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leozelig
April 23rd, 2019, 11:31
When Dwarves and Warriors attack is there a way to auto include their deed die? I was poking around yesterday and didn't seem to stumble onto it.

Can FG support the magic rolling functionality of something like The Crawler app? Might be getting some chocolate in the peanut butter but it would be pretty sweet to just click on the spell and have it do the rest of the work from there.

Best practice for adding spell burn bonuses? I'm assuming using the modifier window by the dice would be the easiest for the roll but not sure if there's a good way to track the ability point cost on the character's stats.


To include the deed bonus for the attack, click the star icon (in the weapon list or weapon detail). You need to click the ‘Deed’ button each round to set the attack/damage bonus. If you need to manually adjust it for any reason, you can edit the ‘Result’ field in the ‘Weapon Meta’ window accessed by clicking the magnifying glass to the far right of the ‘Weapons’ header.

First priority for spells is to set up the actions for each spell, including the cast action, so players don’t have to fuss with duplicates, etc. I haven’t used Crawlers Companion for a long time - do you mean roll a spell check and have the table result display (without manual lookup)? I will figure out a solution for that because it seems like something the ruleset needs to do, but I want to keep the roll linked to the character sheet rather than a separate rollable table.

Spellburn is tricky. I do think the character sheet needs a way to track temporary ability loss, including spellburn and luck, so that will be there at some point. Currently, the actual bonus should be added to the modifier box, and the ability loss added as an effect to the combat tracker (by the judge) - ‘Spellburn; AGI:-3’ for example.

leozelig
April 23rd, 2019, 12:11
The 'Roll Ability Scores' button is now safely hidden behind the edit button. I don't think there is any risk of accidental re-roll with this, and it looks better anyway. This will go out in the next update (today?). Also included - class drops (when gaining a level) will auto-update skills, with additional messaging for each updated field, and base speed will auto-update when you add an occupation.

27146

digitalhobbit
April 24th, 2019, 05:44
The 'Roll Ability Scores' button is now safely hidden behind the edit button. I don't think there is any risk of accidental re-roll with this, and it looks better anyway. This will go out in the next update (today?). Also included - class drops (when gaining a level) will auto-update skills, with additional messaging for each updated field, and base speed will auto-update when you add an occupation.

27146

Thanks, I just tried out the new reroll UI. It works fine (thanks!) - just one weird issue:

I have to click at the very bottom of the round "edit list" or "roll ability scores" button. Any clicks on the top half of the button don't register. At first, I didn't realize this and was wondering why it doesn't work.
(This is on OSX in case it matters.)

leozelig
April 24th, 2019, 22:33
I will check the button issue.

FYI... The thread for the official DCC ruleset will be moving to the Classic D&D sub forum under Game Systems. Expect another adventure (Yddgrrl’s Maze) with the next update on Tuesday.

leozelig
April 24th, 2019, 23:25
I believe the lucky roll subwindow was overlapping with the top half of the edit and roll buttons. I will fix this for the 4/30 update.

digitalhobbit
April 25th, 2019, 02:53
Sounds great on both fronts (new adventure + button fix). Thanks!
:)

leozelig
April 26th, 2019, 00:09
The new thread is now up. Please post any comments etc. regarding the official DCC RPG ruleset here:

https://www.fantasygrounds.com/forums/showthread.php?49035-Dungeon-Crawl-Classics-Role-Playing-Game-Ruleset

kirklandone
May 2nd, 2019, 01:58
To answer my own question, I'm no expert, but this seems to work; so far so good!

open the campaign.xml file and change

<ruleset>DCCRPG</ruleset>

to

<ruleset>DCC RPG</ruleset>

Note the space.

I tried changing the <ruleset>DCCRGP</ruleset> to <ruleset>DCC RPG</ruleset> in a module I created (the definition.xml) and that little modification allowed me to use the module in the Official DCC ruleset. Now to try my campaign and characters from my ongoing game...

Boobrother
August 7th, 2019, 06:51
I agree. I think each core ruleset should automatically get one.

RocksFall
May 11th, 2020, 07:42
Thank you for all your hard work.

tkinzer
July 12th, 2020, 15:48
Hey everyone, my group has been successfully using FGU/DCC ruleset for 16 sessions now with very little problems! Thank you, crawlers!

I have a question that I can only find answers in 5E for and that is:

How do I create custom effects for my campaign that I can apply to characters?

Specifically, I would like to be able to apply a Berserk Rage effect to a character. It would last 3d6 rounds, +4 to STR, +4 to STA, -4 INT, -2 AC. Then another effect for exhaustion that lasts 2d4 turns that applies (from baseline) -4 STR, -4 STA, -2 AC, 50% Movement, -2 DEX.

I can only find syntax for 5e which has nifty little dialogue boxes.

I don't care if it's a custom created global effect (in upper right of interface) or if it's created on the character's sheet as a power as that's what it is from a magic item.

What's the process and syntax for creating that type of thing?

Any help is appreciated!