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View Full Version : Mutant Crawl Classics Role Playing Game Ruleset - Bug reports, feedback, etc.



leozelig
August 17th, 2021, 04:29
Greetings seekers!

Now that the MCC ruleset has been released, it needs an official home on the forums. Post any bugs, feedback, suggestions, or questions here!

Cheers,
Leo

leozelig
August 17th, 2021, 04:40
Moderators: Please change thread name to Mutant Crawl Classics… and sticky if you don’t mind;)

I’m working on the first update, which will include a new archaic alignment record for the data library. These can be dropped to the Main tab of the char sheet and will add a link to the alignment record. I am also consolidating the core rules into a single module to avoid duplication of library data. I’m going to merge some of the DCC ruleset changes including the 0-level char generator and improve compatibility with DCC char sheets for crossover games.

WishX
August 25th, 2021, 14:18
Moderators: Please change thread name to Mutant Crawl Classics… and sticky if you don’t mind;)
Done! :)

leozelig
September 2nd, 2021, 19:48
MCC RPG v2021-09-01 (release 2)

Ruleset
[Fixed] NPC saving throws not linking to combat tracker.
[Fixed] Weapon meta damage bonus not adding to melee and missile attacks.
[Fixed] Divider displaying on NPC record when type and size fields are empty.
[Fixed] Vision types ‘infravision’ and ‘ultravision’ not working.
Archaic alignment link added to Alignment field on Main tab of char sheet.
[Updated] Separate number field created for missile attack bonus on class record.
[Updated] Core rules modules merged to avoid duplication of library data.
[Updated] Power counter functionality merged for wetware programs and abilities.
[Updated] Changed ‘Cast’ label to ‘Chk’ for power actions on char sheet.
[Updated] Changed ‘Spells’ label to ‘Pwr’ for NPC powers in combat tracker.
[Updated] Separated cast and save actions so each power can have multiple save actions. NPC powers display save buttons in the combat tracker, allowing the judge to roll a save for the target without opening the NPC record.
[Updated] Double clicking the NPC power name in combat tracker appends the ‘[LOST]’ label (or removes existing label).
[Updated] Bonus hit points from ‘The Ecobot’ birth sign applied at character creation and level advancement. Starting luck modifier must be appended to lucky roll field on char sheet – for example, ‘The Ecobot: Hit points (applies at each level) +2’.
[Updated] Bonus languages from ‘The Universal Translator’ birth sign applied at character creation.
[Updated] Mutant, Manimal, and Plantient appearance or subtype added to Notes tab when occupation dropped to char sheet.
[Added] Archaic alignment record type created in data library.
[Added] Slash command ‘/funnel [username] [#chars]’ created for 0-level character generation. Parameters are optional. Host/GM only.
[Added] Two-handed weapon handling type.
[Added] Charge modifier button adds +2 to attack and applies effect ‘Charging; AC: -2’ with duration 1 round to PC.

[U]Core Rules Module
[Updated] Attack bonuses updated in class records to match data type change in ruleset.
[Added] Archaic alignments added to Core Rules data module.
[Added] Rollable tables created for Table 6-3: Personal Assistant AI Ability Ranges.

leozelig
September 2nd, 2021, 20:11
I submitted an update for the MCC ruleset (see list above).

I spent some time working on crossover compatibility for DCC characters, and it was not exactly difficult but definitely more complicated than I hoped to integrate deed dice, magic, and other DCC fields into the MCC char sheet. Depending on how many groups are playing crossover games, I can tackle this project at some point in the future, but I put this one back on the shelf for now.

Happy gaming!
Leo

drudi002
September 26th, 2021, 21:10
It looks like 2 of the Archaic Alignments are missing, The Curators and the Atomic Equinox. Also, I'm getting an error when trying to use the effects for permanent mutations.

leozelig
September 27th, 2021, 10:29
Thanks for the report drudi002. I’ll take a look at it.

leozelig
September 28th, 2021, 23:22
I see the problem with the effects and will have that fixed in the next day or two. I noticed some overlapping labels on the power record, so of course I'll fix that. The two missing archaic alignments will be included with this update as well.

