623 lines
30 KiB
HTML
623 lines
30 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<!-- Basic Page Needs
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–––––––––––––––––––––––––––––––––––––––––––––––––– -->
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<meta charset="utf-8" />
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<title>Old School Essentials system for Foundry VTT (Unofficial)</title>
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<meta name="description" content="" />
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<meta name="author" content="" />
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<!-- Mobile Specific Metas
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–––––––––––––––––––––––––––––––––––––––––––––––––– -->
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<meta name="viewport" content="width=device-width, initial-scale=1" />
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<!-- FONT
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–––––––––––––––––––––––––––––––––––––––––––––––––– -->
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<link
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href="//fonts.googleapis.com/css?family=Raleway:400,300,600"
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rel="stylesheet"
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type="text/css"
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/>
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<!-- CSS
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–––––––––––––––––––––––––––––––––––––––––––––––––– -->
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<link rel="stylesheet" href="css/normalize.css" />
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<link rel="stylesheet" href="css/skeleton.css" />
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<link rel="stylesheet" href="css/custom.css" />
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<!-- Favicon
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–––––––––––––––––––––––––––––––––––––––––––––––––– -->
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<link rel="icon" type="image/png" href="images/favicon.png" />
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</head>
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<body>
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<!-- Primary Page Layout
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–––––––––––––––––––––––––––––––––––––––––––––––––– -->
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<section class="header">
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<h2>Old School Essentials</h2>
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<p>Unofficial system for Foundry VTT</p>
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</section>
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<div class="container">
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<nav class="navbar">
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<div class="container">
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<ul class="navbar-list">
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<li class="navbar-item">
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<a class="navbar-link" href="#intro">Intro</a>
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</li>
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<li class="navbar-item">
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<a class="navbar-link" href="#setup">Setup</a>
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</li>
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<li class="navbar-item">
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<a class="navbar-link" href="#characters">Characters</a>
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</li>
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<li class="navbar-item">
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<a class="navbar-link" href="#monsters">Monsters</a>
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</li>
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<li class="navbar-item">
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<a class="navbar-link" href="#initiative">Initiative</a>
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</li>
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<li class="navbar-item">
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<a class="navbar-link" href="#treasure">Treasure</a>
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</li>
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<li class="navbar-item">
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<a class="navbar-link" href="#party">Party Sheet</a>
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</li>
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</ul>
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</div>
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</nav>
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<div id="intro" class="row">
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<div class="column" style="margin-top: 10%;">
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<p>
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This fan-made system has all the features you need to play OSE or
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the Basic/Expert edition of this good old TRPG.
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</p>
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<p>
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This comprehensive user guide will show you the basics and reveal
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some hidden features and hacks.
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</p>
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<p>
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For further documentation on how to use Foundry VTT please go to
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Foundry VTT
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<a href="https://foundryvtt.com/kb/" target="_blank">Knowledge base</a>.
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</p>
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</div>
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</div>
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<div id="setup" class="row">
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<h4>Setup</h4>
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<p>You can find System settings in the Configure Settings dialog you
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open from the sidebar</p>
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<p style="text-align: center;">
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<img src="./images/settings.png" />
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</p>
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<p>
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These are several settings to customize your experience with Old
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School Essentials.
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<ul>
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<li><strong>Individual initiative</strong>:The default behavior for
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initiative is to have only one roll per faction. This will come
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back to Foundry VTT
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default behavior, and show the initiative field on character
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sheets, see the <a href="#attributes">Attributes</a> section.
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</li>
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<li><strong>Ascending Armor Class</strong>:Old School Essentials
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default option is to use the original descending Armor Class and
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the 'To Hit AC 0' attack statistic alias THAC0.
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If this input is checked, this will come back to the familiar
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Attack Bonus as well as an Ascending Armor Class.
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</li>
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<li><strong>Morale Rating</strong>: This will show a Morale Field in
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the Monster sheet so you can record and roll a Morale check to see
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wether your monster has a survival instinct or will fight till the
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end.
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</li>
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<li><strong>Encumbrance</strong>:The weight a character is carrying
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is a significant part of the players treasure hunting adventures.
