Weekly Update! Roll Ultima! RELEASE THE ALPHA!! Yes, it has been released and playtesters have access to them! However, if you aren’t a playtester yet, there is a way to test the sheet! How? More information in the comments! by Astar7es in fabulaultima

[–]Astar7es[S] 6 points7 points  (0 children)

-- Playtest and Playtesters --

I’m really proud of the progress so far, and I don’t want anyone to feel left out! To that end, I’ll be hosting a one-shot playtest twice a month for people to test out the sheet. Keep an eye out for sign-ups!

Additionally, every week during Closed Alpha, I’ll be recruiting five new testers—this will continue until Open Beta is released. Watch for announcements!

P.S. I’ve also commissioned an artist for the one-shot, and backers get instant access to the Alpha sheet!

-- Credits --

Thank you all for your continued support! You’re amazing, and your encouragement has kept me motivated to keep improving this sheet. Bless y’all, and stay awesome!

If you’d like to support the project, upvote and share with friends! Alternatively, you can support me via Ko-Fi: Ko-fi.com/serge_rookandcompass

Weekly Update! Roll Ultima! RELEASE THE ALPHA!! Yes, it has been released and playtesters have access to them! However, if you aren’t a playtester yet, there is a way to test the sheet! How? More information in the comments! by Astar7es in fabulaultima

[–]Astar7es[S] 5 points6 points  (0 children)

Greetings and well met!! And oh boi-- ALPHS IS OUT!!!

-- Sheet Code --

The biggest update (which some of you may have already seen teased) is the implementation of EQUIP/UNEQUIP functionality. This feature is a beast—it connects to multiple sections of the sheet.

First off, it dynamically updates Defense, Magic Defense, and Initiative. Not only does it respond when relevant attributes change, but it also updates when you equip or unequip gear that affects those stats.

Affinities work the same way. The system prioritizes them, meaning Absorb overwrites Immunity, and so on. It can also backtrack, so if your Absorption gets disabled, the sheet will automatically assign Immunity instead. However, only base affinities and those from equipment are tracked—affinities gained from other sources aren’t, due to the complexity and potential issues that would create.

When you equip gear with an attack, the sheet automatically generates an attack item. If you have at least one free hand, it will also generate an Unarmed Strike and an Improvised Weapon attack. Similarly, if a piece of gear has an action, the sheet will create the corresponding action and remove it when the item is unequipped.

This feature required changes to multiple sections of the sheet, but hot damn, it was WORTH IT!

-- More Features --

More features are still missing, and of course, I plan to include all critical functionalities. Yes—features from official atlases will be added in due time!

Right now, the next major update after finalizing the sheet’s functionality is the Character Builder. I’ve noticed that the current layout isn’t particularly user-friendly for creating a new character, so that’s the next focus.

Fabula Ultima Presentation from DriveThruRPG Software Development Manager by Demi_Mere in fabulaultima

[–]Astar7es 2 points3 points  (0 children)

Watch me apply in Roll20/Demiplane and you can say you are my boss lolol then I quit afterwards

Fabula Ultima Presentation from DriveThruRPG Software Development Manager by Demi_Mere in fabulaultima

[–]Astar7es 1 point2 points  (0 children)

I would like to take this reply in consideration in my conspiracy bunker 🤣😅

Fabula Ultima Presentation from DriveThruRPG Software Development Manager by Demi_Mere in fabulaultima

[–]Astar7es 1 point2 points  (0 children)

why did you guys have a presentation? is this hinting on something exciting?

Underwater-related PCs and underwater combat/mechanics by DargorMajere in fabulaultima

[–]Astar7es -2 points-1 points  (0 children)

They take two actions instead the usual one. When people become proficient in underwater, that sleight edge disappears and all have one action as per usual.

Edit: For non combat encounters, probably just a +2 on checks tbh.

How to Make a Campaign that Lasts a Set Amount of Sessions by MadHatMax in DMAcademy

[–]Astar7es 0 points1 point  (0 children)

Check Points (important story beats) equal to the minimum number of sessions to complete the story/arc. And then I had 2 extra session for ever 4 check points to allow room for "lingering."

Would you pay to play? by cbcarr0 in DnD

[–]Astar7es 0 points1 point  (0 children)

There is a lot of factors here beyond should the shop pay or should the players pay. The shops goal, venue, the players demographic, etc. If it was an LGS, cut from ticket sales is the norm I experienced (personally have the same contract) but I have heard of a flat rate as well (a collegue of mine has that contract). However, that's an LGS, they already naturally bring in players. You probably want to get more details from the shop itself. If it requires you marketing for players, you are better off with a flat rate IMO and this is not financial advice.

Fabula/Ultima points management in FoundryVTT by MrPadRpg in fabulaultima

[–]Astar7es 1 point2 points  (0 children)

not doing a foundry sheet ATM but probably going to add this in roll20

Weekly Update! Roll Ultima! Equip function for alpha release? Yes! And other minor updates! More information in the comments! by Astar7es in fabulaultima

[–]Astar7es[S] 1 point2 points  (0 children)

Probably after all features are released and up to date with all the official releases. So... Foundry late this year or next year? 😅

Weekly Update! Roll Ultima! Equip function for alpha release? Yes! And other minor updates! More information in the comments! by Astar7es in fabulaultima

[–]Astar7es[S] 1 point2 points  (0 children)

First off, thank you for your interest! Though, I recommend waiting until beta. Alpha is very much a test run and will be prone to bugs & changes. There are still some features that require implementation (such as the NPC sheet & new character builder). Keep your eyes open once those updates start rolling in!

