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Jedrious
June 8th, 2018, 13:47
Oh.. good question! If you mean by the order on the CT, it would be from top down.. people going prior would be higher on the list, so the last person who acts is at the very bottom. That way, when you hit the Next round button, it resets on the last person moved.

I think he means how do you determine the order without rolling for init, is it card-draw like Savage Worlds, A static stat like in Arduin, etc.

damned
June 8th, 2018, 16:08
How does something like this look?

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=23706

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...

Stx11
June 8th, 2018, 17:13
I'd love that for PbtA games!

ShotGun Jolly
June 8th, 2018, 22:03
Yeah Damned, That looks great.

damned
June 8th, 2018, 23:32
Ok - I will look at the Options side of it next then.

ShotGun Jolly
June 9th, 2018, 06:52
Awesome!

damned
June 9th, 2018, 11:56
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?

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=23713

23713

ShotGun Jolly
June 9th, 2018, 13:51
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.

Erin Righ
June 10th, 2018, 07:44
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

damned
June 10th, 2018, 10:48
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

Hi Erin Righ why is the Target 11? Is the target always 11? Does it always explode on 6 or is it sometimes more numbers?
If the target is not always 11 I would use /explode 2d6+5 and the GM and Player will know/set the Target Number and call the result.

shadelon
June 10th, 2018, 10:50
Lol Damned needs a HUGE ton of info. There's like billions of systems he doesn't know.

damned
June 10th, 2018, 11:03
But onto more pressing topics (for me at least...) Ive just added options for Initiative...

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=23721

CT: Initiative - Off|GM and Player This will show/hide the Initiative/Order field on the CT
CT: Initiative Dice Size - d20|d10|d6|d0 This will roll either a d20, d10, d6 or keep Init at 0 (for when you are hiding Order/Init) on the CT
CT: Manual Turn Tracker - Off|GM and Player|GM Only This will show/hide the Manual Turn Tracker widget on the Actors Portraits on the CT

They are all related to each other. The first and third ones require a reload to take effect.

Now... are there other common Initiative/Order dice that are used? I cannot auto add Modiiers because that breaks the generic nature... Its possible I could put a Modifier Box next to the Order field on the Character Sheets...?

23721

shadelon
June 10th, 2018, 11:05
That would be amazing Damned!

shadelon
June 10th, 2018, 11:06
Gods, you have me sitting on pins and needles for this update!

damned
June 10th, 2018, 11:07
That would be amazing Damned!

Which bit? Help me out man!

shadelon
June 10th, 2018, 11:09
Please do add the modifier box. That would be awesome. Is it possible to have one on npc sheets too?

Erin Righ
June 10th, 2018, 15:11
Hi Erin Righ why is the Target 11? Is the target always 11? Does it always explode on 6 or is it sometimes more numbers?
If the target is not always 11 I would use /explode 2d6+5 and the GM and Player will know/set the Target Number and call the result.

Hi Damned. No the target number varies. It always explodes on 6 except when using d10s then it explodes on 10

damned
June 10th, 2018, 16:06
Hi Damned. No the target number varies. It always explodes on 6 except when using d10s then it explodes on 10

So you wouldnt hard code the target.
You would hard code the dice which in this case would be:
/explode 2d6+5

Erin Righ
June 10th, 2018, 18:43
The dice are variable too, either d6s or d10s

Erin Righ
June 10th, 2018, 18:46
Maybe I am not explaining myself very well. I know you have /explode which does almost every thing I want. What it doesn't do is what /edies does and display "success" what /edies doesn't do is add the dice together after exploding.

ShotGun Jolly
June 10th, 2018, 18:53
But onto more pressing topics (for me at least...) Ive just added options for Initiative...

.... put a Modifier Box next to the Order field on the Character Sheets...?

23721

Yeah, that would solve a whole HOST of multi ruleset issues. It would also single handedly create the perfect Initiative tracking for the Coriolis Ruleset! THANKS!!

Erin Righ
June 10th, 2018, 18:57
For an example of what I am talking about, Dulux-Oz has the ability to explode with target number in his Dorcore ruleset with the parameter AdN!+BtC (roll A lots of N dice, explode, add B to the result and report a success if the total >= C. I don't know if this helps?

damned
June 11th, 2018, 00:46
For an example of what I am talking about, Dulux-Oz has the ability to explode with target number in his Dorcore ruleset with the parameter AdN!+BtC (roll A lots of N dice, explode, add B to the result and report a success if the total >= C. I don't know if this helps?

It helps but entering /commands every time you wanna roll dice isnt how MoreCore is intended to work.
In MoreCore you build your character sheet and you assign rolls to these.
/edies was designed specifically for a game system that had fixed dice and success numbers for that skill.
Your system appears to have variable success numbers.

You might have
Strength 11 /explodes 2d6
Wisdom 16 /explodes 2d6+2
Charisma 13 /explodes 2d6+1
and
Sword Specialisation /mod +2
Pick Pockets /mod +1
Persuasion /mod+1
and
Lucky Charm /mod+1
Rainbow Cloak /mod+1

and your character goes to convince someone to reveal a secret.

They click the Rainbow Cloak (adds +1 to modifier), they click the Persuasion Skill (adds +1 to modifier) and they click Charisma 13 and it rolls 2d6+1 and adds the additional modifiers.
The GM would reveal the Target Number before or after the Roll depending on the system.

Lawlesslisa
June 16th, 2018, 17:30
Hello;

I see in the basic user manual that an Organisations and Locations library is supposed to be available, but I cannot find those sections in the rule set. How do I enable these?

Thanks for the help

shadelon
June 16th, 2018, 19:58
They will be in the next version

ShotGun Jolly
June 17th, 2018, 02:13
Hello;

I see in the basic user manual that an Organisations and Locations library is supposed to be available, but I cannot find those sections in the rule set. How do I enable these?

Thanks for the help

If I understand your question right, click on the library button. And you should get another screen, and across the top you can choose the options you want to see. Hope this is What you were wondering?

shadelon
June 17th, 2018, 02:18
They're not out yet. Lol. Damned is just prepping it for the next morecore update which should be coming soon.

damned
June 17th, 2018, 04:35
Shotgun and Shadelon both got preview copies...
Any day now...

shadelon
June 17th, 2018, 08:22
Ooooh I'm one of the special people. I feel so. . . special lol

ShotGun Jolly
June 21st, 2018, 20:08
My wife calls me special. Not sure if its a good thing.. lol :P

Erin Righ
June 23rd, 2018, 01:10
My wife calls me special too, then she pinches my cheek and calls me her little Olympiad, Isn't it wonderful that she thinks I'm so athletic?

ShotGun Jolly
June 25th, 2018, 05:47
Hey Damned,

Is "any day now" for the next version of MoreCore almost anyday now? :)

Really looking forward to the new initiative options in the Combat Tracker :)

damned
June 25th, 2018, 06:07
Real Life, FG Daze, a Day Job...
I think its ready to go... I just have to look at one last Option in Options, update the manual and upload it...
So... soon, very soon...

damned
June 27th, 2018, 03:53
Ive uploaded version 1.44
It has Locations, Organisations
It has some new Rolls
It has some cool new Initiative Options
It has resizable Character and NPC sheets
--
Feedback is always welcome.

damned
June 27th, 2018, 04:42
ooops - XP on Character Sheets and in Party Sheet has been added too!

ShotGun Jolly
June 27th, 2018, 07:20
Awesome! Thanks man!

graziano.girelli
June 27th, 2018, 21:16
Great job Damned, as always!!!

Just a couple of question: is it possible change the label of "race", "gender" etc..?
Second question: is it possible to hide the dice pool and the spell frame under the attacks section?
And last but not least a request: in png sheet should be great have a panel in which put a picture of the png/creature. Do you think this feature is possible to enable?

Sorry for the bornig questions, but you create a wonderful universal system, so it's natural ask for "more" :-)

EDIT:
I found how to hide dice pool. Sorry for the stupid question. Unfortunately the space left free from dice pool windows is not usable to move the dice in that position :-(

damned
June 28th, 2018, 01:38
More is Better.
I almost called it MoarCore back in the beginning :)

Anyways for the next viewer you can turn off the Dice Pool in options.

You can change the Race, Gender labels by extension only. See any of the MoreCore themes.
You can move the dice default position in the same extension. There are several move dice extensions around to steal code from
I will think on the PC/NPC images.

graziano.girelli
June 28th, 2018, 07:47
More is Better.
I almost called it MoarCore back in the beginning :)

Anyways for the next viewer you can turn off the Dice Pool in options.

You can change the Race, Gender labels by extension only. See any of the MoreCore themes.
You can move the dice default position in the same extension. There are several move dice extensions around to steal code from
I will think on the PC/NPC images.

Thanks for your answer.
I modify the label before, but i saw you changed the reference (sorry for the terminology but i'm not a coder) to these labels with this version of the MoreCore, and i don't understand how to change again. I will check the themes and try to understand how to do. In themes extension could i find the way to hide the spell panel behind attacks also?

Regarding the png/creature it should be great have in the same window all the infos for the GM and picture to show to players without moving to other windows. But as i told in the previous message, this is a plus, not necessary at all, but just nice ;-)

damned
June 28th, 2018, 08:06
Regarding the png/creature it should be great have in the same window all the infos for the GM and picture to show to players without moving to other windows. But as i told in the previous message, this is a plus, not necessary at all, but just nice ;-)

Where would you fit the image to have it all appear on the one page?
The issue with embedding the image in the NPC sheet is you dont share the NPC sheet with the players as it has all the stats.
This is why a link to the image is better.

graziano.girelli
June 28th, 2018, 08:19
Where would you fit the image to have it all appear on the one page?
The issue with embedding the image in the NPC sheet is you dont share the NPC sheet with the players as it has all the stats.
This is why a link to the image is better.

Oh... i told you i'm not a coder so i didn't know i can't share the image with players.
So forgot my suggestion. Is not good as i thought.

damned
June 28th, 2018, 08:30
Oh... i told you i'm not a coder so i didn't know i can't share the image with players.
So forgot my suggestion. Is not good as i thought.

I will do the other thing for you later tonight.

Trenloe
June 28th, 2018, 10:03
Oh... i told you i'm not a coder so i didn't know i can't share the image with players.
As damned says - the standard practice is to have a image linked into the NPC sheet. Just click the link to open the image of the NPC/monster and share the image with the players.

damned
June 28th, 2018, 14:11
graziano
I wrote an extension... but really its only a few very small entries...

<string name="char_label_race">Graziano</string>
<string name="char_label_gender">Moar</string>

graziano.girelli
June 28th, 2018, 17:58
graziano
I wrote an extension... but really its only a few very small entries...

<string name="char_label_race">Graziano</string>
<string name="char_label_gender">Moar</string>

Thanks! It's more then enough. Very kind ;-)

damned
June 29th, 2018, 02:35
This extension should have your changes in it.
Make sure you have a look at it and see how/why it does stuff so you can expand on it yourself and keep it up to date with future changes.

damned
June 29th, 2018, 05:33
Ive just posted a fix for a Console Error that was appearing on Client Computers when Manual Turn Tracking was enabled.
If you are using Manual Turn Tracking option then you should redownload the file.

graziano.girelli
June 29th, 2018, 22:49
Many many many thanks Damned!

I use your extension, complete the string with labels and now i have the almost perfect version of MoreCore for the needs of my group.
During this weekend i try to increase from 6 to 8 the spell in the flip panel (and maybe 9), and i will be ready for the next huge campaign.
I'm in debt with you!

damned
June 30th, 2018, 08:19
Quick video on new **MoreCore** features: https://youtu.be/g_HwpPO7mrY

ZombieBanner
June 30th, 2018, 13:28
Hi Everyone, I'm new to Fantasy Grounds, and I have to thank everyone for all their hard work. Someone Asked Back in 2017 about Star Wars D6 but when you asked to explain the Mechanic they never responded. So for the die roll I want it is this: as an Example:

Player rolls 3d6 one die is considered 'wild' normally represented by a different colour. So say 2 Blue Die 1 Red Die.
That Red Die, if it is a 6 it explodes. If it is a 6, it would remove it self and the next highest die.