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You have three options here.
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<ul>
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<li><strong>Disabled</strong>: You can disable the effect of
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weight on movement, it will still be calculated.</li>
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<li><strong>Basic</strong>: This will add only the weight of
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your treasure, and take into account the armor you're wearing
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to find your movement rate.</li>
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<li><strong>Detailed</strong>: All the weight you carry will be
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counted, your movement value depends on the fraction of your
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max encumbrance you carry.</li>
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</ul>
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</li>
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<li><strong>Significant treasure weight</strong>: If you have the
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Basic encumbrance option enabled, the movement rate will depend on
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a predefined weight at which you consider the treasure to be
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cumbersome. You can set the value here and it will be used to
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determine the movement rates of characters.
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</li>
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</ul>
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</p>
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</div>
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<hr />
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<div id="characters" class="docs-section">
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<h4>Characters</h4>
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<h6 class="docs-header" id="tweaks">Tweaks</h6>
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<div class="row">
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<div class="six columns">
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<p>You customize characters through this menu accessible from the
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header of the character sheet.</p>
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<p>
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<ul>
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<li><strong>Spellcaster</strong>: Shows the Spells tab</li>
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<li><strong>Retainer</strong>: Adds the Loyalty rating
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attribute, replaces the Title field in the header by a Wage
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input.</li>
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<li><strong>Initiative Bonus</strong>: Will add this value to
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initiative in addition to the Dexterity modifier.</li>
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<li><strong>Next Level</strong>: The threshold at which the
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level field in the Header section of the character sheet will
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animate.</li>
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</div>
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<div class="three columns">
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<img src="./images/tweaks.png" width="320" height="300" />
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</div>
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</div>
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<div class="row">
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<ul>
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<li><strong>Bonus experience</strong>: This will add to the
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experience dealt from the Party Sheet</li>
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<li><strong>Experience share:</strong>: The share of the party
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XP you will get from the experience dealt.</li>
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<li><strong>Melee Bonus</strong>: A bonus to the Attack roll
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only for melee weapons.</li>
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<li><strong>Missile Bonus</strong>: A bonus to the Attack roll
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only for missile weapons.</li>
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<li><strong>Armor Class</strong>: This value will be added
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(ascending) or subtracted (default) to the Armor class value
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that initially depends on the armor you wear and your
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Dexterity modifier.</li>
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<li><strong>Encumbrance</strong> (GM Only): The maximum value at
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which you can't move anymore. If you have an encumbrance of
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1800 it will delay any movement penalty by 200 (1800-1600).</li>
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<li><strong>Calculate movement</strong> (GM Only): if you have a
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tricky case where movement should be manually set, you can
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uncheck this.</li>
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</ul>
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</div>
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<h6 class="docs-header">Header</h6>
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<p style="text-align: center;">
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<img src="./images/header.png" />
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</p>
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<p>The Character sheet header contains text fields you can edit
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directly. There is no automation done with those fields and you
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will
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have to type them manually in most cases.</p>
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<p>The greyed text on top of the experience field is the XP prime
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requisites bonus that can be
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set in the Tweaks dialog (see below). It is used when experience
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is
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dealt automatically via the party sheet.</p>
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<p> If the character survives long enough, the Level field will
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have a flash animation as soon when the character got enough
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experience to level up. This experience threshold is set in the
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Tweaks dialog.
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</p>
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<h6 class="docs-header">Attributes</h6>
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<p>The Default tab is dedicated to the statistics of the actor.</p>
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<p style="text-align: center;">
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<img src="./images/attributes.png" />
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</p>
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<h4 class="docs-header">Left</h4>
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<p>This records the attribute scores. You can edit those
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values directly.</p>
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<p>Rolls can be made by clicking on the attribute name, after
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clicking you will see a dialog where you can input modifiers. If
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you try to roll the attributes will holding the CTRL key, the
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dialog will be skipped.</p>
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<p style="text-align: center;">
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<img src="./images/attribute-roll.png" />
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</p>
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<p>Above the attributes you can click on the book icon to see the
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influence of all the attributes on the other stats of your
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character. That will be useful during character creation, but also
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to see other stats like your maximum number of retainers, or
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literacy.</p>
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<h4 class="docs-header">Center</h4>
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<p>
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Hit points current and max values: the 'bucket' will empty as
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you lose HPs.
