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Difference between revisions of "Mythras"

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[[Category:Games]]
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{{revdate}} [[Category:Games]]
 
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== About ==
 
== About ==
 
Mythras is a game written by [https://thedesignmechanism.com/ The Design Mechanism](TDM).  It is a spiritual successor to some of the earlier releases of RuneQuest and Legend.  In fact, Mythras was previously released under the name "Runequest 6" but was changed once license ownership of the RuneQuest name changed hands.   
 
Mythras is a game written by [https://thedesignmechanism.com/ The Design Mechanism](TDM).  It is a spiritual successor to some of the earlier releases of RuneQuest and Legend.  In fact, Mythras was previously released under the name "Runequest 6" but was changed once license ownership of the RuneQuest name changed hands.   
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== Sheet ==
 
== Sheet ==
The [[Mythras Sheet]] page has documentation for the Roll20 character sheet.
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The [[Mythras Sheet]] page has documentation for the Roll20 character sheet.
 
+
<br>
 +
__TOC__
 
== Tips & Tricks ==
 
== Tips & Tricks ==
=== Linking Token Bars ===
 
For some reason it seems if you link a token bar to a value that has not be touched/edited it will fail to pull in the values.  If you intend to link a value to a bar you should edit it to a non-default value and then back again to ensure the linking process works right.  What token bars you choose to link to what attributes will depend on your game an preferences but I would generally recommend ones from this list: Action Points, Luck Points, Magic Points, Tenacity, Fatigue.  Tracking HP in the bars will only get you so far unless you are using simplified combat and/or rabble/underlings.
 
  
Fatigue may be a less a less obvious option but "under the hood" it is just a value 0-9 with 9 being Fresh and 0 being DeadSo if you link the bar to fatigue and set the value to 8 it would make the character Winded.  
+
=== Token Management ===
 +
==== Linking Token Bars ====
 +
For some reason it seems if you link a token bar to a value that has not be touched/edited it will fail to pull in the values.  If you intend to link a value to a bar you should edit it to a non-default value and then back again to ensure the linking process works rightWhen you have an X out of Y value like Action Points, modifying the temp value and back again will update both the current and max values to ensure both are linked correctly.  What token bars you choose to link to what attributes will depend on your game and preferences but I would generally recommend ones from this list: Action Points, Luck Points, Magic Points, Tenacity, Fatigue.  Tracking HP in the bars will only get you so far unless you are using simplified combat and/or rabble/underlings.
  
=== Token Permissions ===
+
Fatigue may be a less obvious option but "under the hood" it is just a value 0-9 with 9 being Fresh and 0 being Dead.  So if you link the bar to fatigue and set the value to 8 it would make the character Winded.
 +
 
 +
==== Token Permissions ====
 
When you roll a combat style the user is provided a button to roll hit location against a token of their choosing.  This is really handy for the general combat flow but you can't roll hit location against a token you don't control.  For this reason it is recommended to set all non-player tokens so that `All Players` is selected for `Can Be Editing & Controlled By`.  This will grant the access needed for rolling hit location to work.  If you don't want to clutter the player's journal you can leave `In Player's Journal` unset.  There is not a way to make this the default for all tokens without help from an API script so you will have to remember to set this for each token created.  This is less than optimal if you are concerned about players modifying your NPCs but hopefully most games have players they can trust to not do this on purpose.
 
When you roll a combat style the user is provided a button to roll hit location against a token of their choosing.  This is really handy for the general combat flow but you can't roll hit location against a token you don't control.  For this reason it is recommended to set all non-player tokens so that `All Players` is selected for `Can Be Editing & Controlled By`.  This will grant the access needed for rolling hit location to work.  If you don't want to clutter the player's journal you can leave `In Player's Journal` unset.  There is not a way to make this the default for all tokens without help from an API script so you will have to remember to set this for each token created.  This is less than optimal if you are concerned about players modifying your NPCs but hopefully most games have players they can trust to not do this on purpose.
 +
  
 
=== Managing Multiple Identical Combatants ===
 
=== Managing Multiple Identical Combatants ===
 
Note this is the way to do 'Mooks' if you are familiar with previous versions of the sheet.
 
Note this is the way to do 'Mooks' if you are familiar with previous versions of the sheet.
  
