portion is so we'll leave that off just in case first level if you hover over these then you see his
passions he's not armor n a anymore he is wearing a leather jerkin which is la and his move mode i need
to open that up move mode i've chosen the optional you can choose just straight 15 if you want you can
create a new one that is just 15 for the rules as written and call that land raw change it to that and then
your move rate half move no move sprinting stick with full move and the optional rules now that's
finished the character creation i think the drive points already included hit points are good i think he's all
set thank you all for watching cheers

Youtube GRPGA Primary Attributes


https://www.youtube.com/watch?v=MO91NridQsE

hello there this is going to be the first of a series of uh tutorial or guide videos about the the items that
you can use in grpga to create things to create your characters and and whatnot but first i'm going to
quickly describe the the situation about the different uh the different rule sets and sheets that are
supported um the core one the the original one is uh was based for or was created for gerps which i'm
calling 3d6 and has this list of items that you can see in the all items tab that are able to be created the
the next rule set uh that i used is uh was for dnd 3.5 which i'm calling d20 uh generalizing to d20
because it does more than just that and it has a slightly different set of items they are really the same
items that are in some cases some of them aren't present but others are simply repurposed and uh and
renamed then we have the most recent uh edition which is against the dark master um with a very
different look and this one i've been spending a fair bit of time on and it has yet another list using the
same background items that were created for girps but renaming them for the the the purposes of the
against the dark master rule set so that aside i'm going to start with primary attributes start with the top
and the the first things and what i'm going to do is create one and show you how they work and why
they work so we'll create a primary attribute attribute called fubury we have to give it an abbreviation
because for primary attributes other things refer to them by their abbreviation not by their name we're
going to give it an attribute it it says value but it's actually an attribute of 12. and we describe it and you
can see the note is brought up in a tool tip so this primary attribute item was created in the uh 3d6 rule
set but it's just as useful in the d20 rule set and just as useful in the against the dark master rule set
there is a difference in the way rule sets treat primary attributes but basically um they have to be
referred to by exactly their abbreviation case insensitive the value sorry the attribute is actually
translated into the value which is the thing that is used by other other things in the case of the d20
system the attribute is not stored as the value the modifier is stored as the value and we can see that
when we look at it in a different view oops checks that's where it is so here it's just 12 which is the the
attribute value here it's 12 but it shows that it's resulting in a plus one modifier this is the one system
that deals with that modification of the attribute into a different value that is used by other things so
when other things refer to the value of this primary attribute they're referring to the plus 1 not the 12.
in other systems it's the 12 that's being used as the reference so and i'll be covering those in other
videos about those other things like modifiers and skills and and so on but what i do want to cover
quickly is one modifier type which is the primary attribute modifier and it is somewhat special because it
is the very first modifier that is calculated of all of the things and remember i said you need to refer to it
using the abbreviation case incense insensitive doesn't matter so there we are i've created an attribute
modifier or a primary attribute modifier that will modify something whose abbreviation has the letters f-
o-o when i turn it on it modifies it immediately if i change it to simply fo it has no effect whatsoever so it
has to be an exact match but case insensitive so and there we go it's back to 14. now if i drag this over to
here we're not going to be able to see fubury as a primary attribute because it's not one of the main
stats but the modifier shows up where it should um so i can't even roll it there so that's not going to
work for a demonstration purpose but when i drag it here you can see that the number changes to 14
and the modifier goes to plus two just like it should in in dnd that's about all i have to say about primary
attributes and their modifiers except to reiterate primary attribute modifiers affect the primary
attributes before any other calculations are made because think other things refer to the value of the
the modified value of the primary attributes you have to modify it first and then they can see the
modified value thanks very much cheers okay but we will need we've already chosen movements of
nature so let's go get that movements of nature is the and see it already has two the two ranks that we