3d6 Red (1) Blue (3) Blue (6) Total would be 3
3d6 Red (6) Blue (3) Blue (6) Red (4) Total would be 19

Now the Cavet is the Rerolled Dice if it hits 6 would explode again, and again etc. (In Real Life I've had it go 6 times)

The person who created the d6 Star Wars Rule Set did make the dice do this (Link (https://www.fantasygrounds.com/wiki/index.php/Ruleset:_Star_Wars_d6))
It just hasn't been updated in so long there are some other things I'd like to do which More Core supports.

graziano.girelli
June 30th, 2018, 15:58
Hello again Damned.
Last question, i swear!
I've fixed everything for my group excpet one thing: i try to add more spell level in the new spell frames, but i can't do without modify too much the layout of the character sheets.
Could you give me an advise regarding where i can found lua instruction for do this:
I don't need spell point added to each spell level, but just one field where all the spell point converge. In few words, in your new spell frame, i just need 1 field under "spell points" column with the total of the spell point used.
I try to modify your record_char_more.xml and template_campaign.xml, but it's too far from my capacity. I also checked in internet some kind of tutorial, but nothing help in this situation.
Do i must replace every getChild(spell_slot_xxx) argument with another that point to a single field: example create a "spell_slot" without specification?
I know it's terrible, but i don't know how to explain :-(

damned
June 30th, 2018, 16:38
Hello again Damned.
Last question, i swear!
I've fixed everything for my group excpet one thing: i try to add more spell level in the new spell frames, but i can't do without modify too much the layout of the character sheets.
Could you give me an advise regarding where i can found lua instruction for do this:
I don't need spell point added to each spell level, but just one field where all the spell point converge. In few words, in your new spell frame, i just need 1 field under "spell points" column with the total of the spell point used.
I try to modify your record_char_more.xml and template_campaign.xml, but it's too far from my capacity. I also checked in internet some kind of tutorial, but nothing help in this situation.
Do i must replace every getChild(spell_slot_xxx) argument with another that point to a single field: example create a "spell_slot" without specification?
I know it's terrible, but i don't know how to explain :-(

Maybe a picture or pictures?

graziano.girelli
June 30th, 2018, 21:31
Maybe a picture or pictures?

Here you are what i mean.
Our magic system is very simple: 10 spell levels, each levels costs x spell point. A magic user can casts how many spell he wants until he has spell points. Recharge time is equal to spell level (so for example phase door, a 7th spell level, can't be casted again until 7 rounds are passed), etc.
All i like to have is a field with sum of spell points used (or a field with total spell points and spell points left). I made a mockup of what i mean.
If you can address me how to do, it will be great!

I edit with Gimp only the spell points column, all the rest is original :-)
23855
23856

damned
July 3rd, 2018, 00:10
Hi Everyone, I'm new to Fantasy Grounds, and I have to thank everyone for all their hard work. Someone Asked Back in 2017 about Star Wars D6 but when you asked to explain the Mechanic they never responded. So for the die roll I want it is this: as an Example:

Player rolls 3d6 one die is considered 'wild' normally represented by a different colour. So say 2 Blue Die 1 Red Die.
That Red Die, if it is a 6 it explodes. If it is a 6, it would remove it self and the next highest die.

3d6 Red (1) Blue (3) Blue (6) Total would be 3
3d6 Red (6) Blue (3) Blue (6) Red (4) Total would be 19

Now the Cavet is the Rerolled Dice if it hits 6 would explode again, and again etc. (In Real Life I've had it go 6 times)

The person who created the d6 Star Wars Rule Set did make the dice do this (Link (https://www.fantasygrounds.com/wiki/index.php/Ruleset:_Star_Wars_d6))
It just hasn't been updated in so long there are some other things I'd like to do which More Core supports.

Hola ZombieBanner I missed your post.

Please use:
/explode 1d6+2d1006
/explode 1d6+2d2006
/explode 1d6+2d3006
/explode 1d6+2d4006

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=23874

ZombieBanner
July 3rd, 2018, 00:48
Hola ZombieBanner I missed your post.

Please use:
/explode 1d6+2d1006
/explode 1d6+2d2006
/explode 1d6+2d3006
/explode 1d6+2d4006

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=23874

That’s awesome for the bonus. But if the wild Die is a 1 it removes the highest die from the outcome.

So a wild die is a 1 and the other dice are 3 and 6. That 1 would remove the 6. So the total would be 3.


And maybe in your infinite wisdom is there a way to create a modifier to remove a dice instead of just a standard - value?

damned
July 3rd, 2018, 00:53
What if you rolled 6+1, 3, 4
Do you still remove a die?

ZombieBanner
July 3rd, 2018, 00:55
The wild die.
If rolled a 6 explodes.
If rolled a 1 it removes itself + next highest die.

damned
July 3rd, 2018, 01:00
The wild die.
If rolled a 6 explodes.
If rolled a 1 it removes itself + next highest die.

What is the game system called any do people have to keep making new and difficult mechanics?

Stx11
July 3rd, 2018, 01:02
What is the game system called any do people have to keep making new and difficult mechanics?

This is actually a really old one. It's WEG's Star Wars d6 and was the basis for the newer d6 System books (d6 Space, d6 Fantasy, d6 Adventure)

ZombieBanner
July 3rd, 2018, 01:04
It’s Starwars D6
https://en.m.wikipedia.org/wiki/Star_Wars:_The_Roleplaying_Game

Jedrious
July 3rd, 2018, 01:08
Ive uploaded version 1.44
It has Locations, Organisations
It has some new Rolls
It has some cool new Initiative Options
It has resizable Character and NPC sheets
--
Feedback is always welcome.

Are the multipliers in the new rolls?
How different from the DOEs are the locations and organizations?

damned
July 3rd, 2018, 01:25
The wild die.
If rolled a 6 explodes.
If rolled a 1 it removes itself + next highest die.

Hi Zombie - that still doesnt quite answer the question.
What if the wild die rolls 6 and then 1?

ZombieBanner
July 3rd, 2018, 01:27
Hi Zombie - that still doesnt quite answer the question.
What if the wild die rolls 6 and then 1?

Sorry the 1 remove a dice mechanic I s only valid on the initial roll after that it only counts as a 1 added to the total.

damned
July 3rd, 2018, 01:28
Are the multipliers in the new rolls?
How different from the DOEs are the locations and organizations?

Organisations and Locations are more basic.
I have included them as Dulux may stop supporting other rulesets.
They have plenty of options but as I havent used Dulux's I cant really compare the functionality - however Im pretty sure his will have much more to them.

There are no multipliers as yet.

damned
July 3rd, 2018, 02:04
What is it called when your wild die is a 1?
What message shoudl be displayed?

ZombieBanner
July 3rd, 2018, 02:06
What is it called when your wild die is a 1?
What message shoudl be displayed?

Critical Failure is fine.

Ahoggya
July 13th, 2018, 04:47
So I know this a "duh" quest, but what do you do with the 'morecore.pak' file once you get it? Sorry, answered my own question.

PhilAdams
July 13th, 2018, 05:02
You want to find the rulesets directory/folder under Fantasy Grounds and put it there. I run in Wineskin, so my directory structure is different, but something like Application Data\Fantasy Grounds\rulesets. You'll probably want to close and re-open the app when you're done to be able to see it as a rule set.

damned
July 13th, 2018, 05:21
Yep - as PhilAdams says - place it in /rulesets and close and relaunch Fantasy Grounds.

The easiest way (outside of Wineskin) to find that path is to use the folder icon on the Fantasy Grounds splash page.

Valyar
July 14th, 2018, 16:47
Maybe this is a bug, but when I try to export module I have double for each category.

damned
July 14th, 2018, 23:28
Maybe this is a bug, but when I try to export module I have double for each category.

Its been like that for a couple of versions and I dont know what Im missing... just tick only one of each item. All the MoreCore items are listed once only but the CoreRPG ones are listed twice...

damned
July 31st, 2018, 23:24
https://www.diehard-gaming.com/htmlimages/morecore.png

Version 1.45 released 20180801 There were some biggish updates to 3.3.6 Combat Trackers and Maps you will need to udate to this version and it may require a patch once it has a wider test base.

I havent updated the online doco just yet for this version and there could be some bugs due to the number of changes in the Combat Tracker in particular.

1.45 20180801 Compatibility for 3.3.6, new rolls for West End Games d6, Unisystem, 2300AD, BattleTech, Fragged Empire. Additional Initiative Options.

Please update to this version after updating to 3.3.6.

shadelon
August 1st, 2018, 02:27
I notice NPC Identification is missing. Please add this ASAP. This was the biggest absolute must have feature for 3.3.6 for me. Nothing else even comes close. This is a huge thing for me in my games. I love having my players have to identify creatures, and it is an absolute must have.

Trenloe
August 1st, 2018, 05:23
I notice NPC Identification is missing. Please add this ASAP. This was the biggest absolute must have feature for 3.3.6 for me. Nothing else even comes close. This is a huge thing for me in my games. I love having my players have to identify creatures, and it is an absolute must have.
If this was such a huge thing for you before, why didn't you just change the name of the NPCs before making them visible in the combat tracker? A quick change in the encounter or NPC record before adding to the CT and you'd be good to go.

I'm not trying to be snarky. But it's not like you couldn't have done this pretty easily before, seeing as it's the biggest absolute must have feature you've been waiting for...

I'm sure damned has a lot of things to check up on with compatibility with v3.3.6, without being asked to please add something ASAP that is not actually preventing you from doing what you want, with a couple more clicks of the mouse.

viresanimi
August 1st, 2018, 05:46
I've been wanting to do a Chronicles of Darkness campaign for a while and been thinking of using morecore to do it. While it does have a command for old world of darkness rolls that might be useful, it sort of isn't as it is about making a dicepool and rolling them all. Rolling the attributes, abilities, other one by one can alter the result show in the chat window.

However, the /pool function is great here. Each thing needed for a dicepool will just be set up using that command. I am perfectly ok with looking at the dice to see if players fail or succeed.. My problem with this approach is that you cannot currently remove dice from the dicepool window. Modifiers in Chronicles of Darkness add or subtract from the dicepool.

Would it be possible to make a /pool -xdx (instead of /pool xdx) where a certain number of dice are removed if already present in the dicepool? And if the GM could modify players' dicepools, it would be great.

damned
August 1st, 2018, 07:51
Hi viresanimi

Forgive me but I have never played any of the WoD game systems.
Can you explain the mechanic in some more detail and how it is or would be used in Fantasy Grounds.
Ignore the dice pool - just talk about what dice are rolled, how they are modified and what you count when determining the rolls.

The GM cannot see or modify the Players Dice Pool.

viresanimi
August 1st, 2018, 09:03
Rolling dice in Chronicles of Darkness goes as follows:

The player assembles a dicepool based on attribute + ability + other (be it equipment, power, other modifier, which the character has), of 10 sided dice. 8, 9, and 10 are counted as successes. Any dice which roll 10, gives you a chance to reroll those dice for more successes (this is called the 10-again rule. Certain things can make you reroll 9's, obviously 9-again). As long as you roll 10's you keep rerolling.

The important bit, is that the player first assembles his dicepool. The number of dice is then changed by the storyteller based on environment, damage taken, whatever else modifies the number of dice the player rolls. Again, this can add or subtract to the total amount of d10 the player rolls. Once the storyteller has done so, the player then rolls the dicepool and see what result comes up.

Based on the roll there are 4 possible outcomes:
Success: If the player rolls at least 1 success (ie 8, 9 or 10).
Failure: If the players rolls no successes.
Exceptional success: This occurs if the player rolls 5 or more successes, which results in some sort of bonus.
Dramatic failure: If the character rolls a 1 one a chance die, then bad stuff happens. A chance die is then your dicepool is reduced to one d10 to roll. On a chance die only a result of 10 counts as a success - and gives you the chance to fail miserably. (A dicepool can become a negative number, in which case you roll a chance die).

As I mentioned above, it really helps to use the dicepool this is what a player needs to generate before rolling.

I hope this helps.


Vires Animi

damned
August 1st, 2018, 12:32
If I roll 5d10 and I get 1, 3, 4, 8, 10 and the 10 explodes and I roll a 9 what does that count as?
1 fail and 2 successes?
1 fail and 3 successes?
1 fail?
2 successes?
3 successes?
If I only need 1 success for a success why bother exploding?
ok - thats for the exceptional success?
if I roll a 10 and explode a 1 do they negate each other?

Im not sure if a /pool -xdx is possible because each time you add dice into the pool it is putting them into a different slot.
You might have 8 dice in there from multiple sources...
Ill have a think about it.

viresanimi
August 1st, 2018, 14:17
Heh... I really wanted to just copy the text from the rulebook here, but that may not be legal?

In your example that would be 3 successes. the 1 result only has effect on a roll of a single d10 (a chance die). If the d10 explodes and rolls a 1, the latter result is just not a success and no more rerolls of the die occur. And the reason why you would want more successes than just 1 is for things such as damage rolls (the more the merrier), extended actions (to complete them faster), or contested actions (opposed rolls where the best result wins).

What I had been considering doing, was to let my players just assemble a dicepool, then verbally say if there is a negative modifier to the dicepool (ie fewer dice) and then ignore the result of that number of dice in the chat window. (example: a player has 5 dice. I say there is a penalty of 2. The player then rolls and the 2 leftmost dice shown are just ignored). It would work, but eeeeh... would be nice with something a little better.

Oh. And it's Chronicles of Darkness now. World of Darkness was bought by Paradox and Onyx Path had to rebrand their version of WoD to CoD. Not confusing at all, since it was also called New World of Darkness... and Vampire 5th edition will be called One World of Darkness. Which, by the way, releases tomorrow I think and also has some interesting dice mechanics. I might be back for more... (please don't hate me hi hi hi hi).