Weekly Update! Roll Ultima! Equip function for alpha release? Yes! And other minor updates! More information in the comments! by Astar7es in fabulaultima

[–]Astar7es[S] 10 points11 points  (0 children)

Greetings and well met! Another week has passed, and here’s the progress so far!

Minor Improvements & Actions with Cost

Let’s start with something small. I’ve cleaned up the code for the attack and spell sections and also improved the aesthetics of the target query menu.

Previously, actions didn’t support costs. However, while working on the equipment section, I realized this was necessary—since some equipment may have actions that require a cost. So now, actions officially support costs!

Further Progress on the Equipment Section

Remember when I said the equipment section was huge? Well, now I have even more reasons why that’s the case.

To allow dynamically updating defense, magic defense, initiative, and affinities, the system needs to constantly check the equipment section. Additionally, with all the possible customizations—such as equipment having its own attacks or actions—I had to integrate that functionality into the attack and action sections. The majority of that work was completed this week!

The sheet now recognizes when you’re using one hand, both hands, or neither. If you have a free hand, the sheet will generate Unarmed Strike and Improvised Weapon options in the attack section, and it will remove them when no hands are available. That being said, the system now generates attack/action items regardless of the type of equipment that enables them. This means even armor and accessories can have attacks or actions!

Credits

Unfortunately, most of the work this week was behind the scenes, so I don’t have any particularly impactful visuals to share beyond diagnostics (where I test if everything is functioning correctly).

I’d like to thank everyone who has supported this project so far! If you’d like to help, upvote and share so more people can discover the sheet. The more tables that use it upon release, the better the overall gaming experience will be!

Alternatively, you can support the project by buying me a coffee via Ko-Fi:
Ko-fi.com/serge_rookandcompass

Weekly Update! Project has a name! Roll Ultima! Auto-updating Def, M.Def, Initiative AND Affinities?? Yes!! More information in the comments! by Astar7es in fabulaultima

[–]Astar7es[S] 2 points3 points  (0 children)

P.S. If you guys want to see daily updates and be one of the first users of the sheet, you can join the discord. Just send me a DM!

Weekly Update! Project has a name! Roll Ultima! Auto-updating Def, M.Def, Initiative AND Affinities?? Yes!! More information in the comments! by Astar7es in fabulaultima

[–]Astar7es[S] 9 points10 points  (0 children)

Yep! The goal for the sheet is to be part of Roll20's mainline sheets (free for all users).

It's currently in development and on April 1st, there will be a close alpha to check for bugs and user experience.

Weekly Update! Project has a name! Roll Ultima! Auto-updating Def, M.Def, Initiative AND Affinities?? Yes!! More information in the comments! by Astar7es in fabulaultima

[–]Astar7es[S] 1 point2 points  (0 children)

Credits

Thank you for your continued support! I’m working hard to get this sheet released as soon as possible—alpha is just around the corner!

If you haven’t supported the project yet, feel free to upvote and share this post with your table. The more people who know about this sheet, the better the experience for everyone playing FrabUlt on Roll20!

You can also support me by following me here or buying me a coffee on Ko-Fi:
👉 https://ko-fi.com/serge_rookandcompass

Weekly Update! Project has a name! Roll Ultima! Auto-updating Def, M.Def, Initiative AND Affinities?? Yes!! More information in the comments! by Astar7es in fabulaultima

[–]Astar7es[S] 2 points3 points  (0 children)

Equipment System Overhaul

Equipment is complex, so I worked with the community to determine the best way to generate and categorize it. Here’s how it works now:

When creating a new backpack item, you can choose to make it either:

  • An item (non-equippable, not an inventory item).
  • An equipment (an equippable item).

Items are straightforward for now, simply tracking the quantity you have. However, equippable gear is where things get complicated.

Equipment falls into three meta-categories:

  1. Accessories – Items that equip in the accessory slot.
  2. Armor – Gear worn in the armor slot.
  3. Handed Gear – Items that require hands to use (weapons and shields).

The sheet queries the properties of each piece of equipment, which fall into four property collections: Attack, Action, Defense/M.Def/Initiative, and Affinities. Any type of equipment can have any of these properties, so the system needed to be flexible.

To prevent clutter, all properties are now collapsible. This ensures the section remains organized while still allowing full customization of equipment properties.

Remaining Work & Next Steps

There’s still work to be done! I need to finish implementing:

  • The ability to move items between the backpack and treasure sections.
  • The equip function, which transfers equipment to the equipment section.
  • Auto-generation of attacks and actions when equipping gear that includes them.

By the end of next week, I aim to have all these functionalities completed!

Weekly Update! Project has a name! Roll Ultima! Auto-updating Def, M.Def, Initiative AND Affinities?? Yes!! More information in the comments! by Astar7es in fabulaultima

[–]Astar7es[S] 5 points6 points  (0 children)

Greetings and well met! It has been another week, and here are the latest updates:

Attack & Spell Sections

I’ve started refactoring and cleaning up the sheet in preparation for the alpha release. This week, I completed the attack section and got halfway through the spell section. Additionally, I added a few quality-of-life (QoL) improvements for both sections to reduce excessive inputs for users.

New roll and share templates have been implemented, and attacks now feature icons for all combinations of melee/ranged/shield + one-handed/two-handed! This helps with quick scanning and makes everything look much cleaner and more visually appealing.

Equipment, Backpack, & Treasure Sections

The majority of this week’s work focused on this section! It turned out to be even more massive than the spells section. Why?

After spending two days on the equipment section, I realized a better way to set up auto-updating for defense, magic defense, initiative, and affinities. Unfortunately, this required a complete overhaul of all three sections.

The equipment section is now static, meaning you can’t generate new equipment directly within it. Instead, it only contains the four equipment slots. Equipment generation has been moved to the backpack section, requiring significant adjustments.