put into it from our culture so we'll leave that we can see on the spells there it is and now we're
grabbing the two elven lore ones there we are and spell songs okay and we can see it has one rank in it
as well okay close that vocation he is going to be a dabbler so we drag dabbler over and that this this is
just a guide it doesn't actually do anything um so it's how you spend your development points so we will
close that for now but we'll always be able to find it here in the advancement section of the the
character sheet um this one is a modifier that modifies all of the provides all the vocation modifiers
except for keep two combat skills at rank five for or at bonus five for both attack and skill rolls now my
choices are ranged and blades so we'll delete the rest of them blades arranged and the reason you have
to have them in two places is because of the funky way deal with attacks they're based on skills but they
aren't skills so you have to put the bonus into both of them all right that's it that's the vocation done so i
did forget both of those backgrounds require you to create a passion or to track one so i will create a
new one call it exceptional training mentor and then copy that result and then we'll do the same thing
for the slayer where'd it go okay so that's those sorted out and you can see them on the front here
where you can refer to them while you're playing of course you can always hide it if you want to see the
stuff down below more clearly all right so that's the backgrounds done culture combat skills character
creation so character attribute creation we put that all in one spot so that you can do them at once
unfortunately they're alphabetical but bearing forest er elf it has to be the highest stat that you apply so
i'm going to take swiftness and wisdom that's my 50 points and i'm done and you can see they're already
reflected in there along with the kin modifiers which are both toggled on all right first level ranks for
level one we open that up and it is empty so here is where we can close that one i'm just going to bring
this to here and then i'm going to open this guide so we can see what we're up to one magic point per
level so i need to go get another magic point and because my vocation is dabbler that means my primary
stat is bearing and my bearing is 40. so i get 4. magic points per level so for my vocation i get one for my
stats i get four and that makes it ten and we're all done that's the magic points sorted out okay body
one armor one combat lore spells three spells well we'll get to those at the end um how are we going to
spend these we are going to spend two combat on ranged and one on athletics one on hunting one on
wandering and then we're going to get swift step for two levels swift step we're gonna have to go find it
it's in the skills there we are we'll drag that over it has no ranks and roguery is the thing that covers it so
here it is that should be the end of the skills so we have some spots here that we're not going to use
that we can apply to swift step let's edit new feature i'll just make those and we're applying two ranks so
we have roger e3 one of them can go to two ranks in swift step and we can see that's been applied quick
draw copy paste and we'll put two points into quickdraw which makes that go up to seven and finally
perception which is in rotary so there we are one one lower and we'll take cultures for one rank we've
already taken the body and we need three spells and we're going to go with close those spell lower
items we're going to go with eldritch might for one rank switch over to the spell so we can see what
we're doing skirmishing mastery for one rank and trickery four one rank okay they all added up we have
two in that we have one in each of the others okay and that's the end of our development points for
first level so all of these ones with zero in them we might as well delete carefully because once you
delete them they're gone and you have to come up here and add them in to get them back all right this
just helps the program count things that need to be counted and not bother about things that don't
need to be counted alright so that's the first level ranks and we finished with our spell lures all right all
we have left is we've dragged our specialty skills over so they're finished of course you can just stretch it
out that sorts things passions so all we have left is the the three standard ones so we'll go to allegiance
and copy our allegiance our motivation and our nature and finally you see the the tab revelations i'm
going to include a sample revelation which is simply a placeholder for the first milestone so that you can
see how those are set up now you can't shrink those you can only shrink the entire section so be it now
equipment equipment i just put here so here's the standard equipment for all adventurers and then
here are his choices short tunic and flowing cape these are from the culture section in the book short
sword longbow and arrows and a healer's kit and because he has wealth level 3 you can if your gm lets
you obtain any items that are fair level 2 or less and add those to your uh to your list without affecting
your wealth level but that's between you and your gm so we need to get short sword attacks and