Vires Animi

Erin Righ
August 1st, 2018, 17:54
There isn't any reason why the player couldn't assemble his dice pool and then remove dice from it based on what you tell him. eg. Player assembles 5 dice in the pool and then you tell him there is a penalty of 2 dice, the player then removes 2 dice from the pool and rolls 3 dice. There shouldn't be a need to ignore rolls afterward, they should be able to roll the correct dice

Erin Righ
August 1st, 2018, 17:58
In order to change the number of Dice in the dice pool slot, click and drag the dice to the table

damned
August 1st, 2018, 20:43
what if we had something like a /cod (and maybe a /cod9) roll in format /cod #d10 and any modifiers added or subtracted dice rather than added an additional value?
then you would setup your attributes and abilities and others as /mod # (at least one type wold need to be setup as /cod #d10)
you then click all your appropriate skills and attributes and miscellaneous modifiers - they all get sent to the modifier box - the Storyteller then gives you her penalty dice - you type -3 in the modifier - and then you roll your skill/attribute/other with the /cod roll in it
it would count em all up and throw the right number of dice.

viresanimi
August 1st, 2018, 20:54
If I understand correctly, you could have the /cod command on the shortcut bar, and it would just then roll a number of dice based on the number in the modifier box? That would be awesome! In that case I take it, it would be possible for players to use the modifiers window, to apply any modifiers needed to change the roll.

But could you also make a /cod8? I do think in some rare cases that you could reroll 8, 9, and 10s!

Thanks!


Vires Animi

damned
August 2nd, 2018, 14:10
Currently it takes any number:

/cod 10
/cod 8
/cod 3

It will roll as many dice as there are modifiers
If there is one or less modifiers it will roll one dice only

if the reroll is 7 do you count a success on 7, 8, 9 and 10 or still only on 10?
if you reroll on 7 and the one dice went 8, 7, 10, 4 (total 29) is it 3 successes (8, 7, 10), one success (10) or two success (29 being 2 complete multiples of 10)?

can you explain the fails and single dice in more detail?

viresanimi
August 2nd, 2018, 17:32
@Erin: Sorry. Didn't see your post. I haven't seen anyway to reduce the number of dice in the dicepool. If you suggest, that only the right amount of dice put in there, it sort of negates the idea of using commands to generate the amount of dice in the first place - or I am missing something.


@Damned: Of course.

Any roll with multiple dice rolled with no result of 8, 9 or 10, is a failure. Ie. all dice come up 1 - 7. If the dicepool is reduced to a single die, then only 10 is a success (and explodes) and 1 is a dramatic failure. All other results on a single die leads to a simple failure.

I hope that makes sense.


Vires Animi

Erin Righ
August 2nd, 2018, 21:38
True, to an extent but are there always dice modifiers? Forgive me but the last time I did anything in the d10 system was Scion

damned
August 3rd, 2018, 02:34
viresanimi for single dice rolls - do they only ever explode on 10 regardless of all other factors?

damned
August 3rd, 2018, 03:57
I think I just need clarification on the above.
What I have here is 4 sets of rolls:
Single Dice with success/explode on 10.
Single Dice with success/explode on 7+.
Four Dice with success/explode on 10.
Four Dice with success/explode on 7+.

You can see that a single dice reports a red dice while 2+ dice are standard black dice.
On a single dice a result of 1 is Dramatic Failure and it ignores lower explode targets.
A single exploding dice counts as a success.
5+ exploding dice count as Exceptional Success.

Please confirm.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=24164

Additionally I will need something from you. I will need you to post (a minimum of) 2 exported PCs and 2 exported NPCs to the forums here once you are happy with how to set it up. You can of course also upload a basic campaign, a rolls export or anything else that would help someone else play it (no copyright material of course). Im happy to spend some time with you working thru how it could/should be done.

24164

viresanimi
August 3rd, 2018, 04:18
Ignore weird double post...

viresanimi
August 3rd, 2018, 04:21
Correct. Single die rolls only explode on a roll of 10. 8 and 9 are ignored. The chance die works differently than normal dice. Ie. when you roll 2 or more dice. The Chance Die is supposed to signify great risk and little chance of success. It is the only way you can critically fail and the players knows it.

There is a mathematical reason for doing it this way, and I think it was a Danish roleplayer that explained the mathetical problems with rolling dice and critical failures in the original World of Darkness games. You see, the more dice you had, the better you're supposed to be right? However, the way it worked presented a problem. The more dice you had, actually increased the chance of making a critical failure dramatically. It was a paradox of mathematical making. If you had a starting character, the risk of critical failure was very low, but play that character for a year or two and that risk was much higher.

This was why they invented the Chance Die in what was then known as New World of Darkness. The old game was great on story and setting, but bad game system. The new had a much better game system, but arguably not so great a setting. Last point is debatable...

Anyhooo... I really, really appreciate what you're doing. World of Darkness has seen the bast gaming for myself and friends and with Fantasy Grounds I find myself needing a solid foundation for rolling dice again. And that is what CoD to me. A much better way of playing in that world, where I don't have to fear my players killing themselves with bad rolls.

Thank you.


Vires Animi

Edit: Didn't see the thing about PC's / NPC's. I would be delighted to. I've already done this before when I setup something for Marvel Heroic RPG in Core.

damned
August 3rd, 2018, 04:33
What is the chance die?
Ive missed that mechanically....

Valyar
August 4th, 2018, 14:48
I am setting up a Conan 2d20 game trying to use the MoreCore instead of the modified extension by Ogedei, due to the errors that I can't fully track and fix.

The /crom rolls for the combat dies are not taking the results of 5 and 6 properly. Those not only add Effect, but also add 1 to the total result for the dice pool. This is from the rulebook:

Results of 1 and 2 have their normal values.
Results of 5 or 6 are referred to as Effects. An Effect adds 1 to the total, and also triggers certain abilities, such as weapon Qualities and other special conditions.


PS: Is there a way on the /conan rolls to mark 20s as Complication? I presume some expression that evaluates the rolls on landing must take care of this?

damned
August 5th, 2018, 04:49
Valyar I dont play 96% of the games that these scripts support which is why I need detailed information on how they should work. I build them in the way Im told they should work.

I have tested the Crom roll with this syntax /crom 6d6 and also combining with a modifier (either by /mod roll or by modifier interface) and I get both damage and Effects reporting in the chat window.

As to the /conan rolls please provide more detail. Is this a house rule (if so Im nt going to implement it) or a core rule and exactly how does it play out and how should it report and how do other things impact it?

Valyar
August 5th, 2018, 06:42
damned, it is core rule of Conan 2d20. Basically in Conan 2d20 by Modiphius we have two rolls - with d20 dice (skill tests) and d6 (damage).

The skill test rolls using d20 are having the following rules:

The skill’s Target Number (TN) is equal to the attribute for that skill, plus any ranks in Expertise the character possesses for that skill.
When asked to perform a skill test, the player should roll 2d20.
Each die that rolls equal to or less than that skill’s Target Number scores a single success.
Furthermore, the character’s ranks of Focus in that skill create the possibility to score extra successes: each d20 result equal to or less than the character’s Focus for that skill scores two successes instead of one.
Whenever a result of a 20 is rolled on any d20 in a skill test, the gamemaster immediately creates an impediment or problem — called a Complication — that is applied to the situation or the specific character that made the original roll
One Complication is created for each result of a 20 rolled.
When rolling multiple 20s, the character may suffer multiple Complications. These can be resolved separately, or the gamemaster may choose to group them together into a bigger problem.



Working example: I have the Agility attribute of 10, Athletic skill expertise of 5 and focus on it of 3. When I roll this, the target number is 15, every die that comes up with equal or less is Success. Every die that is equal or less than my focus value is counted as two success, every die that is 20 is counted as Complication.

This works fine as far as I tested /conan #d#x#y# counts the successes properly when focus is supplied. If there is no focus I put 0 at the end.

The combat die is simple, explained above:

When rolling a CD § (i.e. d6), ignore any results of 3 or 4.
Results of 1 and 2 have their normal values.
Results of 5 or 6 are referred to as Effects. An Effect adds 1 to the total, and also triggers certain abilities, such as weapon Qualities and other special conditions.




Roll
Value


1
1


2
2


3 and 4
0


5 and 6
1 plus an Effect




Working example: Weapon does 5d6 damage. I roll 1,2,5,4,6
Using the table, the report should be: Damage total 5 + 2x Effect. Because 6 is also counted as value of 1 and generates an Effect. Effect triggers the weapon's special properties.

It is important not only to count the total damage, but also the effects generated. Players can pay in Doom points to the GM to reduce the amount of Effects, negating the bad things that happen after triggering the weapon's special quality(or qualities).

EDIT:
Forgot to add that i got the following error when I try to use /crom:
Script Error: [string "scripts/manager_custom_crom.lua"]:99: attempt to concatenate field 'sSize' (a nil value)

I am supplying /crom 5d6 for example.

damned
August 5th, 2018, 08:25
Thanks Valyar

Can you please get one of the other Conan GMs (I'll ping Shotgun) to confirm the changes and Ill make them.
I cannot replicate the error - can you provide more info - can you post the chat window contents on loading up your campaign?

Valyar
August 5th, 2018, 09:11
I will ask Ogedei to check it. In his ruleset he has custom combat dice implementation that calculates this.

Attached is the screenshot from the table - I created new game and replicated on two computers.

Ogedei
August 5th, 2018, 20:49
Quick note on complications.

On a trained skill a complication is generated on a 20. On an untrained skill it's on a 19-20.

And sorcery rolls are another ball entirety where all fails can be complications in some cases.

Need some way to determine which is being attempted or it may just be better to leave it in the GMs hands vs. the script.

damned
August 5th, 2018, 22:49
Quick note on complications.

On a trained skill a complication is generated on a 20. On an untrained skill it's on a 19-20.

And sorcery rolls are another ball entirety where all fails can be complications in some cases.

Need some way to determine which is being attempted or it may just be better to leave it in the GMs hands vs. the script.

Oh you guys are PITA!

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=24210

Valyar - am PMing you a new version to test. Once you are happy with it I will need you to upload some completed Characters, and maybe a library of Rolls or an exported Campaign so others can try it out too please.

24210

timdog88
August 11th, 2018, 17:23
OK so hopefully this will be an easy one. I am trying to set up characters based on the new expanse rules as found in the expanse quickstart. The expanse uses fantasy AGE rules as its base. I am having trouble setting up the attacks and damage in the attacks section. The pistol attack for instance should be 3d6 + 2, but it should be a /stunt roll, and when I try using the /stunt command in the attack section it doesn't seem to recognize it. I figured out how to do regular attacks and damage, so I Guess my question is: how should I set up attacks when the attack requires a stunt roll?

damned
August 12th, 2018, 02:04
Hi timdog88 it should be set up as a roll but we probably need a new roll that makes this as type damage.
Is there anything different about the way the two rolls are handled mechanically?

timdog88
August 12th, 2018, 02:16
The only difference is that when attacking you still have the opportunity to get stunt points if you roll doubles. Other than that its just the same as a check vs. the defense target number. So I just set up the attacks in one of the morecore fields that accepts rolls, and I set up the damage at the top of the sheet in the attacks section. Seems to work fine that way, I just cant drag and drop the attacks on an enemy like I could if it was set up in the attack section, but that's no big deal.

damned
August 12th, 2018, 03:57
The only difference is that when attacking you still have the opportunity to get stunt points if you roll doubles. Other than that its just the same as a check vs. the defense target number. So I just set up the attacks in one of the morecore fields that accepts rolls, and I set up the damage at the top of the sheet in the attacks section. Seems to work fine that way, I just cant drag and drop the attacks on an enemy like I could if it was set up in the attack section, but that's no big deal.

Attacks was one of the first features of MoreCore. Way before Rolls. Rolls are so much more usable because they are far easier to add new ones and extend and you can create libraries of them and drag them to and from character sheets. Rolls will report targets etc as well but they cannot be dragged on to a target. Coding attacks to handle all those dice strings is well beyond my ability and would also prevent the different ways that people use modifiers (some modify dice result, number of dice or target number). Rolls are also present in the CT like Attacks. In many ways Attacks are redundant for many systems - Rolls work better - of course this is not true for all cases.

What should the output wording look like?
Im thinking I would change /stunt to use 2 black and 1 green (instead of red) dice and for /stuntdmg it would use black and red?

timdog88
August 12th, 2018, 13:20
Honestly if rolls will report a result then they really already do what I need. I don't think you need to make any changes, because the damage is not a stunt roll it's usually 2d6 or 1d3 or something like that. As far as I know, damage rolls don't generate stunt points. Thanks for the help.

damned
August 12th, 2018, 13:33
OK so hopefully this will be an easy one. I am trying to set up characters based on the new expanse rules as found in the expanse quickstart. The expanse uses fantasy AGE rules as its base. I am having trouble setting up the attacks and damage in the attacks section. The pistol attack for instance should be 3d6 + 2, but it should be a /stunt roll, and when I try using the /stunt command in the attack section it doesn't seem to recognize it. I figured out how to do regular attacks and damage, so I Guess my question is: how should I set up attacks when the attack requires a stunt roll?


