Junior Member
Join Date: Feb 2014
Location: Colorado
Posts: 22
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Hi guys, maybe I missed this in the responses so far, but how do you change your refresh rate? It's stuck at 3 and the base level of the game we're running is 6.
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#31 |
Member
Join Date: Feb 2013
Posts: 67
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Quote:
1) In the Personal tab, use Add Permanent Adjustments. You can then add three refresh there. 2) After creating the character, shift to Advancement Mode and take the Increase Refresh Rate advancement three times. 3) In the Editor, create a new campaign (If it's otherwise identical to the Fate Core rules, just use New (Copy)), and change the base refresh rate there. Then save the campaign. Then, when you create the character, set them to that campaign, and the refresh rate will be consistent for all characters created in that campaign. |
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#32 |
Member
Join Date: Feb 2013
Posts: 67
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Quote:
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#33 |
Member
Join Date: Feb 2013
Posts: 67
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OK, my opinion and $5 will buy you a coffee in my home town, so here's my suggestions on what features need to be added, which order they need to be done in, and my thoughts as to why.
(Incidentally, the bug about the campaign skill selector adding to Bootstrap instead of Tags needs to be addressed before these others) 1) The ability to create custom stress tracks. The definition (as I see it) would be to define the base skill it links to for improvement (If applicable), and the name of the track, and to draw it's base number of boxes from the campaign definition. (The primary example of this would be the Wealth stress track on page 285 of the Fate Core book) 2) The ability to define character types within a campaign. At the moment, if PCs use the skill pyramid, the only "clean" workaround I can see for creating an NPC properly (custom skill progression, etc) is to create a second campaign which is a copy of the first using Skill Columns instead of a Skill Pyramid. That then leaves you having two campaigns to update if you need to change things. This also ties back to point 1 (In combination, this will allow creation of Fires a la Fight Fire from Worlds of Fate 1). 3) The ability to add Complex Extras. Some extras make sense to be in the primary character sheet (superpowers, some magic systems, etc). Others should probably have their own character sheets (Vehicles, Holdings, Allies, etc). This work, in my opinion, would require 1 and 2 above to be completed first. |
#34 |
Junior Member
Join Date: Aug 2009
Posts: 28
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It would be nice to be able to edit skills, add skills, change campaign parameters, etc. without having to go into the editor.
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#35 |
Senior Member
Join Date: Jan 2009
Posts: 223
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I honestly haven't been able to figure out how to use the Editor on my own. If we had to do that to adjust character starting values, I probably would just go to a word processor.
James Dawsey Vigilance Press at DriveThruRPG.com The Vigilance Press Podcast My Art on Deviant Art |
#36 |
Junior Member
Join Date: Nov 2011
Posts: 20
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Ha, found it! And after 2 hours tinkering around I have a campaign entry with skills and adjustments for my B5 campaign!!
Consequences should be enough for us. |
#37 |
Junior Member
Join Date: Feb 2014
Location: Colorado
Posts: 22
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Quote:
-kodama1- |
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#38 |
Senior Member
Lone Wolf Staff
Join Date: Dec 2008
Posts: 4,690
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Thanks for your feedback, everyone! I have a few questions about what you've all been asking for, which you can find in this followup thread:
http://forums.wolflair.com/showthread.php?t=48333 Looking forward to hearing from you there! You can also continue posting any other feature requests or suggestions you have in the new thread. |
#39 |
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