longbow attacks let's go to combat and we see that there are some attacks in here already there are two
choices here for dagger because one of them uses the skill blunt and the other one uses the skill blades
and there's no point in having them both because we only have the one that's useful so we're going to
delete the one that isn't useful um now it does cut we already have down here special rules criticals for
cut grapple pierce and impact those are the common ones used by everyone so i've added them already
but if you're looking for them you can find them in saves criticals and failures where all the other criticals
are fumbles and anything that i might have missed okay so we were saying attacks now in here it says
what the weapons attacks however when you get to spells if there are attack spells they're in here as
well i don't have any yet nope i don't think i get any for any of the spell lists that i've taken so what we're
looking for is short sword short sword is blades oops blades short sword now it has two different kinds
of attacks you can cut with it or pierce so you drag both of them over and let's just make sure all of
these numbers are right the unmodified threshold the open-ended range defaults to 5 meaning 96 or
above is open-ended and 5 or less is open-ended if you change that to 6 it would expand both of those
ranges by 1. um quality is backstab do we need to do anything nope it looks like it's good to go if it was a
magic sword or a high quality sword then i would put the the modifier in here blades plus 10 or
whatever it might be anyway edged attack table cut critical table blades short sword where did you go
pierce and bring that over and that's already pre-selected so you don't have to okay and you see it's not
showing the full name the full name is blades so that it can refer to the blade skill and have all of the
modifiers for this is the attack starting with the word blades that's why that's sitting in the front but you
don't need to see it in here so i've hidden it now we're looking for a longbow which is going to be ranged
longbow there it is yoch 175 max result that kicks butt load one alrighty and we're reasonably
competent with it okay that's it for character creation it automatically oops no it's not we need to set
our hit points so the hit points we have what's our body scale let's put that aside body is one one rank
our fortitude well what does this say we're getting 10 from fortitude our vocation doesn't give us any
our kin gives us 20. did our culture give us any i don't think so so that's 20 plus 10 plus 5 is 35 just like it
says there in the body and our current value is 35 so now the hit points are set we're not bleeding no
action penalties we don't have a parry uh we don't have a shield or armor but those are cheap things to
buy so we can do those in the armor and shields i think what i'm going to do is get now leather armor
has a penalty and i don't have very good armor skill so i would have to get really well good quality armor
to reduce the penalty oh but the penalty is 20 and i'm trying to be quick and so on so i'm not going to do
that um what i am going to do leather jerking okay our armor penalty is five sorry armor skill is five so i
change that to five minus ten and five gives minus five so i change these to minus five and i leave
defenses in for all armors and and so on so that we can see them in the defenses section rather than
having to look around for for what they are or wherever they are so he's going to add leather bracers
which give no penalty we'll stick the armor skill in there but it's already being used somewhere else so
i'm going to leave it alone we have defenses so that we can see that we have leather braces for when it
comes to the question of you've been hit do you have arm armor same thing for the leather greaves any
penalties nope and a leather helmet now that affects our perception which sucks but there we are his
main weapon is a longbow he's probably not going to worry about a shield but i think we'll give him a
target shield that he can wear in his back just in case he ends up having to face somebody with a short
sword no we're not nope we're not gonna uh yes we are know what it's like to face somebody when you
don't have a shield especially if they're ranged it's really unpleasant okay so just in case he needs it but
we'll turn it off so you can see up above here that his defensive bonus is modified and it tells you what
the shield portion is so we'll leave that off just in case first level if you hover over these then you see his
passions he's not armor n a anymore he is wearing a leather jerkin which is la and his move mode i need
to open that up move mode i've chosen the optional you can choose just straight 15 if you want you can
create a new one that is just 15 for the rules as written and call that land raw change it to that and then
your move rate half move no move sprinting stick with full move and the optional rules now that's
finished the character creation i think the drive points already included hit points are good i think he's all
set thank you all for watching cheers
Where does Foundry End and GRPGA begin? GRPGA ends
at the GM’s inclination.

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