The only difference is that when attacking you still have the opportunity to get stunt points if you roll doubles. Other than that its just the same as a check vs. the defense target number. So I just set up the attacks in one of the morecore fields that accepts rolls, and I set up the damage at the top of the sheet in the attacks section. Seems to work fine that way, I just cant drag and drop the attacks on an enemy like I could if it was set up in the attack section, but that's no big deal.


Honestly if rolls will report a result then they really already do what I need. I don't think you need to make any changes, because the damage is not a stunt roll it's usually 2d6 or 1d3 or something like that. As far as I know, damage rolls don't generate stunt points. Thanks for the help.


Im thoroughly confused.

timdog88
August 12th, 2018, 13:52
Ha well I'm sure I'm not explaining it well. So, the attack(to hit) roll is 3d6 + modifier and can produce stunt points if doubles are rolled, while the damage roll is dependent on the weapon used and does not produce stunt points.

Tl;dr- seems that morecore currently does what is needed with no changes.

Moon Wizard
August 12th, 2018, 19:30
Just got a report that the MoreCore ruleset is creating db.script.####.xml files on every load (courtesy of DB.backup API function). The backup is only called in other rulesets when the data structure of the campaign is being updated for new ruleset versions that assume a different data structure.

Regards,
JPG

damned
August 12th, 2018, 23:28
Just got a report that the MoreCore ruleset is creating db.script.####.xml files on every load (courtesy of DB.backup API function). The backup is only called in other rulesets when the data structure of the campaign is being updated for new ruleset versions that assume a different data structure.

Regards,
JPG

Hi Moon Wizard what code would likely be triggering this?
I see this on my MoreCore campaigns also...

Moon Wizard
August 13th, 2018, 00:37
DB.backup() API function is what triggers the script copy to be made. Just do a search for that function call; and figure out why it is getting called on every load.

Regards,
JPG

damned
August 13th, 2018, 01:32
DB.backup() API function is what triggers the script copy to be made. Just do a search for that function call; and figure out why it is getting called on every load.

Hi Moon Wizard I think I have this resolved but I have to admit to being thoroughly confused by release and version numbers...

Ahoggya
August 13th, 2018, 21:40
Hey damned. I've been modifying MoreCore to be used with All Flesh Must Be Eaten (AFMBE) and was wondering if I want to let others use it do I export as a module or save the MoreCore.PAk as a set used for this game? I've loaded skills, qualities and such and modified the /dsr die roll to facilitate the levels for the game and a template character sheet to use to create characters.

Valyar
August 13th, 2018, 21:54
If the modules contain copyrighted text (which I presume is the case), then they should not be shared. Character sheet and other mechanics (non under copyright) should be fine. Even encouraged to contribute with a character sheet! :)

Ahoggya
August 13th, 2018, 22:00
The only thing I've put in are the skills, qualities and drawbacks from the main rulebook, which could be added manually in the system if copyright was an issue. They are in only as modifiers except for skills which are rolls. I'm not even sure the company is still in business, but haven't checked. I also created most of a zombie theme also. No logo icons from the game though.

LordEntrails
August 13th, 2018, 22:35
The only thing I've put in are the skills, qualities and drawbacks from the main rulebook, which could be added manually in the system if copyright was an issue. They are in only as modifiers except for skills which are rolls. I'm not even sure the company is still in business, but haven't checked. I also created most of a zombie theme also. No logo icons from the game though.
Skill names usually can't be copyrighted (unless they made up a word), but descriptive text can. And actually, even if the company is out of business, someone still owns the IP.

damned
August 13th, 2018, 22:48
The only thing I've put in are the skills, qualities and drawbacks from the main rulebook, which could be added manually in the system if copyright was an issue. They are in only as modifiers except for skills which are rolls. I'm not even sure the company is still in business, but haven't checked. I also created most of a zombie theme also. No logo icons from the game though.

Hey Ahoggya

Providing you have copied and pasted descriptions to the skills and abilities you are ok to share.
The company being in/out of business doesnt make any difference - copyright outlives the holder.

Please could you zip up the campaign as well as doing an export - that would be fantastic.
Could you PM me the dsr roll changes and we should make a new roll for AFMBE and then they can use the live MoreCore.

Ahoggya
August 13th, 2018, 23:21
Hey Ahoggya

Providing you have copied and pasted descriptions to the skills and abilities you are ok to share.
The company being in/out of business doesnt make any difference - copyright outlives the holder.

Please could you zip up the campaign as well as doing an export - that would be fantastic.
Could you PM me the dsr roll changes and we should make a new roll for AFMBE and then they can use the live MoreCore.

Sounds good. I'm just finishing up some of the theme changes. Thanks.

Moon Wizard
August 13th, 2018, 23:27
DB.backup() API function is what triggers the script copy to be made. Just do a search for that function call; and figure out why it is getting called on every load.

Hi Moon Wizard I think I have this resolved but I have to admit to being thoroughly confused by release and version numbers...


The DB.getRulesetVersion and DB.getImportRulesetVersion functions return the ruleset "release" tag information that is specified in the ruleset at the time the data was saved/exported. (For example, CoC7E is currently release="2") So, the checks in the VersionManager2 global script usually are looking for whether the ruleset version used when the data was saved is older than the current ruleset version.

Regards,
JPG

Wbweather
August 15th, 2018, 23:26
Forgive me if this is answered somewhere else. I am a little daunted by MoreCore, but want to use it. Are there rolls built into the roll library? When I click on the roll tab I get a blank field. Do I need to add the script for each roll type I want to use?

damned
August 16th, 2018, 01:10
Forgive me if this is answered somewhere else. I am a little daunted by MoreCore, but want to use it. Are there rolls built into the roll library? When I click on the roll tab I get a blank field. Do I need to add the script for each roll type I want to use?

Hi Wbweather
You would add your own Rolls for the system that you are using.
You can either add Rolls directly to the character sheet or you can add them to the Rolls tool and then drag them to character sheets.
If you click on the [?] help icon it should take you here: https://www.diehard-gaming.com/mchelp.html#dicestrings
You can see the syntax for a stack of rollls.
Eg if you were doing Dungeon World you might do:
Strength 16
/pbta 2d6+2

What is it you are wanting to run?

Wbweather
August 16th, 2018, 01:29
Wanting to set up a Character sheet for The Expanse. Based off of the AGE system. Of course right now they just have the QuickStart PDF.

damned
August 16th, 2018, 01:36
Age being Stunt Dice?
They would be something like this:

Navigation 2
/stunt 2

This would roll 2+1 dice. If the first two dice were a double the value of the third dice would be added as Stunt Points.
It would then sum up all 3 dice + the modifier as the Total Value.

Wbweather
August 16th, 2018, 01:59
Cool, Thanks, I'll play around with it.

timdog88
August 16th, 2018, 02:29
Wbweather, I am actually in the process of setting up the adventure from the quickstart of The Expanse. I have already set up the pregens from the quickstart and am working on the NPC's and such now. Give me a few minutes and I'll post a picture of the character sheet I came up with

timdog88
August 16th, 2018, 02:38
So here are 3 shots, or should be if I did it right. The first one is the character sheet, the second one is how I set up all the attributes, and the third one is the rolls library I came up with. See what you think.

damned
August 16th, 2018, 02:44
Please do post your pre-gens and NPCs as an export when you are done!
They look good - I would change the Stunt Rolls to be /stunt 2 rather than /stunt + 2 (lose the + and the second space).

timdog88
August 16th, 2018, 03:45
Sure thing. I didn't know that the tools would work without the plus sign, I'll have to try that

Wbweather
August 16th, 2018, 04:02
That is awesome. I would love to use that when you get it set up.

Wbweather
August 16th, 2018, 04:04
That is awesome. I would love to use that when you get it set up, if you don't mind sharing.

timdog88
August 16th, 2018, 11:39
Yea, I am almost done I think. I'll export the pcs and npcs as a module and post here as long as that's allowed.

damned
August 16th, 2018, 12:15
Yea, I am almost done I think. I'll export the pcs and npcs as a module and post here as long as that's allowed.

So long as you dont have copy and paste full text descriptions of skills in the char sheet it should be fine.

Arion
August 16th, 2018, 15:52
Is there any way in the MoreCore ruleset to have a button apply a value to the Modifier box rather than roll a dice?

EDIT: Ignore that. Despite reading the list of dice types, i didn't see that!

Next question, have Rolemaster Dice ever been added? I am having a fiddle with the code, but just create errors every time!

damned
August 16th, 2018, 23:04
Is there any way in the MoreCore ruleset to have a button apply a value to the Modifier box rather than roll a dice?

EDIT: Ignore that. Despite reading the list of dice types, i didn't see that!

Next question, have Rolemaster Dice ever been added? I am having a fiddle with the code, but just create errors every time!

That would be /mod
eg Strength 16
/mod 2

I have no idea what dice Rolemaster uses or how they use them.
There is a Rolemaster ruleset in the store already in case you were not aware.

timdog88
August 17th, 2018, 13:07
Ok, here is what I came up with for the expanse pregens and NPCs. Let me know how it works out. Im gonna try to run this sometime soon.

Gix
August 17th, 2018, 20:11
Is there a way to use MoreCore with 5e?

Trenloe
August 17th, 2018, 20:22
Is there a way to use MoreCore with 5e?
MoreCore and the 5E ruleset would seriously clash. I suppose you could use MoreCore to run a 5E game, but you'd have to do lots of work and would lose a huge amount of functionality. So, the question is why do you want to run 5E in MoreCore? Or, a more appropriate question is: what functionality of MoreCore do you want in 5E?

damned
August 17th, 2018, 23:48
As Trenloe says - apart from clashing with 5E in many ways what functionality are you looking to take into the 5E game.
There is already a Hero Points for 5E extension otherwise most other things are done far more specifically for 5E in its ruleset.

Gix
August 18th, 2018, 00:46
So what I was looking at that I loved were the world building features, and setting up abilities with dice rolls. I also liked being able to customize the combat tracker

I thought I might be able to coax weapons with magical abilities directly in them from it... maybe not though.

damned
August 18th, 2018, 11:32
Hi Gix the world builders are nowhere near as featured as Dulux's. I created them for MoreCore as Dulux no longer supports community rulesets with his extensions.
I probably could port these out to a CoreRPG extension but Im not sure there is much need for that with the DOEs being out there...

As for the other features - you are welcome to pinch bits of code to make your own extensions to tweak 5E if you feel it needs it.

damned
August 18th, 2018, 11:40
New Rolls for the MasterBook RPG system have been added. These will be ready in the next release. Along with The Witcher, Chronicles of Darkness, some Stunt tweaks (which may be redundant) and some Crom tweaks. Also Ahoggya has done a roll for All Flesh Must Be Eaten.

Valyar
August 19th, 2018, 20:11
Quick question: does the update includes the fix for the dB.script file generation?

damned
August 19th, 2018, 22:48
Quick question: does the update includes the fix for the dB.script file generation?

It will - it hasnt been posted just yet.

Redemption77
August 22nd, 2018, 01:48
Does anyone have a good chronicles of Darkness theme for Morecore?

damned
August 24th, 2018, 05:59
Does anyone have a good chronicles of Darkness theme for Morecore?

What would a good CoD theme look like?

Camberme
August 24th, 2018, 08:55
I heard you were the person to ask about MoreCore die macro's?
I'm sorry to bother you with such a question, and if i'm in the wrong place please accept my applogy.

My gamers are playing in Wrath and Glory, a warhammer 40k, rpg, which uses d6 for Rolls

Is there a way to make a macro showing a number of d6 rolled, but only counting the ones over 3, and any that are a 6

and would it be possible to choose 1 of them to be the "wrath" die a special die probably the 1st rolled, to be recorded differently?

so a string for rolling 3 dice, could be read like

3d6 but looking for 4,5,6 for success, and 6, as a Extra success
check die 1, is it a 1, (epic failure), is it a 2 or 3, normal failure, is it a 4 or 5, success, is a 6 epic success
check die 2, 123 normal fail, 45 success, 6 epic
check die 3, same as 2

maybe color die 1 red?

final readout could say Wrath die, normal success, 1 epic success 1 failure
meaning die 1 gets 4, die 2 gets 6, die 3 gets 1 2 or 3

I hope this is readable, I'm sorry I am tired, and don't know exactly how to read this.

damned
August 24th, 2018, 09:12
Welcome Camberme

what is the minimum and maximum number of dice?
Are they always d6?
What about modifiers? Do they add to the number of success/failures or number of dice rolled?
Is there always 1 wrath die?
Is there ever more than 1 wrath die?

damned
August 24th, 2018, 09:24
Hi dragonheels

How does this look?