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</p>
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<p>
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An Armor class within a shield shape: The value above is the
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AC and below will be the unarmored armor class. It's
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calculated depending on the armor you have equipped. You can
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add an armor bonus in the Tweaks dialog.
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If there is a small shield icon on top of the Armor class
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value, it means you have a shield equipped that should not be
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taken into account when you are attacked from behind.
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</p>
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<p>On the second row there is a Hit Dice field you can roll, and if
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the individual initiative is set in the Settings, there is the
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initiative value. This value is calculated but you can add a
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modifier in the Tweaks dialog.</p>
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<p>The third row details the Attack statistics. It will change if
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you have the Ascending AC setting enabled. At the center you will
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find the THAC0 or Attack Bonus (AB), on the left the Melee attack
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modifier that is influenced by strength and on the right the
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Missile modifier influenced by Dexterity. you can hover both to
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have the details of the calculation, and add a bonus if needed in
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the Tweaks dialog.
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Both field names are clickable and will roll attacks that can be
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speedrolled by maintaining the CTRL key.
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</p>
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<p style="text-align: center;">
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<img src="./images/attack-roll.png" />
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</p>
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<p>
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The last row shows the three movement stats, they are
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automagically set by default, depending on the weight you are
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carrying and the encumbrance options (See the <a
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href="#inventory">inventory</a> section).
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You can disable this behavior through the <a href="#tweaks">Tweaks</a>
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dialog.
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</p>
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<h4 class="docs-header">Right</h4>
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<p>
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Here are recorder the saving throw scores. Complete names and
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abbreviations can be seen on hover. This can be rolled when the
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save name is clicked, and can be speedrolled with CTRL as well.
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</p>
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<p style="text-align: center;">
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<img src="./images/save-roll.png" />
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</p>
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<p>
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The last value for Bonus versus magic must be manually added to
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the roll by using the dialog that pops without speedrolling.
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</p>
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<h4 class="docs-header">Abilities</h4>
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<p style="text-align: center;">
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<img src="./images/abilities.png" />
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</p>
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<p>
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The first row contains rollable entries for exploration rolls.
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Those can be speed rolled as well.
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</p>
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<p>
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In the abilities section you can create anything that needs a
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description. It can be thieves skills, class abilities, and so on.
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You can create a new ability by clicking the plus button or by
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dragging one from the item sidebar or a compendium.
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You can open the abilities with the pen icon, show it in the chat
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with the eye icon, and delete it with the trash icon.
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</p>
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<p style="text-align: center;">
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<img src="./images/ability.png" />
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</p>
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<p>
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When opened, the ability details can be entered. On the left you
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see you can set the ability requirements, for example `Thief, 1`,
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you can enter a roll associated with the ability.
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For example if Roll is `1d100`, roll type is `>=` and target is
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`40`. The roll will display success in green as soon as the result
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is above 40.
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When the ability has a roll set you can click on the ability image
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on the character sheet to roll directly to the chat.
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You can apply the roll result as damage or healing by right
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clicking on the chat card, this is true for all rolls.
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</p>
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<p style="text-align: center;">
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<img src="./images/ability-chat.png" />
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</p>
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<p>
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If you need someone else to roll the ability you can show the
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whole ability to the chat with the eye icon and they can roll from
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there.
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Note that you can slide down the ability description by clicking
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on its name from the character sheet.
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</p>
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<h4 class="docs-header">Spells</h4>
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<p style="text-align: center;">
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<img src="./images/spells.png" />
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</p>
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<p>
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You won't have this tab displayed by default. You must enable the
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`spellcaster` checkbox in the Tweaks dialog located in the sheet
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toolbar.
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</p>
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<p>
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Here you can record your spellbook content. First you can add a
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new spell by clicking the plus. For each level of spell you have
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you will have a new section for its level with it's related spell
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slot counter.
