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DMReckless
April 24th, 2017, 03:49
I'm looking for someone familiar with writing rulesets for Fantasy Grounds who might be willing to build a ruleset based off a game I'm developing/writing.

Don't know what kind of pool I have to work with here, or what kind of costs might be involved.

So.... initial feelers?

damned
April 24th, 2017, 03:53
Hi DMReckless paying for dev work is not cheap...
Many hundreds of hours typically go into building a ruleset.
And you must also maintain it when CoreRPG or the engine changes.
Paying someone by the hour will be taxing.
Paying an agreed amount for the job is probably the best way to go - but you and the dev must be very specific about what is and is not included.

Or... build a couple of rolls and a theme and use MoreCore...

vodokar
April 24th, 2017, 04:04
I agree with Damned. Tell us more about the game and we'll be able to best direct what functionality it might need. MoreCore is actually a good option that can take considerably less time to get a playable game working. Dedicated rulesets are nice, but, I can attest to the fact that they do take hundreds of hours of time to make, which is very costly if you have to pay for it to be done. On the other hand, making a theme and a few rolls in MoreCore takes a lot less time and people will play a game using MoreCore if the game is worth their time playing.

damned
April 24th, 2017, 05:44
At FG Con 10 there were 5 different game systems that ran using MoreCore -
Dusk City Outlaws, Coriolis, City of Mist, Dungeon World and Dead Simple Roleplaying - Espionage.

Version 1.39 has just been posted with a whole slew of new rolls.
Anyone can contribute new rolls and they will be made available as part of the next version.

https://www.fantasygrounds.com/forums/showthread.php?34860-MoreCore-Ruleset&p=299288&viewfull=1#post299288

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=18660

Valid Dice Strings are:

/bane #d# (roll #d# and add the highest value as a -mod to the modifier tool)
/boon #d# (roll #d# and add the highest value as a mod to the modifier tool)
/blackcrusade 1d100x# (hash is difficulty, results in degrees)
/conan 2d20x#y# (roll 2d20+skill+specialisation, each dice equal or under skill is a success, each dice under specialisation is an additioanl success, modifiers increase the number of dice

/champions # (use OCV for # to determine DCV success)
/ckill #d6 (roll #d6 for Body damage + 1d6 to determine additional body damage)
/cskill c# (roll equal or under 9+characteristic/5+skill on 3d6)
/cstun #d6 (roll #d6 for Stun and Body damage)

/die #d#+# (roll #dice and add #) r
/dsr 1d20+# (roll 1d20+modifiers - 15 or better is success, 11 or better is a near miss)
/edie #d# (roll #dice and explode)
/edies #d#x# (roll #dice and explode, count results above # as successes)
/harn 1d100x# (checks for success and criticals)
/heal #d#+# (need to ctrl-drag to apply negative damage)
/hitos # (roll 3d10, the middle number must equal or beat #)
/orderresult #d# (roll #d# and order results)
/pbta #d#+# (roll #dice and add #)
/pendragon 1d20 # (roll 1d20 equal or under target, equal target is Critical Success, 20 is Fumble)
/qin (Qin Yin/Yang dice)
/rolld #d#x# (roll #dice drop # lowest)
/rollover #d#x# (roll #dice and count #-, accepts extra dice from modifiers)
/rollunder #d#x# (roll #dice and count #-, accepts extra dice from modifiers)

/rnk #k# (roll #d10 explode and keep highest #)
/rnkd #k# (exploding dice doing damage)
/rnkdk #k# (exploding dice on 9 and 10 doing damage)
/rnke #k# (re-roll 1s once and then explode 10s)

/saving #d#+#<># (roll dice and equal or higher/lower for success)
/sfdice #d#s#f# (roll #dice, count #s[Success] and #f[Fail])
/successes #d#x# (roll #dice and count #+)
/symb 1d20x# (roll equal/under target)
/talislanta 1d20+# (roll 20+ Critical Success, 11-19 Full Success, 6-10 Partial Success, 1-5 Failure, 0 or less Mishap, accepts multiple modifiers)
/thac0 1d20+#x# (roll 1d20+mod, x# is characters THAC0 value)
/trav 2d6+# (Traveller roll 2d6+mod)
/woddice #s# (roll #d10, count dice above #, subtract 1s, use Modifier box for additional Difficulty modification)

/ability (description only)
/cleric (description only)
/mtrait (description only)
/spell (description only)
/trait (description only)

/mod # (adds entry to the Modifier box, accepts negatives)
/rollon [table name] <-c [column name]> <-d [NdN+N]> <-hide> (rolls on table)
/followon [rollname] rollon [tablename] (registers an event that will roll on the [tablename] any time that character does the [rollname] roll. /followon [rollname] without further arguments to unregister.)

18660

DMReckless
April 24th, 2017, 21:31
At its core, the game is 2d12+Modifier for a dozen skills, but each Skill also has a competency die (these dice would be different for different skills) and under certain circumstances, you get to roll your competency die along with the 2d12 and choose the best 2 dice from that to add to your modifier for the skill.

Essentially, the better you get with the skill the more you can play with the law of averages on your dice roll.

Competency dice go from d2 to d20, and there is a pretty wide variety of times you can use your competency die. Since it's linked to the skill you're using, which skill you're rolling tells you what the competency die is.

DMReckless
April 25th, 2017, 03:44
So, how would I go about modifying /rolld to accept multiple die type expressions (currently if you do something like /rolld 2d12+1d10x1 it will only roll the d10)?


0;

damned
April 25th, 2017, 07:10
soo.... to do this you are going to have to hack away at one or more rollers and learn a wee little bit of code.
there are a few ways to do this that I can think of and Im sure there are many more.

In the Barbarians of Lemuria ruleset you click the check boxes next to multiple careers, skills, prep etc and each time you do that it adds another dice to the pool.
You are basically adding another aDice to the pool each time.
rRoll.aDice = {"d6","d6","d6"};
You might look at one of these MoreCore scripts - manager_custom_champions.lua, manager_custom_hitos.lua where they have a programmed amount of dice to start with.
In the BoL ruleset each die is always a d6. You need to add different die each time.
You might look at the Hero Points for 5e extension to see some code to let you assign a different dice to each competency.
You might look at manager_custom_champions.lua or manager_custom_orderresult.lua to order the results.
Then you would want to look at manager_custom_hitos.lua to see how to grab just the results from the first two dice (these will have been ordered).

Id be working towards doing something like that.

If there is a dozen skills and you are not mixing say skills+characteristics or skills+competencies etc (eg two different fields) then the easiest way would be to build a new roller that uses:
/dmreckless 2d12+1d#
Orders the results and sums the two highest.
When a character advances a skill you update the string.
You would still use the above scripts as your guide ignoring the Hero Points extension.

DMReckless
April 25th, 2017, 14:53
Thanks. That gives me a place to start, at least.

damned
April 25th, 2017, 15:05
DMReckless download MoreCore and maybe the Symbaroum or City of Mist extensions + modules and have a play.
Send me a PM if you think MoreCore can do what you need and you cant work out the roller thing...

Trenloe
April 25th, 2017, 17:31
Some good pointers and links to FG development resources here: https://www.fantasygrounds.com/forums/showthread.php?20651-Modifying-the-CoreRPG-ruleset