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=24429

Here's the deal. Ill include a /seventh roll in the next MoreCore release if you upload some or all of the below to this or a new thread so that others can get started with 7th Sea easier.


Completed 7th Sea Character Sheet
A Zip file of a 7th Sea Campaign (minus any copyright material)




24429

dragonheels
August 24th, 2018, 11:48
Hello Damned,
I see you found a way to calculate the # of raises !
Yes, I can go for the deal :)
I'll do my best!
May I PM you in case of questions?
For instance, I see on the character sheet for 'Witcher' that there is a logo. How can I integrate one too?

damned
August 24th, 2018, 14:17
Hola dragonheels

No - I have not found a way to calculate the raises - the message is just a sanity check - this will show (im pretty sure) the minimum and maximum possible raise numbers for that dice total - it might just help keep people from making a (honest!!) mistake when calculating their raises.

Attached is a super simple extension that adds the ruleset logo. Use it and some of the other extensions in my signature link to customise to your hearts content.

You can PM me or you can drop the questions here. If you ask here others may also benefit from the Q/A.

I will PM you the beta of MoreCore 1.46 to test with and I look forward to seeing what you come up with.

dragonheels
August 24th, 2018, 14:36
Thanks a lot. Received !
Will have a look this weekend !!

viresanimi
August 24th, 2018, 15:05
Chronicles of Darkness

I've made a module which contains a charactersheet as well as an npc sheet. So far its only the base human template, which everything else is built upon. I haven't had much time to work on it yet, but it should provide a solid foundation for building a CoD story. I got time off next month so I plan to add to this module at a later date.

Vires Animi

Get it here (https://www.dropbox.com/s/ualbe77r9aoh2yw/C.o.D.%20Charactersheets.mod?dl=0)

viresanimi
August 24th, 2018, 15:10
@ Remption77

This is the theme I've cobbled together for Chronicles of Darkness. If you're interested in it, you can find me in the FG Discord channel.

24435

Valyar
August 24th, 2018, 15:12
This is a very good looking theme! Can be used for sci-fi as well :)
Should be posted here https://www.fantasygrounds.com/forums/showthread.php?35056

viresanimi
August 24th, 2018, 15:16
heh... Well. It sort of have a few personalized touches I should change before posting it, as a "Chronicles of Darkness" theme, so it was more to offer it "as is". Might tweak it some more for general publication later. But thanks

Vires Animi

Camberme
August 24th, 2018, 16:44
They are always d6. Minimum 1 die. 99% of the time the 1st die is a wrath die. Unless it's used for soaking or extra damage. So no reason not to. There are no modifiers. Max is die pool. Sometimes it is ability sometimes its ability + skill.

damned
August 24th, 2018, 17:58
They are always d6. Minimum 1 die. 99% of the time the 1st die is a wrath die. Unless it's used for soaking or extra damage. So no reason not to. There are no modifiers. Max is die pool. Sometimes it is ability sometimes its ability + skill.

ok Camberme

same deal as I offered dragonheel - Ill write a /wng roll in the next MoreCore release if you upload some or all of the below to this or a new thread so that others can get started with Wrath and Glory easier.


CompletedWrath and Glory Character Sheet
An export of your Rolls (minus any copyright material)
A Zip file of a Wrath and Glory Campaign (minus any copyright material)

Camberme
August 24th, 2018, 18:26
That we can do

Camberme
August 25th, 2018, 03:34
I also wanted to offer my services for video editing / producing. I do it as a hobby right now, but i'm trying to build a portfolio of projectes worked on. so If anybody has raw video and or audio they don't have the time to edit together, or a long video they wanted edited and either don't have the time or the want to do it. Tell me what you want and send it my way.
I work for free since i'm learning my self, and basically using your data to build my portfolio.

Valyar
August 25th, 2018, 06:50
When I am using the CT and expand more than one subsections on global or actor level, they don't align properly. I don't use modules, just the plain ruleset: 24441

damned
August 25th, 2018, 06:52
Hi Camberme can you clarify the output?

Wrath: Result (Epic Failure | Failure | Success | Epic Success)
Failures: # Successes: # Extra Successes: #

Do the normal dice produce Extra Successes or Epic Successes?
Does the Wrath result add to the normal dice result?

damned
August 25th, 2018, 08:01
Hi Camberme how does this look?

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=24442

24442

Camberme
August 26th, 2018, 22:06
I believe thats exactly the output we're looking for. The wrath die does count into the success and failure of the normal dice, but it's "special" with it's epic fail and epic success.

damned
August 27th, 2018, 02:54
So there could be
Epic failure
Failure
Success
Extra success
Epic success
?

Camberme
August 27th, 2018, 03:48
the wrath die, either epic fails, fails, success or epic success
regular die either fail, success or epic success
the wrath die's fail or success counts as a regular die's fail / success
on the wrath, 1 is a epic fail, 2 or 3 is a regular fail, 4,5 is regular success, 6 is epic success
regular die are either 1,2,3 fails, 4,5 success, 6 epic success

edit,,
where do you want character sheets posted?
also, I don't know how to edit a sheet in game, I just found a pdf that can be edited.

damned
August 27th, 2018, 04:59
Hi Camberme

There is still information missing.

Wrath Die: report result in text (working)
Total: Do I report Epic Fails here too? Or do Epics add to Standard Fails? Earlier you used both Extra Success and Epic Success. Is there both Extra and Epic Successes or was that an error?

Camberme
August 27th, 2018, 05:15
Hi Camberme

There is still information missing.

Wrath Die: report result in text (working)
Total: Do I report Epic Fails here too? Or do Epics add to Standard Fails? Earlier you used both Extra Success and Epic Success. Is there both Extra and Epic Successes or was that an error?

Sorry i believe that was a mistake saying extra success. I probably typed from my phone

there is only.
Wrath die, (epic fail 1, fail 2, fail 3, success 4, success 5, epic success 6)
Regular die, (fail 1, fail 2, fail 3, success 4, success 5, epic success 6)

the final total should show, the wrath die's result and then regular dice total fails/ successes/epic success,They should read different, if we want to add the wrath's die in we can do it manually.

Camberme
August 27th, 2018, 05:16
Can character sheets be created by people on free accounts?

damned
August 27th, 2018, 05:43
Sorry i believe that was a mistake saying extra success. I probably typed from my phone

there is only.
Wrath die, (epic fail 1, fail 2, fail 3, success 4, success 5, epic success 6)
Regular die, (fail 1, fail 2, fail 3, success 4, success 5, epic success 6)

the final total should show, the wrath die's result and then regular dice total fails/ successes/epic success,They should read different, if we want to add the wrath's die in we can do it manually.

I can report the Wrath Die results on both lines - I just need to know whether to include the Wrath result in the totals or not.


Can character sheets be created by people on free accounts?

Yes.
You can code extensions in FG on a Free version.
You can create and save Characters on a Free version.
You cannot Save or Export campaign data on a Free Version.

Some videos on using MoreCore
https://www.youtube.com/watch?v=Q8M48Pqb0BM&list=PLsgd1zJLdiKW3HysWZRsX4cqFlcerBvW3

Camberme
August 27th, 2018, 06:30
Is there a morecore discord?

damned
August 27th, 2018, 07:01
https://discord.gg/BqBgFUr is the FG Discord and the #other_rulesets channel

damned
August 29th, 2018, 14:33
Guys - who did I do the Chronicles of Darkness roll for?
I need to discuss a couple of things...

And there was another piece of ianmward magic coded into the system tonight... its just a small tweak but will enhance a whole stack of Rolls... more info to come when 1.46 releases.

wndrngdru
August 30th, 2018, 00:41
Theming question:

With the expandable character sheets, is it possible to do 9 slices for their backgrounds, or is it strictly tiled?

EDIT: Never mind. I think I found my answer over on the reference guide (https://www.fantasygrounds.com/refdoc/framedef.xcp).

damned
August 30th, 2018, 01:08
Theming question:

With the expandable character sheets, is it possible to do 9 slices for their backgrounds, or is it strictly tiled?

EDIT: Never mind. I think I found my answer over on the reference guide (https://www.fantasygrounds.com/refdoc/framedef.xcp).

There are two implementation of 9 slices.
The corners in both are fixed size.
In one implementation the other 5 slices stretch and in the other they tile.
Fantasy Grounds uses the tiling method.
You can use 9 slices for Character sheets.

meguido
August 31st, 2018, 13:33
Hello
I want to create pooldice Metal Bloodlust by morecore

Atributes 1 to 5 + aspect 1 à 5
Total result pool D6 > diff 6 (+/- mod by GM) = total result (example : dicepool 4d6 : 4, 1, 3, 6 = 14 > diff 6 - success and 2 qualities)
And
Qualities = dice peer (2 / 4 / 6) (example above)
critical failure = Total result < Diff and majority dice of 1 (exampe : dicepool 4d6 : 1, 2, 1, 1 = 5 < diff 6 - echec but majority of 1 Critical failure)

Options Player
Risk = A player is never obliged to throw all
dice from his grip. He may take risks in
away from the handle a few dice after GM told him the difficulty
Each die that is not started will be counted
as an automatic quality if the action is
successful. On the other hand, the risky dice are lost
in case of failure.

(example : dicepool 8d6 - player roll 5d6 and take risk 3 dices - Result : 3, 1, 5, 1, 4 = 14 > diff 6 - success and qualities 1 of result + risk 3dices : 3 qualities - total qualities = 4)

Blood dice = lood dice are most often attached
to magical events. Powers
of God-Weapons, the effects of spices or abilities
some monsters can add
blood dice to a handful of dice.
When you throw a blood dice (dS in
abbreviated form), it always provides a quality,
whatever face he falls on.

for now I use /die but if I can modify to get the rules of Bllodlust metal
Thank for help
I am looking for a dice that can correspond by modifying it

damned
August 31st, 2018, 14:39
Hello friend meguido

Lets try and get this translated...
You always have both an Attribute and an Aspect?
The scores always range from 1 to 5 for each?
So you are always rolling between 2 and 10 dice?

The first check is: SUM of Dice must be greater than 6 for Success? SUM of Dice less than 6 is Failure? What if SUM is equal to 6?
It also looks like 6 is not a fixed value?
If and only if the SUM is greater than 6 then you also count the number of EVEN dice as Successes?
If and only if the SUM is less than 6 then you also count the number of 1s.
Does a majority mean it is the most common result (eg 1, 1, 2, 3, 4, 5 there are more 1s than any other number but less than half are 1?) or it is more than half of the dice (eg 1, 1, 1, 2, 3) or can it be half of the dice (1, 1, 2, 3)?

What are all the possible values for Difficulty?

--

Also now when you request a new Roll you must also commit to uploading at the minimum a completed character sheet using the new Rolls.
And because you are such a great person Im sure you would like to share an Aventure character sheet too!

meguido
August 31st, 2018, 15:59
a character sheet
24500

damned
August 31st, 2018, 16:10
a character sheet
24500

Hi meguido you need to export a Fantasy Grounds Aventure sheet and share it here on the forums :)

meguido
August 31st, 2018, 20:06
the aspects can be used if they correspond to the action if not only the attribute is used

Average attribute 3 (1 à 5) + one or more aspect

average difficulty is 6 + or - malus or bonus of circumstances

Result of dices exceeds diffult = success

Qualities : if the faces of the rolled dice are on the even face

damned
September 1st, 2018, 00:34
So you can have as little as 1 attribute and no aspects?
What is the highest number of aspects allowed?
What is the highest and lowest difficulty likely to be used?

meguido
September 1st, 2018, 00:51
So you can have as little as 1 attribute and no aspects?

Yes, it is possible not to have a useful aspect

What is the highest number of aspects allowed?

The first aspect used on a test is free.
The other two activations each cost 3
Effort points. You can not activate more than 3
aspects on the same test.

What is the highest and lowest difficulty likely to be used?

Difficulty base : 6

Difficulty equivalence
+1 very simple
0 simple
- 1 / -2 slightly complicated
- 3 / - 4 Difficult
- 5 / - 7 Very difficult
- 8 / - 12 Extreme

damned
September 14th, 2018, 17:44
latest build has just been uploaded to post#1.
New rolls for Wrath & Glory, All Flesh Must Be Eaten, Chronicles of Darkness, 7th Seas and tweaks to many others. Even more Initiative options.

garrion_sw
September 18th, 2018, 07:15
With this latest update I'm getting the following error with Coriolis and Forbidden Lands dice rolls: "Script Error: [string "desktop/scripts/chat_window.lua"]:43: attempt to call field 'onDiceTotal' (a nil value)". Those are the only two to have trouble out of the ones I've tested.

damned
September 18th, 2018, 09:30
With this latest update I'm getting the following error with Coriolis and Forbidden Lands dice rolls: "Script Error: [string "desktop/scripts/chat_window.lua"]:43: attempt to call field 'onDiceTotal' (a nil value)". Those are the only two to have trouble out of the ones I've tested.

hey garrion_sw can you post the roll string in full for me to test with?
I definitely changed some scripts to use onDiceTotal but my testing showed them as working but we may be doing things differently?

