gurps
gurps copied to clipboard
CGA Combinations not handled correctly (imported as skills with no level)
It appears that GGA doesn't handle Combinations (at least when loaded up from a GCA character sheet). They are listed as skills, but with no skill levels and they also don't appear in Token HUD.
Is there a way to get Combinations recognised and working or do we just need to create a macro to simulate them for now?
Can you attach a zipped up copy of your character?
Can you attach a zipped up copy of your character?
Please see attached (GCA version and GCA -> FVTT Export.
Since GCS doesn't support combinations, I'm not sure how GGA would handle them. Even if the exporter was updated to output the skill level, it would have a level like X+Y or X+Y+Z, which likely doesn't fit anyone's model. A special case would have to be created, as it is in GCA.
The way I'd envisage this working is that GGA currently picks up "combinations" as a line item in skills, but it doesn't resolve the skill level. If it could parse those lines (which always start with "combination" and produce a header line on the GGA character sheets, and then 2 or 3 child lines that are the related skills (which are in the GCA "combination") that are parsed as normal skills, and roll the 2 or 3 skills when clicking or OTFing the parent "combination" line, then combinations would work in GGA.
So there's not a lot to change in GCA that I can see, if GGA can parse the combination lines and turn them into a special category. This would add a lot of convenience.
Of course, we can currently write an OTF to call each part of the combo, but it can't be clicked on either the GGA character sheets or from Token Hud.
Ideally, it would also understand that anything in the ADD should be kept sticky for 2 or 3 rolls (otherwise the mods would be lost after the first roll). Again, it can be done through OTFs and macros, but perhaps it's possible to provide greater integration. Of course, maybe it's not (or it's not worth the time and effort to do it).
Give me a realistic example of a combo and the "sticky" parts of the ADD, please. That would give me something to think about.
So if you have a combo that is punch/punch or punch/kick/punch it really is the same in terms of what would be good to keep sticky for multiple damage rolls. That would be the location, any overrides for DR (this is used typically when dealing with layered armour or the GM applying DR on the fly for a mook), any special situation modifiers, and any other manual modifiers that you need to apply to all the hits (because they're hitting the same target and same location). It would just be nice to do it once. Also, anything flowing through from the Mod Bucket (extra effort for damage or AoA for damage and so on) although those would be handled in the damage roll before the ADD. Actually, the Mod Bucket would also be nice to have sticky for combos so the attack rolls all have the same modifiers.
It's about the GM only having to make modifiers once and apply them to all the rolls for damage from the combo. I don't think there's a way to current do that? And on the Mod Bucket side, it's for the players (or GM controlling an NPC) to again only have to set the mods once and have them apply to all the rolls to hit for the combo.
Am I explaining that clearly? Makes sense in my head!
Perfect example. Just FYI, I plan to make (eventually) the ADD options persistent based on attacker token and target token. That is, the options chosen for each unique combination of attacker and target will be used in future Damage rolls by that same combination.
This is based on my experience that the same attack is used over and over by the attacker.
That would be fantastic, @mjeffw ! The other thing that's related is in the Mod Bucket you can't set your "to hit" and "damage" modifiers in the same pass, or they pluses all get applied to the first roll you make. It would be great if skill checks pulled non-damage mods from the bucket and damage rolls pulled damage mods, so you could set it all up at once (manually or with a macro) and then it would apply appropriately (either persistently when sticky/magnet, or "one and done" otherwise). And finally, if hit location selected in Mod Bucket made it through to the ADD that would also be great. Combine that with your attacker/target persistence and I think the whole thing becomes really seamless and fast.
As always, thanks so much for all the work on this!