If you have a number of characters who all have the same stats, ie a group of identical monsters, there is a way you can track them all with a single character sheet.  Do do so:
+
If you have a number of characters who all have the same stats, ie a group of identical monsters, there is a way you can track them all with a single character sheet.  To do so:
 
# Create the character in the game journal and set all stats as you want them.
 
# Create the character in the game journal and set all stats as you want them.
 
# Setup a new Token and link it to the character or drag the character to the table top to make a token that is already linked.
 
# Setup a new Token and link it to the character or drag the character to the table top to make a token that is already linked.
# Configure the token the way you want.  This trick to this process will be linking the three token bars to an attribute.  Normally when you do this editing the bar will update the character in the journal.  What you can do though is link the bar to an attribute to pull in the default values, and then un-link the bar.  This will leave the default values associated with the bar but when you change the token bar it won't interfere with the character in the journal.  See the notes about linking token bars above if you are having trouble getting the values to populate.
+
# Configure the token the way you want.  The trick to this process will be linking the three token bars to an attribute.  Normally when you do this editing the bar will update the character in the journal.  What you can do though is link the bar to an attribute to pull in the default values, and then un-link the bar.  This will leave the default values associated with the bar but when you change the token bar it won't interfere with the character in the journal.  See the notes about linking token bars above if you are having trouble getting the values to populate.
 
# At this point you can click `Update Default Token` to associate the fully setup token with the character.
 
# At this point you can click `Update Default Token` to associate the fully setup token with the character.
 
# Delete the original token you just edited.
 
# Delete the original token you just edited.
  
At this point you should be able to drag and drop the character to the table multiple times to get multiple tokens but you can edit the token bar on each token individually without affecting other the other tokens and any macros and abilities will still work against the linked character sheet.  You may want to rename each token to have a number at the end of the name so it is easier for players to communicate which one they are talking about.  We recommend linking attributes to the bars like action point, magic points, tenacity, or fatigue.
+
At this point you should be able to drag and drop the character to the table multiple times to get multiple tokens but you can edit the token bar on each token individually without affecting the other tokens and any macros and abilities will still work against the linked character sheet.  You may want to rename each token to have a number at the end of the name so it is easier for players to communicate which one they are talking about.  We recommend linking attributes to the bars like action point, magic points, tenacity, or fatigue.
  
 
==== Tracking Hit Locations ====
 
==== Tracking Hit Locations ====
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==== Rabble/Underlings & Simplified Combat ====
 
==== Rabble/Underlings & Simplified Combat ====
When using Rabble & Underlings and/or the Simplified Combat you can associate one of the bars with location1_hp,  since there is only one location you won't have to track them individually in Conditions.
+
When using Rabble & Underlings and/or the Simplified Combat you can associate one of the bars with {{c|location1_hp}},  since there is only one location you won't have to track them individually in Conditions.
 +
 
 +
=== Special Effects ===
 +
There is currently no direct support in the character sheet for selecting Special Effects during the course of a conflict.  Adding some type of support has been looked into but honestly the results end up being a bit clumsy.  My recommendation is to simply provide your players with a handout listing the SEs supported in your setting.  When it is time to pick simply call out the desired SE(s) and/or type the choice into the chat.
 +
 
 +
==== Prepare Counter ====
 +
Prepare counter can be a bit tricky to implement in Roll20.  In person you would write down the SE you wish to prepare a counter for and turn it over to reveal your selection at the right moment.  The recommended approach is to construct an infinite deck of SEs set to "Player/DM Choose" and play "Face down".  In this way the SE to prepare can be selected from the deck and played face down.  When triggered the player/GM can flip the card to reveal the prepared counter.  This recommendation comes from a discussion on The Design Mechanism forums in this [https://www.tapatalk.com/groups/designmechanism/prepare-counter-special-effect-in-roll20-t4001.html thread].
  
  

Latest revision as of 10:11, 7 April 2024

[edit] About

Mythras is a game written by The Design Mechanism(TDM). It is a spiritual successor to some of the earlier releases of RuneQuest and Legend. In fact, Mythras was previously released under the name "Runequest 6" but was changed once license ownership of the RuneQuest name changed hands.

Mythras does not come with a default setting and is designed to be used as a took kit system to develop your own setting. The Design Mechanism(TDM) does publish a variety of official settings which already does some of this work for the GM and which span from the Low to High fantasy genres and includes settings from Ancient Babylon to Modern and Sci-Fi. In addition to the TDM publications a number of other publishers have also released their own settings and adventures based on the Mythras ruleset under the Mythras Gateway license.