Thanks again for the bug report drudi002. You should see the updates by next Tuesday on the Live channel, sooner on the Test channel.

Happy gaming!

drudi002
November 7th, 2021, 15:38
I found another. It looks like the pyrokinesis mutation is not working correctly when you add it to the character sheet. There are no check or effect buttons.

leozelig
November 7th, 2021, 21:13
Thanks for the report drudi002! A fix is on hold for now due to pending CoreRPG updates, but I will have this ready to go.

leozelig
December 21st, 2021, 15:56
Submitted an update today...

MCC RPG v12-20-2021 (release 3)
[Fixed] Actions not populating for mutation ‘pyrokinesis’ when dropped to Actions tab on char sheet.
[Fixed] Script error when dragging an attack roll from chat window to combat tracker or token target.
[Fixed] NPCs dropped to combat tracker do not roll d16 initiative die when option selected on NPC record.
[Fixed] Combat tracker effect durations decreasing by 2 each round.
[Fixed] ‘Armor Class:’ label truncated in Combat Calc dialog box linked on Main tab of char sheet. Label reverted to ‘Armor:’.
[Fixed] Wrong power table result displays when mutation or program check roll is not a natural 1 (ie, fumble) but total is less than or equal to 1 due to modifiers.
[Fixed] Slash command /funnel not adding weapons to Actions tab.
[Fixed] Slash command /funnel not adjusting AC for armor items.
[Fixed] Script error for birth sign ‘The Backup Disk’ when using slash command /funnel.
[Updated] Missing table error message now includes table name.
[Updated] Duration added to onHover display for mini action buttons.
[Updated] Improved parsing of NPC special properties for resistance, vulnerability, and immunity effects when dropped to combat tracker.
[Updated] Items with type (or subtype) equal to ‘artifact’ are unidentified when dropped from data library to Inventory tab on char sheet.
[Added] Two-weapon fighting and backstab options added to Weapons section of Actions tab.
[Added] Modifier button created for d16 initiative die (when two-handed weapon equipped).
[Added] Actions parsing of results table for custom powers.
[Added] Functionality for two-weapon fighting and backstab according to the DCC core rules.

Nothing crazy, mostly just cleaning things up and making sure the slash command /funnel is doing everything it can. The ruleset does have some DCC features like the d16 initiative die for two-handed weapons, two-weapon fighting rules, and backstab functionality even though these are not technically in the MCC core rules. I assume these are universal game mechanics in the DCC/MCC multiverse.

leozelig
December 24th, 2021, 13:02
I’m going to update the sidebar soon with some more MCC-appropriate icons. The mutations and programs need to be moved to the player category also. Look for that in the next couple weeks.

kirklandone
February 16th, 2022, 23:34
Leozelig,

When I first looked for MCC on Fantasy Grounds, it was not on the Fantasy Grounds store.. but it was on the Goodman-Games store. So I purchased it there, not knowing any better. How do I activate it? I have a product code but I don't see anywhere to add that to my FGC or FGU?

kirklandone

ddavison
February 17th, 2022, 02:01
Go to the main store on this site and then use the menu for Store > Activate a product key

https://www.fantasygrounds.com/store/activateKey.php

Locotomo
February 24th, 2022, 15:04
The Store button is not opening anything.51647

leozelig
February 25th, 2022, 11:39
Hi Locomoto. Thank you for reporting your issue with the store button. I will look into it and post an update soon.

leozelig
February 25th, 2022, 20:51
The store button does not link to anything - I will work on fixing that for the next update. In the meantime, you'll need to open a web browser and visit the store page the traditional way:

https://www.fantasygrounds.com/store/

rathen45
March 22nd, 2022, 03:22
52119 Hey I got this error with /funnel

leozelig
March 22nd, 2022, 13:28
Thank you rathen45. I submitted a fix just now.

andywo12
August 20th, 2022, 06:40
Greetings seekers!

Now that the MCC ruleset has been released, it needs an official home on the forums. Post any bugs, feedback, suggestions, or questions here!