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</p>
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<p>
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At the beginning I recommend creating one New Spell for each spell
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level you have and then change their level by opening them, it
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will unblock the spell slot counters.
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</p>
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<p>
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Spell slots counters have two values. The first one is the number
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of spells you have memorized, it can't be edited. And the second
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one is the total number of spell slots you have. You should edit
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those as you gain new levels.
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</p>
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<p>
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Spells themselves have counters. The first is the remaining
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available spells, the second is the number of this spell you
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memorized.
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The spell counter decreases as you roll them by clicking their
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image. Spell slots that have been used can all be refilled by
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clicking the reset icon in the spells tab header.
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</p>
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<p style="text-align: center;">
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<img src="./images/spell.png" />
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</p>
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<p>
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Spells are similar with abilities but have a few more infos. Rolls
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can't be configured as much, you can only set a roll string that
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respects Foundry VTT syntax.
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However you can specify a Save so when the Spell is displayed on
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chat with the eye icon, a button that triggers a save roll from
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the selected actors is displayed below the spell description.
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</p>
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<p style="text-align: center;">
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<img src="./images/spell-card.png" />
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</p>
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<h4 class="docs-header">Inventory</h4>
|
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<p style="text-align: center;">
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||
<img src="./images/inventory.png" />
|
||
</p>
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<p>
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The inventory compiles every item you own from the weapon to the
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treasure. Weapons are in the first section. Clicking on the weapon
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icon will roll an attack with damage.
|
||
</p>
|
||
<p style="text-align: center;">
|
||
<img src="./images/item-attack.png" />
|
||
</p>
|
||
<p>
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Damage rolled during the attack can be applied to one or several
|
||
selected tokens if you click on the blood drop icon right to the
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result. You can apply damage or healing by right clicking on the
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||
chat card, this is true for all rolls.
|
||
</p>
|
||
<p>
|
||
Clicking on the name will expand the item description along with
|
||
relevant tags. Here it's the damage.
|
||
</p>
|
||
<p style="text-align: center;">
|
||
<img src="./images/item-collapse.png" />
|
||
</p>
|
||
<p>
|
||
It is possible to equip an item. The only mechanical value it has
|
||
for now is the influence of the Slow weapon tag on initiative.
|
||
Tags that are recognized will be displayed as icons. If you don't
|
||
have Foundry VTT set has english and you use a translation
|
||
(French, Spanish), you will have to use the tags translation to
|
||
have it matched.
|
||
Other tags will be written as text.
|
||
</p>
|
||
<p>
|
||
When you open the weapon sheet by clicking on the pen icon, you
|
||
can edit the stats and add new tags.
|
||
Slow, Melee, and Missile tags will check automatically the
|
||
matching checkbox. But won't uncheck it.
|
||
</p>
|
||
<p style="text-align: center;">
|
||
<img src="./images/weapon.png" />
|
||
</p>
|
||
<p>
|
||
Weapons can have attack bonuses. You can add new weapon tags if
|
||
you type text in the field below the weapon icon and press ENTER.
|
||
You can copy the whole qualities field from the book as the tag
|
||
parser will split the commas, and set the text between brackets as
|
||
a hover text.
|
||
</p>
|
||
<p>
|
||
Other items won't be clickable. Armors have configurable Armor
|
||
Class and an Armor type, Misc items can have a quantity directly
|
||
editable from the inventory list. If checked as Treasure, it is
|
||
counter in the total treasure displayed in the treasure header.
|
||
</p>
|
||
<p>
|
||
Below is the encumbrance bar. This is used for the auto mouvement
|
||
calculation. If you're encumbrance max value is 1600 as default,
|
||
each cursor passed are the threshold you will lose movement.
|
||
</p>
|
||
<h4 class="docs-header">Notes</h4>
|
||
<p style="text-align: center;">
|
||
<img src="./images/notes.png" />
|
||
</p>
|
||
<p>This tab is a free space you can record description and notes.