[edit] Sheet

The Mythras Sheet page has documentation for the Roll20 character sheet.

Contents

[edit] Tips & Tricks

[edit] Token Management

[edit] Linking Token Bars

For some reason it seems if you link a token bar to a value that has not be touched/edited it will fail to pull in the values. If you intend to link a value to a bar you should edit it to a non-default value and then back again to ensure the linking process works right. When you have an X out of Y value like Action Points, modifying the temp value and back again will update both the current and max values to ensure both are linked correctly. What token bars you choose to link to what attributes will depend on your game and preferences but I would generally recommend ones from this list: Action Points, Luck Points, Magic Points, Tenacity, Fatigue. Tracking HP in the bars will only get you so far unless you are using simplified combat and/or rabble/underlings.

Fatigue may be a less obvious option but "under the hood" it is just a value 0-9 with 9 being Fresh and 0 being Dead. So if you link the bar to fatigue and set the value to 8 it would make the character Winded.

[edit] Token Permissions

When you roll a combat style the user is provided a button to roll hit location against a token of their choosing. This is really handy for the general combat flow but you can't roll hit location against a token you don't control. For this reason it is recommended to set all non-player tokens so that `All Players` is selected for `Can Be Editing & Controlled By`. This will grant the access needed for rolling hit location to work. If you don't want to clutter the player's journal you can leave `In Player's Journal` unset. There is not a way to make this the default for all tokens without help from an API script so you will have to remember to set this for each token created. This is less than optimal if you are concerned about players modifying your NPCs but hopefully most games have players they can trust to not do this on purpose.


[edit] Managing Multiple Identical Combatants

Note this is the way to do 'Mooks' if you are familiar with previous versions of the sheet.

If you have a number of characters who all have the same stats, ie a group of identical monsters, there is a way you can track them all with a single character sheet. To do so:

  1. Create the character in the game journal and set all stats as you want them.
  2. Setup a new Token and link it to the character or drag the character to the table top to make a token that is already linked.
  3. Configure the token the way you want. The trick to this process will be linking the three token bars to an attribute. Normally when you do this editing the bar will update the character in the journal. What you can do though is link the bar to an attribute to pull in the default values, and then un-link the bar. This will leave the default values associated with the bar but when you change the token bar it won't interfere with the character in the journal. See the notes about linking token bars above if you are having trouble getting the values to populate.
  4. At this point you can click `Update Default Token` to associate the fully setup token with the character.
  5. Delete the original token you just edited.

At this point you should be able to drag and drop the character to the table multiple times to get multiple tokens but you can edit the token bar on each token individually without affecting the other tokens and any macros and abilities will still work against the linked character sheet. You may want to rename each token to have a number at the end of the name so it is easier for players to communicate which one they are talking about. We recommend linking attributes to the bars like action point, magic points, tenacity, or fatigue.

[edit] Tracking Hit Locations

The 3 bars we are given for each token will not be enough to cover all the hit locations and their hit points so that we will need to track another way. For this I recommend co-opting the Conditions field in the character sheet. From the text area there you can track the wounds each of the identical combatants have received. This is an example of the format I use:

1) H3, RL-3
2) LL0, Ab-5

The above example would indicate combatant 1 currently has 3 hp on their head, and -3 on the right leg, and combatant 2 has 0 on their left leg and -5 on their Abdomen. You can assume max HP for any location that isn't recorded.

[edit] Rabble/Underlings & Simplified Combat

When using Rabble & Underlings and/or the Simplified Combat you can associate one of the bars with location1_hp, since there is only one location you won't have to track them individually in Conditions.

[edit] Special Effects

There is currently no direct support in the character sheet for selecting Special Effects during the course of a conflict. Adding some type of support has been looked into but honestly the results end up being a bit clumsy. My recommendation is to simply provide your players with a handout listing the SEs supported in your setting. When it is time to pick simply call out the desired SE(s) and/or type the choice into the chat.

[edit] Prepare Counter

Prepare counter can be a bit tricky to implement in Roll20. In person you would write down the SE you wish to prepare a counter for and turn it over to reveal your selection at the right moment. The recommended approach is to construct an infinite deck of SEs set to "Player/DM Choose" and play "Face down". In this way the SE to prepare can be selected from the deck and played face down. When triggered the player/GM can flip the card to reveal the prepared counter. This recommendation comes from a discussion on The Design Mechanism forums in this thread.


[edit] Communities