Cheers,
Leo

Hopefully someone can help

When I run a combat all seems to be fine except when I score a critical hit with a creature using the Robots and Artificial life forms table?

The message i get is the table can not be found or needs activation ?

Is there anything I can try to resolve this

Thanks

Andy

leozelig
August 20th, 2022, 11:56
Thanks for reporting. I will check that and let you know if it’s a bug or if specific syntax is needed.

EDIT: Submitted a fix, working now.

andywo12
August 20th, 2022, 16:48
Thanks for reporting. I will check that and let you know if it’s a bug or if specific syntax is needed.

EDIT: Submitted a fix, working now.

Thanks a lot for your help

macDsinfo
October 16th, 2022, 03:02
thx for the work on this ruleset- so much fun to play...

/funnell 4 username wasn't working for me today - it created the sheets but the players didn't see them...

also, two weapon fighting didn't seem to work the same way as it does in dcc...

also having a weird issue with sirmotte's theme when opening npc stat blocks - figured I would mention it here (error msg attached)

many thx!54709

leozelig
October 16th, 2022, 07:27
thx for the work on this ruleset- so much fun to play...

/funnell 4 username wasn't working for me today - it created the sheets but the players didn't see them...

also, two weapon fighting didn't seem to work the same way as it does in dcc...

also having a weird issue with sirmotte's theme when opening npc stat blocks - figured I would mention it here (error msg attached)

many thx!54709

Thanks for the bug report macDsinfo - I will take a look at these.

SirMotte
October 16th, 2022, 20:24
Thanks for the bug report macDsinfo - I will take a look at these.

Found my way here as well. I've only seen this error with Silent Ruins Death Indicator Extension, therefore I was wondering if some functionality was incorporated into the ruleset by chance.
Otherwise there's an extension conflict present.

Moon Wizard
October 16th, 2022, 20:27
@macDsinfo, @SirMotte,

Those fields do not exist in the DCC/MCC ruleset code; so they are coming from an extension.

Regards,
JPG

macDsinfo
October 22nd, 2022, 23:58
many thx for checking in here with us...

actually, I believe it is something sirmotte put in his theme to accomodate a particular extension author, not from an extension I was running (I wasn't running any)...

macDsinfo
October 23rd, 2022, 00:01
on another note, in the Hive the Overmind adventure, there is reference to p181 in the Rulebook. now, the fgu modules/rulesets do not have pages like that. I am trying to find what it is referencing. in the adventure module, it is to detail rules re: the ant saliva mutation, which I assume is a defect mutation, but p181 in the second printing of the rule book is in the artifacts chapter, referring to misc. artifacts like the multi-tool and rejuvchamber...


edit to add: in the Hive the Overmind ref manual, it lists the fusion chamber as B6, yet on the map, and the pin, it looks to be B3...

Thelgor
October 30th, 2022, 05:27
edit to add: in the Hive the Overmind ref manual, it lists the fusion chamber as B6, yet on the map, and the pin, it looks to be B3...

I'm addressing this issue here: MCC #1 Thread (https://www.fantasygrounds.com/forums/showthread.php?74020-MCC-1-Hive-of-the-Overmind)

leozelig
December 2nd, 2022, 13:00
I submitted an update today, mostly syncing with DCC updates from the past few months. These are mostly minor feature updates, but I did improve the import functionality for DCC characters. The only thing that isn’t quite the same is the deed die. For simplicity, I assigned the deed die to the artifact die since this functions the same for attacks. You would just leave it disabled in the tech subwindow (no die bonus for artifact checks).

leozelig
December 2nd, 2022, 20:46
MCC RPG ruleset v2022-12-02 (release 5):