Ive just tested the Coriolis roll with: /coriolis 8d6 and /mod 4 combined with /coriolis 8d6 and they both worked.
What is the Forbidden Lands roll?

Bonkon
September 18th, 2018, 19:44
Good Day All :)
I have just started playing around with MoreCore a bit, I am a big fan of Champions and was excited to see Damned had programmed die rolls for this system :)
I think I am seeing a small issue with the /ckill roll though.
When I type "/ckill 2d6" it rolls the appropriate dice including the Stun multiplier but it is counting the Body like normal, it should be the body is equal to the die roll not 1=0 2-5=1 6=2 then times the multiplier.

EDIT: And I am confused by the "/cskill c#s#" command, but it might just be from lack of experimenting with it :)

I know Blackfoot has been working on a Champions system for a long time and it sounds incredible, but I was thinking about diving in maybe on 1st edition Champions as 4th is deeply involved :)

damned
September 18th, 2018, 22:56
Good Day All :)
I have just started playing around with MoreCore a bit, I am a big fan of Champions and was excited to see Damned had programmed die rolls for this system :)
I think I am seeing a small issue with the /ckill roll though.
When I type "/ckill 2d6" it rolls the appropriate dice including the Stun multiplier but it is counting the Body like normal, it should be the body is equal to the die roll not 1=0 2-5=1 6=2 then times the multiplier.

EDIT: And I am confused by the "/cskill c#s#" command, but it might just be from lack of experimenting with it :)

I know Blackfoot has been working on a Champions system for a long time and it sounds incredible, but I was thinking about diving in maybe on 1st edition Champions as 4th is deeply involved :)

I have zero experience on the Champions ruleset and I made these rolls based on info supplied.
vodokar was building a MoreCore extension and had updated the rolls significantly however some real life stuff took him away before it was released...
If you can supply - in significant detail - how these rolls should look/work - I will update them.

esmdev
September 18th, 2018, 23:27
If I build a sheet or ruleset using MoreCore is it likely to continue to work when Unity is eventually released? I am mostly curious if I would be better sticking with Core or will it matter?

viresanimi
September 19th, 2018, 01:01
Smiteworks' intention is to make everything from current FG compatible with the Unity version. So yes. It is likely.

Bonkon
September 19th, 2018, 01:56
I have zero experience on the Champions ruleset and I made these rolls based on info supplied.
vodokar was building a MoreCore extension and had updated the rolls significantly however some real life stuff took him away before it was released...
If you can supply - in significant detail - how these rolls should look/work - I will update them.

Good Day Damned :)
Here is how the rule book is written:
"Damage for Killing Attacks (most weapons, or a Killing Blow) is determined differently from normal attacks. The total of the dice is the number of BODY applied to the target. To determine the STUN done, the character then rolls 1d6-1 (called a STUN Multiple), and multiplies the result by the amount of BODY done. The minimum STUN multiplier is 1. If the GM is using the Hit Location Table, use the STUN Multiplier listed on the table, instead of rolling 1 d6-1. Certain Killing Attacks will have a different STUN multiplier, to indicate a Killing Attack that does more or less STUN than usual."

Example: Armadillo slashes a policeman with his claws, doing a 2d6 Killing Attack. The dice rolled are 4 and 1, for a total of 5 BODY. Armadillo then rolls 1d6, rolling a 5. Since Armadillo has a standard Killing Attack, the multiplier is 1d6-1. He rolled a 5, so the STUN Multiplier is 5-1 = 4. The total STUN damage done is 5 x 4 = 20 STUN

Thanks, I appreciate all you do to help the community Damned :)

garrion_sw
September 19th, 2018, 03:07
hey garrion_sw can you post the roll string in full for me to test with?
I definitely changed some scripts to use onDiceTotal but my testing showed them as working but we may be doing things differently?

I did not use the text string to make the rolls. I used the Coriolis and Forbidden Lands extensions. They are actually made for CoreRPG iirc but they worked fine in MoreCore also till the update. I was testing out their functions between the two rulesets to see which I preferred so I could delete the undesired campaign folder. The only issue I ran into was accessing the special dice in MoreCore because you could not select the custom die to the far bottom right in MoreCore (in CoreRPG they are all to the left ion the menu). It would just go back in the menu. I worked around this by loading each of the custom die into a character sheet under CoreRPG, export, then import into MoreCore. I could then drag the custom die types down to my quickbar for permanent access. After the update, that error would pop up on any roll attempt.

If you wish to break down the extensions (which may be more than you want to deal with), they are located here: https://www.fantasygrounds.com/forums/showthread.php?42832-Forbidden-Lands-Mechanic and https://www.fantasygrounds.com/forums/showthread.php?43596-Coriolis-The-Third-Horizon-(CoreRPG-Extension)

I really need to learn how to break these things down and I'm trying to teach myself but the going is very slow. I only have minimal experience modifying code in MapTools. Eventually I would like to create custom sheet extensions under MoreCore for all the odd-ball games I want to run.

damned
September 19th, 2018, 03:54
If I build a sheet or ruleset using MoreCore is it likely to continue to work when Unity is eventually released? I am mostly curious if I would be better sticking with Core or will it matter?

Hola esmdev

MoreCore should continue to work and I intend to continue to support it for the foreseeable future.

I wrote this response to a similar question some time ago -

--
Im not aware of any direct comparison.

CoreRPG is the base for almost all the commercial rulesets (excluding M&M, RMC and possibly one other) and most of the community rulesets (those less than 3 or 4 years old).
It is the recommended platform by SmiteWorks.
It is maintained/developed by SmiteWorks.

DORCore is a layer on top of CoreRPG that adds the DOE extensions and a universal dice roller and a couple of other features. This layers on top of CoreRPG.
It is the platform you should consider if you want the DOEs and you arent building a commercial ruleset.
You need to be aware of the license limitations of this ruleset.
It is maintained/developed by Dulux_Oz.

MoreCore is a layer on top of CoreRPG. It adds a bunch of features to CoreRPG that provide increased usability. It is generic. It is not designed to run any one system. You do need to learn how to use it but it can then be used to run plenty of different game systems.
You should consider this platform if you want to do no or minimal coding.
There are no license limitations on it other than the code belonging to the authors of the various bits.
It is maintained by damned and ianmward mostly.

There are a few scenarios:

If you are wanting to actually code your own ruleset potentially for the store then you should layer it on CoreRPG.
Only CoreRPG layered rulesets will be accepted for inclusion in the FG Store.

If you are have some programming skill or are willing to learn some and you want to build out a full community ruleset then you should layer it on CoreRPG.

If you are building a personal or community ruleset and you really want the DOEs and you can abide by the license agreement then consider layering it on DORCore.

If you want to do as little programming as possible then you should look at using MoreCore or creating a MoreCore extension.

---

I hope that somewhat answers your question.

damned
September 19th, 2018, 03:56
Good Day Damned :)
Here is how the rule book is written:
"Damage for Killing Attacks (most weapons, or a Killing Blow) is determined differently from normal attacks. The total of the dice is the number of BODY applied to the target. To determine the STUN done, the character then rolls 1d6-1 (called a STUN Multiple), and multiplies the result by the amount of BODY done. The minimum STUN multiplier is 1. If the GM is using the Hit Location Table, use the STUN Multiplier listed on the table, instead of rolling 1 d6-1. Certain Killing Attacks will have a different STUN multiplier, to indicate a Killing Attack that does more or less STUN than usual."

Example: Armadillo slashes a policeman with his claws, doing a 2d6 Killing Attack. The dice rolled are 4 and 1, for a total of 5 BODY. Armadillo then rolls 1d6, rolling a 5. Since Armadillo has a standard Killing Attack, the multiplier is 1d6-1. He rolled a 5, so the STUN Multiplier is 5-1 = 4. The total STUN damage done is 5 x 4 = 20 STUN

Thanks, I appreciate all you do to help the community Damned :)

Hi Bonkon thats a start.
Can you list out a few other examples and any odd results?
Are there any modifiers? Like could the roll have been 2d6+2?
Can there be multiple modifiers added?
Are the dice always d6?
That appears fairly straight forward.

damned
September 19th, 2018, 03:58
I did not use the text string to make the rolls. I used the Coriolis and Forbidden Lands extensions. They are actually made for CoreRPG iirc but they worked fine in MoreCore also till the update. I was testing out their functions between the two rulesets to see which I preferred so I could delete the undesired campaign folder. The only issue I ran into was accessing the special dice in MoreCore because you could not select the custom die to the far bottom right in MoreCore (in CoreRPG they are all to the left ion the menu). It would just go back in the menu. I worked around this by loading each of the custom die into a character sheet under CoreRPG, export, then import into MoreCore. I could then drag the custom die types down to my quickbar for permanent access. After the update, that error would pop up on any roll attempt.

If you wish to break down the extensions (which may be more than you want to deal with), they are located here: https://www.fantasygrounds.com/forums/showthread.php?42832-Forbidden-Lands-Mechanic and https://www.fantasygrounds.com/forums/showthread.php?43596-Coriolis-The-Third-Horizon-(CoreRPG-Extension)

I really need to learn how to break these things down and I'm trying to teach myself but the going is very slow. I only have minimal experience modifying code in MapTools. Eventually I would like to create custom sheet extensions under MoreCore for all the odd-ball games I want to run.


I shall have a look at those extensions...

Bonkon
September 19th, 2018, 07:08
Hi Bonkon thats a start.
Can you list out a few other examples and any odd results?
Are there any modifiers? Like could the roll have been 2d6+2?
Can there be multiple modifiers added?
Are the dice always d6?
That appears fairly straight forward.

Good Day Damned :)
It is pretty simple, for someone with your talents, but to me it is a mystery on where to even start :)

There are no modifiers to the damage die rolls. The only variable would be the number of dice.
The Stun die is always 1d6-1 but the minimum is 1.
The whole game only uses a d6 for everything from attacks to damage to skill checks. Mind you some damage rolls can be 20d6 or more so a VTT would make life so much easier :)

Thanks :)

Ahoggya
September 22nd, 2018, 05:01
So we, damned and myself, have an extention for a theme to use with All Flesh Must Be Eaten. Also there is a sample blank character sheet and a filled player character sheet. Unzip the file. As usual, put the AFMBE.ext in the extensions folder and import the two character sheets if you wish. https://www.dropbox.com/s/2gugfrp4axlbrd1/AFMBeaten.7z?dl=0

Alt Link - see attached - I hope they are the correct versions...

kbrighton
September 24th, 2018, 01:25
Hey Damned, do you still need a 7th Sea 2e character sheet? I can also send you the quickstart for the full rules, since that's free.

damned
September 24th, 2018, 03:56
Hey Damned, do you still need a 7th Sea 2e character sheet? I can also send you the quickstart for the full rules, since that's free.

I would love your 7th Sea Char Sheet.
Even though the quickstart is free we cannot share it without permission.
If you were to contact John Wick and request premission to convert the quick start to FG format I would happily assist you in the project.

kbrighton
September 24th, 2018, 04:10
Cool. I'll actually see if I can reach out to a few people. I helped playtest during the kickstarter phase, so I'll see if I still have someone there I can contact, or if I can find somewhere where they say that they're OK with utilizing it in this fashion. Give me a couple days.

GunnarGreybeard
September 26th, 2018, 21:54
Wow, coming back to this after a sorta long hiatus from FG and must say I am extremely happen to see that the character sheet can now be 'dragged' to the right. damned, ianmward and the others involved in this ruleset . . thank you, thank you!

Mac77
October 4th, 2018, 00:54
Nice, all we need is a harnmaster extension and my Christmas will be complete.:D

damned
October 4th, 2018, 05:26
Mac77 Im happy to help you with the project.
I can spend an hour with you working thru the mechanics and what can be done as is and what might need coding.
I may even do additional coding for you.
But you would need to create something shareable for the community to help others play Harnmaster as well.

Mac77
October 4th, 2018, 06:41
Many thanks for that offer Damned. At present, the season is in full swing (I am a beekeeper) and time is something I don't have enough of. I have not even played a game in three weeks. I am also not very computer savy. I think the best contribution I could make would be $.

damned
October 4th, 2018, 07:08
Many thanks for that offer Damned. At present, the season is in full swing (I am a beekeeper) and time is something I don't have enough of. I have not even played a game in three weeks. I am also not very computer savy. I think the best contribution I could make would be $.

I dont want your money honey...
Im in no hurry - I have a million other things going on also.
Look after those bees and when you get time look me up.

