Thread: MoreCore Ruleset
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June 8th, 2018, 13:47 #1001
- Join Date
- Jul 2017
- Posts
- 27
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June 8th, 2018, 16:08 #1002
How does something like this look?
The GM just ticks it off as a player acts - systems like PbtA have no initiative and no turn order - mostly a visual reminder that little Johnny still hasnt had a turn...
If you think that might work then Id look at whether I could set that on/off by Option and then also if I could disable Order by Option also...
Things to think about...
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June 8th, 2018, 17:13 #1003
- Join Date
- Jul 2016
- Location
- Left Coast USA
- Posts
- 45
I'd love that for PbtA games!
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June 8th, 2018, 22:03 #1004
Yeah Damned, That looks great.
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June 8th, 2018, 23:32 #1005
Ok - I will look at the Options side of it next then.
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June 9th, 2018, 06:52 #1006
Awesome!
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June 9th, 2018, 11:56 #1007
So...
I have it working for GM side - GM can view who has and hasnt acted and can tick them on and off.
There is also a button to reset them all.
And a radial option under the CT Menu.
Now the Show/Hide for this tool is for Hide and GM Only - should players see this?
My thoughts are no but that is just for the games I play - useful for players for the rest of you?
mc-turns-options.jpg
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June 9th, 2018, 13:51 #1008
It really does not matter either way for me. My own personal opionion on it would be GM only. But im sure others feel differently and have valid reasons for it. Almost better off making it both ways for the long haul.
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June 10th, 2018, 07:44 #1009
I have a die code that I would like to have added to the ruleset. I would do it myself but I am mostly inept. The code is roll xDy+w, explode, add the final result together and report success if total is z or higher. So for example, if I coded /btsucc 2d6+5t11, it would roll 2d6 explode any 6s, add the final numbers together, add 5 to the result and report success if the final tally were 11 or higher
Two roads diverged in the woods and I, I took the one less traveled, and that has made me hopelessly lost!
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June 10th, 2018, 10:48 #1010
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