Maspalio
January 13th, 2020, 22:40
Hey everyone,
I'm currently trying to build a ruleset from scratch, layering over the CoreRPG ruleset. I read the developpers section on the wiki, and the great thread of Trenloe explaining how actions works. Thus, i'm still having trouble figuring how i can translate what i want in lua code. So, after running in circles for days, i decided to beg for some help here.
This ruleset is for an outdated french game, released in 1991, and called Bloodlust, a Conan-like RPG that i intend to re-run with some friends. The system is based mostly on a percentile dice, so i could obviously go with the Core RPG alone. But, there are some subtilties that i'd rather integrate in a separate ruleset or extension. I guess i have to create some actions files, for check, damage, healing, but i am not sure how to proceed.
This game is somewhat similar to Chtulhu's Chaosium : you got a skill expressed as a percentile score. So, you roll a percentile dice and have to go under that score. Modifiers from external conditions (blind, dazed, night, mounted, and so on) adds or substracts from the skill score as a target for the roll. i.e. -25%, -10%, +10%, +25%, +50%.
Big question, a dice roll of 100 in that game is always a failure, no matter how high your skill is. Even a roll of 100+35% is a failure. As far as i know, 00 is treated like a 10 by Fantasy Grounds engine so is it possible to claim that 100 is a botch to FG.
Second big question, that game uses unit dice a lot. For example, your to-hit roll is 67. Then you do not roll for damage, but have to keep the 7 from the unit dice. This is your base damage score on that hit. Can a handler store the dice unit value from the to-hit roll for a subsequent use at the damage step ?
Third big question, this game says a 0 is always a critical sucess if under the skil score. For example, rolls of 10, 20 or 30 on a 40% stealth check are critical successes. Once again, as a 30 + 0 is equivalent to 40 in the FG engine and not a 30 as read by many players, how can i script this the way it is intended to be by the rules ?
Fourth question, similar to second question. The location step of a strike use the to-hit roll reversed to determine where the hit blows. For example, a to-hit roll of 67 hits the target in the "76" range location. Can the hit-roll be stored and reversed, and then compared to a static table for determining where you hit blows? i.e. 01-10 is the head, 20-35 is torso, etc.
Many thanks if some of you can put my foot in the stirrup on this project, and help me to code this.
I'm currently trying to build a ruleset from scratch, layering over the CoreRPG ruleset. I read the developpers section on the wiki, and the great thread of Trenloe explaining how actions works. Thus, i'm still having trouble figuring how i can translate what i want in lua code. So, after running in circles for days, i decided to beg for some help here.
This ruleset is for an outdated french game, released in 1991, and called Bloodlust, a Conan-like RPG that i intend to re-run with some friends. The system is based mostly on a percentile dice, so i could obviously go with the Core RPG alone. But, there are some subtilties that i'd rather integrate in a separate ruleset or extension. I guess i have to create some actions files, for check, damage, healing, but i am not sure how to proceed.
This game is somewhat similar to Chtulhu's Chaosium : you got a skill expressed as a percentile score. So, you roll a percentile dice and have to go under that score. Modifiers from external conditions (blind, dazed, night, mounted, and so on) adds or substracts from the skill score as a target for the roll. i.e. -25%, -10%, +10%, +25%, +50%.
Big question, a dice roll of 100 in that game is always a failure, no matter how high your skill is. Even a roll of 100+35% is a failure. As far as i know, 00 is treated like a 10 by Fantasy Grounds engine so is it possible to claim that 100 is a botch to FG.
Second big question, that game uses unit dice a lot. For example, your to-hit roll is 67. Then you do not roll for damage, but have to keep the 7 from the unit dice. This is your base damage score on that hit. Can a handler store the dice unit value from the to-hit roll for a subsequent use at the damage step ?
Third big question, this game says a 0 is always a critical sucess if under the skil score. For example, rolls of 10, 20 or 30 on a 40% stealth check are critical successes. Once again, as a 30 + 0 is equivalent to 40 in the FG engine and not a 30 as read by many players, how can i script this the way it is intended to be by the rules ?
Fourth question, similar to second question. The location step of a strike use the to-hit roll reversed to determine where the hit blows. For example, a to-hit roll of 67 hits the target in the "76" range location. Can the hit-roll be stored and reversed, and then compared to a static table for determining where you hit blows? i.e. 01-10 is the head, 20-35 is torso, etc.
Many thanks if some of you can put my foot in the stirrup on this project, and help me to code this.