|
||
This is enriched so you can use inline rolls, entity links and
|
||
other fun things.</p>
|
||
<p>You can add known language by clicking on the plus next to the
|
||
language header. The number of language you can speak can be found
|
||
in the modifier dialog in the attribute tab.</p>
|
||
<p>The language list was made compatible with the Polyglot module
|
||
from Kakaroto, you can find it <a
|
||
href="https://github.com/kakaroto/fvtt-module-polyglot">here</a>
|
||
or in the module list within Foundry VTT.</p>
|
||
<p>We have finished with the character sheet. Feel free to post
|
||
issues on gitlab or contact me for more informations.</p>
|
||
</div>
|
||
<div id="monsters" class="docs-section">
|
||
<h4>Monsters</h4>
|
||
<h4 class="docs-header">Tweaks</h4>
|
||
<p style="text-align: center;">
|
||
<img src="./images/monster-tweaks.png" />
|
||
</p>
|
||
<p>
|
||
The tweaks menu for monsters is lighter. You can enable spells,
|
||
add a value to initiative, set as retainer and that's pretty much
|
||
it.
|
||
</p>
|
||
<h4 class="docs-header">Header</h4>
|
||
<p style="text-align: center;">
|
||
<img src="./images/monster-header.png" />
|
||
</p>
|
||
<p>There is a lot happening here. The first row below the name are
|
||
all rollable fields. The alignment rolls a plain 2d6 on the
|
||
reaction table. The two number appearing can be rolled and the
|
||
morale as well. The XP award is just plain text though.</p>
|
||
<p>The Treasure type is a link to a rollable table. When you drop a
|
||
rollable table on a monster sheet it will show up here so you can
|
||
access the treasure table quickly and roll that loot.</p>
|
||
<h4 class="docs-header">Abilities</h4>
|
||
<p style="text-align: center;">
|
||
<img src="./images/monster-abilities.png" />
|
||
</p>
|
||
<p>
|
||
The Hit Points can be silently rolled as you click on the dice
|
||
next to the header. That is why Hit dice must be a rollable
|
||
string. AC is manually typed and there is no calculation involved.
|
||
Clicking on THAC0 will launch a raw Attack with 1d6 damage.
|
||
</p>
|
||
<p>
|
||
The abilities and equipment panel will contain all the heart and
|
||
soul of your monster. You can set clickable abilities like for
|
||
characters. There is also a weapon counter so you know how many
|
||
attacks you made each round with your monster. The counters are
|
||
reset with the icon in the header.
|
||
</p>
|
||
<p>
|
||
On the left of the weapon icons, in the list, you can mark the
|
||
item with a color so you can distinguish attack patterns. In the
|
||
example here I have in red 2xClaws and Bite so here is my attack
|
||
pattern. If I choose green I have a tail spike attack.
|
||
</p>
|
||
<p>You can record movement details for non-walking movement options
|
||
your monster may have. Below are your monster's save that you can
|
||
roll and speedroll with CTRL maintained.</p>
|
||
<p>
|
||
Monsters use the same content as characters for spells, weapons
|
||
and items. The Note tab is only a large text editor where you can
|
||
input the monster description or any other particularities that
|
||
does not fit on the sheet itself.
|
||
</p>
|
||
</div>
|
||
<div id="initiative" class="docs-section">
|
||
<h4>Initiative</h4>
|
||
<h4 class="docs-header">Grouped initiative</h4>
|
||
<p style="text-align: center;">
|
||
<img src="./images/initiative-start.png" />
|
||
</p>
|
||
<p>
|
||
By default each character or creature is assigned to a group. If
|
||
their disposition is hostile in the Token configuration they will
|
||
be in group 'Red', Neutral is yellow, Friendly is green. But the
|
||
GM can change the group you belong by clicking on the flag, there
|
||
is a limited number of colors but it should be enough I hope.
|
||
</p>
|
||
<p style="text-align: center;">
|
||
<img src="./images/initiative-group.png" />
|
||
</p>
|
||
<p>
|
||
When you are happy about the groups, you can begin the combat by
|
||
clicking below the combat tracker. You can reroll the initiative
|
||
manually with the dice above the tracker. But if you go to the
|
||
next round it will be rolled again. Characters equipped with a
|
||
Slow weapon have a Weight displayed in place of the initiative
|
||
value. If they unequip the weapon they can reset their initiative
|
||
to the group value by right clicking and select 'reroll'.
