Here are a few things I wish Foundry VTT with the GURPS Games Aid did:
Limited Vision Option
Vision is 360 by default. It would be lovely - although probably wouldn't make the players happy - if you could only see in the arc you can actually observe based on your disadvantages/advantages. Have Peripheral Vision? Great, you can see a wider area. Have a helmet with No Peripheral Vision? Then you see what your character sees, and probably understand why most people would doff that helmet outside of a direct fight.
Light is also 360 by default. Wearing a light stone on your chest on a strap? It lights up 360 degrees with no blank spots, as it was shining from directly above your head, and went through any and all obstacles. Nothing short of a wall or door obstructs vision. That's too bad, because it means you can't hide small monsters behind big ones, or get a sense of what is hard to see. You get the illusion of total vision yet the GM isn't going to play it that way.
Complete Monster Actors
Monsters are in the VTT, but they aren't wholly there. Advantages don't all port over. Damage Reduction doesn't come into play unless you manually check the box off on each and every hit. Given PCs that hit 2-3 times per PC per turn, this is a slowdown. It also means no monster in the system is to be played with a thorough review of everything they should be able to do, and careful checking to make sure it's implemented correctly on each attack, defense, or damage result. You have to check yourself for weaknesses, follow-up attacks, and so on. It gives the illusion of being good to go but you don't really know if you're doing it right.
Token Vision and Light Angles both already exist in FVTT (native, doesn't require anything from GGA side) :-)
ReplyDeleteThe second bit with advantages automatically adjusting, could probably be done in a module. You have contacts (players) who can ask the right people!
Monsters can have DR set on their character sheets. If you /mook them or bring them in from GCS or GCA, or use the Nordlond Bestiary ones, etc., they all have it or can have it added. You can also just add it to a character sheet so you don't need to do it manually.
Pop into the Unofficial Discord server in the GGA channel :-)
I'll take a look at the light angles in the VTT.
DeleteThe problem I have with Damage Reduction - not Damage Resistance, for anyone confused by the similarity - is that it isn't always working. I'm using monsters created in GCS and ported over to the VTT, and when they get hit in combat Damage Reduction doesn't show. Putting it on their character sheet in the VTT won't do anything that I can see, and putting it in GCS doesn't always work.
That feels like a bug, or a workflow issue. Can you (or someone) pop into the GGA channel and post up some screen shots and a GCS file that has the issue? Be good to look at it and validate if it's a bug and then GitHub it for the guys to look at fixing or, if it's not a bug and there's a specific workflow then log it in as a feature request.
DeleteI'm not sure what a screenshot would do, but it came to pass with a pudding this last session - it should have Damage Reduction 3 but it doesn't show up when damage is applied.
DeleteScreen shots help us to see how it's translating the GCS file into GGA to spot what might be going on. Or just plonk the GCS file somewhere I can grab it and I can have a look and test it.
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