Mac77
October 4th, 2018, 07:29
:p The bees are looking pretty good this year, I would be interested in getting Harn off the ground at some stage, it is my favorite of all the RPG's. Thanks for your help, look forward to get something going at some stage.

damned
October 7th, 2018, 07:31
I found out I had to do that. Now that I have all I have to do is figure out how to change this part of the script to what I want... wish me luck... I think I did a good job just getting this far since I didn't even know what LUA was until five minutes ago.

function getDiceResults(rRoll)
nTotal = 0;

local save = tonumber(rRoll.nSave);
Debug.console("Save (dropresults): ", save);


for _,v in ipairs(rRoll.aDice) do
nTotal = nTotal + v.result;
Debug.console("rRoll.nMod 1: ", rRoll.nMod);
end
nTotal = nTotal + rRoll.nMod;

Debug.console("rRoll.nMod 1a: ", rRoll.nMod);



if nTotal > save then
Debug.console("Failed: ", save, nTotal);
if nTotal % 5 == 0 then
sSaveResult = "Critical Failure";
elseif nTotal % 5 ~= 0 then
sSaveResult = "Failure";
end
elseif nTotal <= save then
if nTotal % 5 == 0 then
sSaveResult = "Critical Success";
elseif nTotal % 5 ~= 0 then
sSaveResult = "Success";
end
end

Debug.console("sSaveResult: ", sSaveResult);

rRoll.aTotal = nTotal;
rRoll.aSave = save;
rRoll.aSaveResult = sSaveResult;
return rRoll;
end

hey kevdog45 how far did you get with this?
Lets get the roll into MoreCore so other can use it too!

TalonKaine
October 13th, 2018, 20:18
Greetings, I could use your help.

I've just started watching videos on MoreCore but I haven't been able to find the dice mechanic string for what I am looking for.

The new Wrath & Glory RPG uses the core dice mechanic as follows: (Which is public knowledge as they posted it on their website)

Roll your dice pool of D6's. Any dice resulting 4 or 5 counts as one icon; a representation of success. A dice that results in a 6 is called an exalted icon, and counts as two icons. One of the die in the pool is a Wrath die. If the Wrath die is a 1 then a complication occurs. If the Wrath die is a 6 then a Critical may occur.

I won't get into how many Icons are needed to succeed on the test, because that varies each roll. The main thing I need is for when the string is rolled for it to state the number of icons... or at least have one die in the pool different from the rest. Even if there was a string out there like /successes 6d6x4 but where one of the die can be a different color or something.

Is this possible in MoreCore? If so what is the string code required? Thanks to any help you can provide.

damned
October 13th, 2018, 23:14
Hi TalonKaine for most of these Rolls I write them based on the info provided. I dont play the games so I rarely have first hand input into them as to how they are working at the tabletop. And then... I forget most of what was told to me because... well Im getting old and forgetful and I need that room for something new... anyways - have a look at these Character Sheets - download and import them - and see if they answer your question on how to use the rolls - there are several in there for Wrath & Glory - skill rolls and damage rolls.
https://www.fantasygrounds.com/forums/showthread.php?44632-MoreCore-Character-Sheets&p=409166&viewfull=1#post409166

joeblack1863
October 15th, 2018, 17:45
Just a thought regarding the Trenloe's older excellent Star Wars (FFG) ruleset.

I know it is a lot of work to update. Has it ever been considered (as it is a community ruleset) to take the dice rolling mechanic and graphics and move it in to Morecore? That would also provide functionality for Genesys.

Now I don't know what that would take to do or even if it is possible (it may need to be in Options that you check; due to the way it changes the whole dice roll area which would vastly increase the work or complexity).

Joe

Trenloe
October 15th, 2018, 18:17
I know it is a lot of work to update. Has it ever been considered (as it is a community ruleset) to take the dice rolling mechanic and graphics and move it in to Morecore? That would also provide functionality for Genesys.
It's not been considered from my point of view. Primarily because the Star Wars EotE ruleset (and the Genesys extension) are so much more than just the dice as relates to those two RPG systems - the combat tracker (lots of functionality, but primarily initiative slots not being tied to a specific PC/NPC and tracking actors using one of those slots), applying damage/stress, minion/rival/nemesis functionality, library modules designed specifically for the ruleset data structure, and many other pieces of functionality. So, spending a lot of time to move some functionality into MoreCore would end up giving some more CoreRPG based functionality, but would end up with less functionality for a lot of work. As has been mentioned, the Star Wars EotE ruleset is slowly being updated to work with CoreRPG...

joeblack1863
October 15th, 2018, 18:26
Cheers Trenloe,

Thought it might be, thanks for the swift reply; nice to know it is being updated (even if slowly, as time permits).

(As an aside, like what you are doing with the PF2 ruleset, especially the character creation, really good. And with the rules being a moving target, even more impressive.)

Joe

Trenloe
October 15th, 2018, 19:31
(As an aside, like what you are doing with the PF2 ruleset, especially the character creation, really good. And with the rules being a moving target, even more impressive.)
Thanks! :)

Hlynrian
October 19th, 2018, 21:22
A potential future MoreCore update.

The /weg roller appears to correctly handle when a 1 is rolled on the wild die, when the left die as displayed in the chat box is a 1, a Blunder message is provided. If a one is rolled in any other position and not in the first position then the blunder message is not provided. I assume the left most die is therefore the wild die. The wild die should likewise explode if it is a 6. Currently, all the die will explode no matter what their position as displayed in the chat. This is not the correct function for the OpenD6 rules though I must confess I do not have the WEG Star Wars rules so I cannot confirm how those dice are supposed to function. It should be pointed out that when only a singe die is rolled then that die is a wild die.

For consideration,
Best Regards,
Jerry

damned
October 19th, 2018, 22:46
A potential future MoreCore update.

The /weg roller appears to correctly handle when a 1 is rolled on the wild die, when the left die as displayed in the chat box is a 1, a Blunder message is provided. If a one is rolled in any other position and not in the first position then the blunder message is not provided. I assume the left most die is therefore the wild die. The wild die should likewise explode if it is a 6. Currently, all the die will explode no matter what their position as displayed in the chat. This is not the correct function for the OpenD6 rules though I must confess I do not have the WEG Star Wars rules so I cannot confirm how those dice are supposed to function. It should be pointed out that when only a singe die is rolled then that die is a wild die.

For consideration,
Best Regards,
Jerry

Hey Hlynrian thanks for your feedback.
I need some clarification - I just make the Rolls based on what people tell me - and this happens a lot - people tell me one thing and others tell me something else.
Can you please find one or more sources in rulebooks and copy/paste the relevant info for me?
2 sources would be awesome if possible!

thanks
Damian

Hlynrian
October 19th, 2018, 23:15
Hey Hlynrian thanks for your feedback.
I need some clarification - I just make the Rolls based on what people tell me - and this happens a lot - people tell me one thing and others tell me something else.
Can you please find one or more sources in rulebooks and copy/paste the relevant info for me?
2 sources would be awesome if possible!

thanks
Damian

This is the text from the OpenD6 Adventure book, OpenD6 Space and OpenD6 Fantasy have the same text:

Rolling Dice

A die code shows how good a character is in a particular area, how harmful a weapon is, how useful a Special Ability or tool is, and so on. Each die code (also known as a value) indicates the number of six-sided dice you roll (1D, 2D, 3D, 4D, 5D, etc.), and sometimes an added bonus of “+1” or “+2” — referred to as pips — you add to the total result you roll on the dice.
An Advantage, Special Ability, or piece of equipment may provide a bonus to the roll. If the bonus is in the form of a die code (such as +1D), then you add the listed number of regular dice to the amount you would roll. If the bonus is in the form of a number (such as +2), then you add the amount to the total that you rolled on the dice.

Example: A shovel adds 1D to digging attempts. A character who decides to dig a hole uses her lifting skill. If your character has a lift- ing skill of 4D, you would roll five dice to determine how well your character dug the hole with the shovel.

Wild Die

Whenever any player, including the gamemaster, makes any roll, one of the dice must be different from the rest (in size or color). Designated as the Wild Die, this odd die represents the vagaries of life — like the direction of the wind affecting the flight of a bullet — that are too small to warrant their own difficulty modifiers.

Example: Your character’s Reflexes attribute is 3D+1, so if your character tried to jump onto a table, you would roll two regular dice and one Wild Die.
If the player has only 1D to roll, then that one die is always the Wild Die.
If the player rolls a 6 on the Wild Die, this is called a Critical Success and she may add the 6 to her total and roll the Wild Die again. As long as she turns up Critical Successes on that die, she may continue to add them to her total and continue to roll. If she rolls anything other than a 6, she adds that number to the total and stops rolling.

If the player rolls a 1 on the initial toss of the Wild Die, this is called a Critical Failure, and the gamemaster may chose one of two options for the result, depending on the gravity of the situation.
1. The Critical Failure cancels out the highest roll. Then the player adds the remaining values, and the roll is determined normally.
2. Add the dice results normally, but a complication occurs. The gamemaster gauges the significance of the complication by the total generated — from a funny, “nearly didn’t do it” result for a high total to a serious, “we have a problem” obstacle for a low total.

When using the second option, make certain the complication chosen relates to the task attempted. It should serve as an extra, minor obstacle the characters must now deal with or, more often, as a place to insert a bit of comic relief. Only on rare occasions (such as numerous poor decisions by the players) should a complication be without solutions or even deadly. The complications can also serve as opportunities to bring nearly invincible characters down to a more reasonable level.

Note: Unlike rolling a Critical Failure initially on the Wild Die, no complications occur when a 1 shows up on later tosses of the Wild Die in the same roll.

All the books are available here: https://ogc.rpglibrary.org/index.php?title=OpenD6

There is an old WEG archive of "how the game works" here: https://web.archive.org/web/20050513223152/https://www.westendgames.com:80/d6/d6info.pdf

Cheers,
Jerry

damned
October 20th, 2018, 01:22
Thanks - that is indeed different.
Im neck deep in some OpenLegend stuff and then I will fix the /weg roll.

Hlynrian
October 20th, 2018, 13:44
Thanks - that is indeed different.
Im neck deep in some OpenLegend stuff and then I will fix the /weg roll.

As always, thank you for all you do!

Stx11
October 20th, 2018, 14:31
From https://rpggeek.com/thread/614102/comparison-various-weg-editions


Wild Die
1E, 1.1E, 1.5E: No.
2E, 2.5E: Yes

I don't know if you want WEG to represent WEG 1st Edition (which is now available from FFG as a 30th Anniversary Edition) or subsequent/OpenD6 editions?

IE - it might be worth making OpenD6 its own set of rolls

Hlynrian
October 20th, 2018, 15:25
From https://rpggeek.com/thread/614102/comparison-various-weg-editions


I don't know if you want WEG to represent WEG 1st Edition (which is now available from FFG as a 30th Anniversary Edition) or subsequent/OpenD6 editions?

IE - it might be worth making OpenD6 its own set of rolls

You are correct, the systems did change over time. Though I am not that familiar with the earlier Star Wars 1st edition I understood they did not use exploding die mechanics and since the /weg roller currently does I assumed it was replicating the OpenD6/2E version of the mechanics. Picking up the anniversary version of the game is tempting, thanks for point that out!

damned
October 21st, 2018, 03:24
Hola Stx11

Any chance you can spell out the full mechanic for the 1st Edition WEG?

Stx11
October 21st, 2018, 04:43
I'll see if I can find my old WEG book (don't have the 30th Anniversary Edition).

If so I'd be honored to!

Karandus
October 21st, 2018, 06:32
I posted this elsewhere but wasnt sure where to put it so Ill ask here, my apologies.

Also one other question for damned. Im loving the Wrath and Glory addon to morecore but would you be able to make some subtle changes to it, I would buy you a cookie!

What I am looking for is just changing what is displayed in the roll window:

Removing "Failures" completely from the display - it throws the players a little, since all we need to see is the total icons calculated.
Change wording of "Successes" to "Icons" and change "epic success" to "Exalted Icon".

On the wrath die, Just have it display the number rolled, but keep it the red color. Also if it rolls an Icon (4-6) or Exalted Icon (6), add it to the total for the others, since it works the same way, we just need to know what number it rolled. Some of my players are new to wrath and glory and roleplaying and its just having info there and seeing 4 failures even though they got the 2 icons they needed kinda throws them a bit.