|
||
</p>
|
||
<p style="text-align: center;">
|
||
<img src="./images/initiative-result.png" />
|
||
</p>
|
||
<h4 class="docs-header">Individual initiative</h4>
|
||
<p>For this part I invite you to read Foundry VTT documentation, you
|
||
will find exactly the same behavior and features here, except that
|
||
initiative will be automatically rerolled when you go to the next
|
||
round.</p>
|
||
</div>
|
||
<div id="treasure" class="docs-section">
|
||
<h4>Treasure tables</h4>
|
||
<p style="text-align: center;">
|
||
<img src="./images/treasure-sidebar.png" />
|
||
</p>
|
||
<p>
|
||
You can find Foundry VTT rollable tables in the sidebar. The
|
||
default rollable tables can't handle treasure like specified in
|
||
the Old School Essentials books so I had to augment them.
|
||
</p>
|
||
<p style="text-align: center;">
|
||
<img src="./images/treasure-toggle.png" />
|
||
</p>
|
||
<p>
|
||
You can toggle between the default rollable tables and the
|
||
treasure table with the Chest icon right next to the table name.
|
||
The default tables are selecting an entry by rolling a dice and
|
||
returning the matching result. Treasure tables however, have a
|
||
different behavior. Each entry is rolled with 1d100 and the value
|
||
is compared to the 'chance field'. So it can return multiple
|
||
items.
|
||
</p>
|
||
<p>
|
||
You can select the table type you need by clicking on the chest at
|
||
the right of the rollable table name. Once you do the fields will
|
||
change.
|
||
</p>
|
||
<p style="text-align: center;">
|
||
<img src="./images/treasure-table.png" />
|
||
</p>
|
||
<p>
|
||
Foundry VTT allows rollable tables to be filled with enriched
|
||
Text, Entities like journals and items and compendium objects.
|
||
Here I use inline rolls from enriched text to tell how many coins
|
||
I get.
|
||
</p>
|
||
<p>If you have only one item to be rolled you can change the result
|
||
type.</p>
|
||
<p style="text-align: center;">
|
||
<img src="./images/treasure-item.png" />
|
||
</p>
|
||
<p>
|
||
Once you roll the treasure you have the result displayed in the
|
||
chat.
|
||
</p>
|
||
<p style="text-align: center;">
|
||
<img src="./images/treasure-roll.png" />
|
||
</p>
|
||
</div>
|
||
<div id="party" class="docs-section">
|
||
<h4>Party Overview</h4>
|
||
<p style="text-align: center;">
|
||
<img src="./images/party-sidebar.png" />
|
||
</p>
|
||
<p>
|
||
When in the Actors sidebar, you will find a new icon next to the
|
||
search filter. This will open the Party overview app we are
|
||
detailing here.
|
||
</p>
|
||
<p style="text-align: center;">
|
||
<img src="./images/party-app.png" />
|
||
</p>
|
||
<p>
|
||
The party overview app will condense a lot of stats about your
|
||
group. At first it will be empty so you will have to click on the
|
||
group icon on top right to select which character/monster is part
|
||
of the party.
|
||
Sometimes after selecting party members you may have to resync the
|
||
display by clicking the resync icon on top left of the window.
|
||
</p>
|
||
<p>
|
||
Almost every info shown on this party sheet is hoverable to have
|
||
the exact name of what you are seeing. If you hover on the actor
|
||
image you will se a button that allows you to open the actor
|
||
sheet.
|
||
</p>
|
||
<p>
|
||
The open hand icon in the window header allows you to deal
|
||
experience to the characters in the party. This will take into
|
||
account the experience Share set in the Characters <a
|
||
href="#tweaks">Tweaks</a> dialog. After shares are calculated
|
||
each actor will send a message to the chat telling how many
|
||
experience points they get after applying their share and their
|
||
experience bonus.
|
||
</p>
|
||
<p>
|
||
Don't forget to set the experience share to 50% for retainers!
|
||
</p>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<!-- End Document
|
||
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|
||
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|
||
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