[Fixed] Effects added to combat tracker remove plus sign after ‘NOTE:’ label.
[Fixed] Ability scores in party sheet display as 0 for new characters.
[Updated] Blank non-ID name defaults to ‘Unidentified item’ to match case format for other items.
[Updated] NPC powers list in combat tracker sorted by name instead of order created.
[Updated] DIESAVE effect modifier recognized as alternative to DIESAV.
[Updated] NPC effects for immunity, resistance, and vulnerability group multiple damage types under same effect type – for example, ‘RESIST: cold, fire’ instead of ‘RESIST: cold; RESIST: fire’.
[Updated] Initiative modifier displays for traps and hazards if non-zero value.
[Updated] PROG and MUT effect modifiers accept name filter.
[Updated] Casting table results accept a shortcut link, which displays with chat message when 'Show casting table results' option is enabled.
[Updated] NPC special property ‘regenerate X’ recognized as alternative to ‘regeneration X’, where X is a number or dice clause, which auto-populates as REGEN effect when NPC dropped to combat tracker.
[Updated] Damage types to align with DCC ruleset.
[Updated] Casting table results accept a shortcut link, which displays with chat message text when 'Show casting table results' option is enabled.
[Added] Luck die field for imported DCC characters (remains invisible for MCC characters).
[Added] Damage triggers concentration check when ‘(C)’ is appended to effect description.
[Added] Tooltips for 2-weapon fighting and backstab checkboxes under 'Attacks' header on Actions tab.
[Added] Backstab functionality on Actions tab as for DCC ruleset.
[Added] NPC target with special property ‘immune to critical hits’ does not trigger automatic crit roll. Override generates chat notification.
[Added] Link to store page.
[Added] GM houserule options for ability score generation using different dice rolling methods. Default is 3d6. Alternatives are 4d6 drop lowest, the Tatterdemalion’s Tampering, and the Sezrekan method.
[Added] Imported DCC characters convert to MCC as follows: (1) artifact check bonus auto-populates from core rules table; (2) spell check becomes program check; (3) invoke patron, divine aid, turn unholy, and all level 2+ cleric spells are marked as cast (i.e., invisible in combat mode); (4) deed die becomes artifact die; and (5) luck die field is visible if populated.

The Purple Sorcerer website has more info on Tatterdemalion's Tampering and the Sezrekan method for generating ability scores if you are curious. You will also be able to access the DCC core rules module from the MCC ruleset. Post here or on Discord if you have any problems - mention @leozelig#0361 for a faster response on Discord ;)

macDsinfo
December 5th, 2022, 05:57
many thanks! is the "/funnel 4 username" command working? "/funnel 20" works, for example, but I haven't been able to assign. multiple sheets to specific users. am I doing something wrong? thx again.

leozelig
December 5th, 2022, 11:27
many thanks! is the "/funnel 4 username" command working? "/funnel 20" works, for example, but I haven't been able to assign. multiple sheets to specific users. am I doing something wrong? thx again.

As long as the user is connected to the server, and the names match exactly, it should work. The username is case-sensitive. Let me know if that info doesn’t resolve the issue, and I’ll check it out.

GregRex
January 20th, 2023, 11:41
We found a bug last night from the random dice gods.

The Mutation 'Heightened Strength' is currently programmed to add bonus effects to STA vice STR.

leozelig
January 20th, 2023, 12:47
We found a bug last night from the random dice gods.

The Mutation 'Heightened Strength' is currently programmed to add bonus effects to STA vice STR.

Ah, good catch! I will patch that up, thanks for the report.

leozelig
January 23rd, 2023, 11:46
Update submitted:

[Fixed] Effect actions for 'heightened strength' mutation apply stamina bonus instead of strength.

Note that the patch notes say heightened *senses* instead of strength, which is just a typo on my part ;)

wolfknight75
April 19th, 2023, 09:59
Hi I have both DCC and MCC rulesets. I loaded both modules (DCC and MCC Rule Books) in the MCC ruleset. However, when I attempted to open the DCC rule book for spells, the list appears, but when I click on a spell nothing happens. It does not show the spell information. I tried several different spells and had the same result. Am I doing something wrong or does't the DCC rule book module work while in the MCC ruleset ? Thanks ahead of time.

leozelig
April 19th, 2023, 11:06
Hi wolfknight75, thanks for the report. I should be able to fix that. It’s definitely not anything you’re doing wrong.

wolfknight75
April 19th, 2023, 11:43
Great, I was worried maybe I did something. Thank you for the quick reply. By the way, are there any plans on more integration between both sets in the future? Just a thought, I've been using both for my physical game for over a year now in my Barbarians of New Earth campaign (think Thundaar).