So example: a dice roll of 1,1,3,4,5,5,6 and a wrath die of 6 would produce:

Wrath Die: 6
Icons: 3 (for the 4,5,5)
Exalted Icons (6's): 2 ( 2 sixes, one normal plus the wrath 6)

I dont know anything about coding or I would try myself so I dont know how hard it is. Thanks though if its possible, love what you did with it!

damned
October 21st, 2018, 06:40
Hi Karandus

It appears I did not doco the Wrath & Glory rolls anywhere.
They are:

/wrath #d6 Core dice rolls with Wrath dice.
/wrathdmg #d6x# (x# is weapon damage) Core dice damage roll
/wrathdmgm #d6x# Core dice damage roll involving a weapon with Melta keyword.
/wrathdmgb #d6x# Core dice damage roll involving a weapon with the Brutal keyword
/wrathe #d6 Dice roll without the Wrath dice.
/wrathp #d6p# (#d6 is TOTAL dice pool,p# is number of wrath dice) Dice rolls, involving the Mastery Test of Psychic Powers

As to the changes (as per the posts above) Im happy to make changes if there is some sort of consensus. I dont play most of these systems so I build based on the info given to me. Let me try and get some further input on these.

Karandus
October 21st, 2018, 06:44
Awesome, thank you sir.

damned
October 29th, 2018, 13:06
Hola MoreCore users.
Im reworking some aspects of the MoreCore character sheet.
As much as I liked the flip frames when coding extensions to the MoreCore ruleset they are a pain to deal with so Im moving them to a new MoreData tab.
As part of this Id love to get some feedback on how to make spell tracking on the sheet more useful.

Ogre92
October 30th, 2018, 02:38
Quick question: is it possible to make a roll that will throw 2 different colors of dice. I'm trying to build a roll for the new Vampire 5th edition system and it use something called Hunger dice. Basically you build you dice pool and then swap out some with a different color die. Special things happen when those dice come up 1 or 10 but I'm confident I can write that into the code but I thought it would be cool to throw 5 black dice and 3 red ones on the "table top" when the roll was made. So long story short is it even possible or am I going down a rabbit hole here?

I'm very new to working in FG and am still trying to figure it all out and I learn best by doing so this is my introductory project. I'm not really looking for help with code (yet!) but just is the 2 different dice colors on a single roll feasible. Thanks in advance!

Edit: Apologies for posting this in the MoreCore thread, too many windows open and I picked the wrong one!

damned
October 30th, 2018, 02:48
Welcome Ogre92

If you try the Stunt Roll (Fantasy AGE, Modern AGE, Dragon AGE) you will see it throws 2 black and 1 red dice.
The roller Im currently working on for Open Legend RPG throws a Blue plus (potentially) multiple black and green or black and red or just black dice.

Try the following command:
/die 1d4+1d1004+1d2004+1d3004+1d4004
in the chat window

Those same prefixes - 100 thru 400 work for d4 thru to d20.

You can also use the Dice pool to add dice by dragging and dropping or by command: /pool 2d20010
You cannot selectively swap dice out of a pool though.
You can either remove all the dice in a particular slot or all the slots - but not individual dice in slots...
Try it and what Im saying might make more sense....

This stuff applies only to the MoreCore ruleset. Those extra coloured dice are not in CoreRPG. The Dice Pool is available for CoreRPG as an extension by ianmward.

graziano.girelli
October 30th, 2018, 23:53
In my opinion, you can use the upper part of the MoreData tab for spell: 1 field for each spell level, so 9 or x fields where you click and a counter decrease from the number put inside manually to zero. In this way you can keep track of how many spell you used and how many are left.
If someone use spell points (as me, so this is a very interested suggestion), more then the spell level fields, a box with total spell points available, and a row with fields containing spell level costs. Dobule click on the level, decrease the spell cost from the total.
I don't know if i explain my idea in understandable way :-(
I attach an image and hope this made more clear my thought. I think it's simple and effective.
25144

damned
October 31st, 2018, 00:13
Thanks graziano option 1 is currently there - but limited to only 5 levels.
Option 2 was kinda implemented but clumsily I think. I think your way + an extra field so you can track max and current mana should be added.
Thanks for the clear image.

Keen to hear from others as well.

Ogre92
November 2nd, 2018, 04:15
Hi damned, I'm fumbling around and making some progress but I've hit a snag that I can't seem to work out. In this function I'm trying to add a new table called aHungerDice:

function createRoll(sParams)
local rRoll = {};
rRoll.sType = "vtm5";
--rRoll.nSize = 10;
rRoll.nMod = 0;
rRoll.aDice = {};
rRoll.aHungerDice = {};

Every time I refer to this table anywhere it gives me an error bad argument #1 to 'ipairs' (table expected, got stirng). Here's the code I'm running:
for _,v in ipairs(rRoll.aHungerDice) do
if v.result ~= "" then
sTest = v.result;
end
end

Everything I'm reading online says I've created a table but it's not working. If I change my code to use the aDice table everything runs as expected but I need a second table to hold these hunger dice values. Do you have any ideas or can you point me towards some documentation that explains why it isn't working?

damned
November 2nd, 2018, 04:28
Hola Ogre92 please send me your files and a brief explanation of what you are trying to achieve.
Put them in OneDrive/DropBox etc and send me a link...

Ogre92
November 2nd, 2018, 18:11
I'm at work right now and don't have my files. If I can't make any headway on my own I'll upload them later when I get home but really my question is can you not declare a new table inside the createroll function and insert that into the rRoll table that is there? From what I'm reading that's what is happening with the rRoll.aDice table. In other words am I doing something illegal in the LUA language or is it probably some kind of syntax error?

EDIT: I'm using Frostbyte's (sorry if I misspelled that) woddice script as a template if that helps you see what I'm talking about.

Trenloe
November 2nd, 2018, 21:04
... my question is can you not declare a new table inside the createroll function and insert that into the rRoll table that is there? From what I'm reading that's what is happening with the rRoll.aDice table. In other words am I doing something illegal in the LUA language or is it probably some kind of syntax error?
FG when it passes data as part of events/handlers sometimes strips unknown variables/types from record structures that it expects to have a certain format.

You can see exactly what's in the complete record by using the following command in your code: Debug.console("rRoll = ", rRoll);

Make sure you open the console using the /console chat command. You'll probably find it easier to read if you copy the text out of the console and copy it into your text editor of choice. Add the above command just after you've declared all of the rRoll data, and then later when you're trying to access it - this might hep you determine what data is available and what is getting stripped.

damned
November 2nd, 2018, 22:28
Yes you can definitely declare a new table mid way thru.
As Trenloe says use lots of Debug statements to check if what you have coded is actually happening.

damned
November 2nd, 2018, 22:31
Also - that is an older script format.
I would look at the dice scripts in \scripts instead.
Look at explode or afmbe as a starting point.

Ogre92
November 3rd, 2018, 03:50
Trenloe made me rethink my methodology. I just need to look at the aDice table and pull out the "red" valued d10's. My other problem is I'm probably constructing my table incorrectly but I'll figure that out later. The debug command was the ticket. I'm close to having this one working, I think. I'll look at the other scripts you mentioned but what's the real difference between the two? Thanks for all the input guys!

damned
November 3rd, 2018, 08:36
Ogre92 have you seen this post: https://www.fantasygrounds.com/forums/showthread.php?34860-MoreCore-Ruleset&p=399394&viewfull=1#post399394
/cod 1d10x7
That is the base roll to explode on 7
/mod 2
Will add 2 dice to the pool - eg Strength

damned
November 12th, 2018, 00:19
Ok so Im thinking of adding some Hit Calculations in on some of the Rolls.
If anyone out there has some specific Rolls that they would like automatic Hit/Miss reporting for - and they are against a single Defence score please let me know in some detail how the success is measured and reported.

ShotGun Jolly
November 12th, 2018, 14:04
Damned,

Noticed a small glitch.

If I drag a /conan dice string down to the hot bar, the button works ok. But if I drag a /crom dice string down, when i select that one I get some sort of XML error.

damned
November 12th, 2018, 21:41
Damned,

Noticed a small glitch.

If I drag a /conan dice string down to the hot bar, the button works ok. But if I drag a /crom dice string down, when i select that one I get some sort of XML error.

Dice Rolls dragging to the Hot Bar are not supported. Any that work are just a bonus.

ShotGun Jolly
November 13th, 2018, 02:47
Ok,

Thanks!

Szabtom
November 13th, 2018, 21:22
Ok so Im thinking of adding some Hit Calculations in on some of the Rolls.
If anyone out there has some specific Rolls that they would like automatic Hit/Miss reporting for - and they are against a single Defence score please let me know in some detail how the success is measured and reported.

Hi damned, how about a ThAC0 roll versus AC? I suppose AC counts as Defense score?

damned
November 13th, 2018, 21:40
Hi damned, how about a ThAC0 roll versus AC? I suppose AC counts as Defense score?

Indeed - I will be doing that one over the next week as part of this: https://www.youtube.com/watch?v=54PSYMXmyvs

Szabtom
November 13th, 2018, 23:14
Indeed - I will be doing that one over the next week as part of this: https://www.youtube.com/watch?v=54PSYMXmyvs

Great! On that note, I am a subscriber and I noticed your new video. Have not had the time to check it out yet but I very much look forward to watching it, and the others coming in the new series. Very much appreciated.

damned
November 14th, 2018, 00:40
Great! On that note, I am a subscriber and I noticed your new video. Have not had the time to check it out yet but I very much look forward to watching it, and the others coming in the new series. Very much appreciated.

Maybe, maybe some people might be tempted to follow along and create an extension for their own favourite RPG system... I live in hope!

Honken
November 14th, 2018, 07:44
I did a solo session with a friend yesterday. And since i play Shadowrun 3e i used the edie and edies dice "commands". And it doesn't matter if the option "Chat: Show GM rolls" is on or off, it always show the GM result in chat.

But if i pick up dice and roll "manualy" it works as it should.

/H

damned
November 14th, 2018, 08:54
I dont believe any of the MoreCore rolls respect that setting...

damned
November 14th, 2018, 11:14
Some videos that Im making as I go along building an extension for MoreCore

https://www.youtube.com/watch?v=54PSYMXmyvs
https://www.youtube.com/watch?v=0he0jmdDawE

Dont sit on the sidelines... start building an extension for your favourite ruleset.

damned
November 17th, 2018, 02:13
Ok peoples.
Ive just posted v1.47 and it has a couple of big changes.

The first is Roll Parameters.
This is a really cool addition that really makes character management, roll management so much easier.
You can now link rolls to other values, including other rolls and the values in the Combat frame - and will keep these in-sync.
Increase your strength - all those rolls that use strength can now auto-update.
This allows you to add up to 3 new values and to link up to 3 values from each of up to 3 rolls or other sources.
Sound confusing? It is actually super easy to use and adds some serious flexibility to rolls.
This addition by mcortez.

The other big change is moving the flip frames out and onto a new tab.
I really liked the convenience of the flip frames - players being able to store links to all the important things right on the character sheet - but it actually made coding MoreCore character sheet extensions a lot more challenging.

And of course there are some new rolls - thac0 (improved), dbdamage and infskill.

Doco is still being updated for Roll Parameters.

wndrngdru
November 17th, 2018, 05:35
The first is Roll Parameters.


Holy crap! Yes! PBTA rolls just became awesome! Single-click rolls tied to a move? Is it Christmas already?



The other big change is moving the flip frames out and onto a new tab.


Woohoo!

damned
November 17th, 2018, 06:31
Holy crap! Yes! PBTA rolls just became awesome! Single-click rolls tied to a move? Is it Christmas already?

Woohoo!

Yep PbtA rolls are among many that will benefit from this.

ShotGun Jolly
November 17th, 2018, 08:34
Ok peoples.
Ive just posted v1.47 and it has a couple of big changes.

The first is Roll Parameters.
This is a really cool addition that really makes character management, roll management so much easier.
You can now link rolls to other values, including other rolls and the values in the Combat frame - and will keep these in-sync.
Increase your strength - all those rolls that use strength can now auto-update.
This allows you to add up to 3 new values and to link up to 3 values from each of up to 3 rolls or other sources.
Sound confusing? It is actually super easy to use and adds some serious flexibility to rolls.
This addition by mcortez.

The other big change is moving the flip frames out and onto a new tab.
I really liked the convenience of the flip frames - players being able to store links to all the important things right on the character sheet - but it actually made coding MoreCore character sheet extensions a lot more challenging.

And of course there are some new rolls - thac0 (improved), dbdamage and infskill.

Doco is still being updated for Roll Parameters.

To quote a wonderful character

"That was AWESOME!" -Brick

graziano.girelli
November 17th, 2018, 14:33
Great great work Damned!
I'm updating all character sheets with Roll Parameters and reference fields. A quiet heavy job, but once done, the management will be more easy. When you will put the changes to spell system (if you decide do to this), i think i will be ok for very long time.
Thanks again for your efforts.

damned
November 17th, 2018, 14:41
Great great work Damned!
I'm updating all character sheets with Roll Parameters and reference fields. A quiet heavy job, but once done, the management will be more easy. When you will put the changes to spell system (if you decide do to this), i think i will be ok for very long time.
Thanks again for your efforts.

Hi mate - I apologise for the work involved in updating - it will be worth it for sure though!
Im still working on spells - it might take another week or two though... am still happy to take some advice/feedback on spells!