leozelig
April 19th, 2023, 12:15
I want the DCC stuff to mostly work within the MCC ruleset, but they created enough differences that it’s hard to make things fully interchangeable. I will definitely continue fixing minor issues like this. We considered making MCC an extension that runs off the DCC ruleset, but then you would need to purchase both to play MCC. That’s probably what most people do anyway, but it seemed best to make MCC stand on its own. Either way, I think there would be imperfections with switching back and forth. If I ever have time, maybe I can figure out a way to merge the 2 rulesets with an option to toggle the char sheet from DCC to MCC. I think most of the other game elements are more interchangeable.

wolfknight75
April 19th, 2023, 12:36
That would be awesome, you are correct I have bought both the DCC and MCC rulesets for FGU. They are both well done, but I definitely have reason to cross over. For one my campaign is set with both magic and technology, as well as mutants. So it would be really useful and cool if you made an option allowing to toggle on certain effects from DCC to MCC. I have been using the MCC ruleset and this was the first time I really ran into a problem. Not having the spells and their tables available makes things very difficult. I had to pull out my actual DCC rule book and roll the spell results on it. Thanks again for your help and I'm looking forward to the patch for this. Despite this, I've been very very satisfied with both rulesets for FGU.

leozelig
April 23rd, 2023, 02:51
Thank you! I have a fix ready so you will be able to see DCC spells in the MCC ruleset, planning to upload this weekend.

EDIT: Update submitted. DCC spells should be visible in the programs library, and the spell record should display properly now. I also updated the labels for custom dice damage types because a few of them did not match the formatting of the others.

wolfknight75
May 1st, 2023, 17:44
Wow! I checked it out and everything seems perfect. Thank you so much for getting me the fix on this. This is a huge thing for my campaign. I appreciate all of the hard work you have done on these two rulesets. I am currently checking out the dice labels for custome dice damage types.

wolfknight75
May 15th, 2023, 03:05
So, I was trying to use the DCC spells on a Super Sorcerer on MCC. I found something that does not cross over. The spells from the DCC module cannot be added to the MCC character sheet. Neither as Programs or even as powers. Is there a way to work around this or to allow the ruleset to add spells from DCC to the MCC character sheet? Otherwise, the only solution I can see is going through and creating each spell as a Wetware Program. This would take an incredible amount of time. Especially since I cannot simply cut/paste the information into the correct format. Any help would be greatly appreciated. Thanks ahead of time.

leozelig
May 15th, 2023, 10:59
I should be able to fix that.

EDIT: I submitted an update to allow DCC spells to be dropped to the character sheet (as wetware programs).

wolfknight75
May 17th, 2023, 23:45
WOW thanks leozelig, I was hoping it would be an easy fix. Although, if they don't okay, I have discovered it is not too hard to transfer the spells into the Wetware Program format. It allowed me to just drag the information from one to the other. Fortunately, my PCs are only3rd level, so I have transferred their character spells without taking too much time. Again, I appreciate the help with this. I'm sorry if I am bringing up a lot of concerns with the ruleset.

leozelig
May 18th, 2023, 01:12
Nah, you’re helping me add some more DCC compatibility to the ruleset. I appreciate the playtesting ;)

GregRex
July 14th, 2023, 04:32
I ran a MCC funnel for the first time in a few months. I'm not sure if these are bugs or a poor memory on how things worked last time:

-Players do not have the agency to fun the /funnel slash command. Worked fine for me as the GM.

-Funnel characters are created with correct items but weapons did not link to the Actions tab. We ended up deleting and dropping the like items back to the Character Record to populate correctly.

leozelig
July 14th, 2023, 06:44
The /funnel command is GM-only. It has something to do with DB permissions.

I will take a look at the weapon issue. Thank you for the report.

EDIT: I uploaded a fix for the weapons not adding to the Actions tab when using the /funnel command.

wolfknight75
September 1st, 2023, 03:09
leozelig, so it has been a while. I hope you are doing well despite all of the carziness of the world right now. I had a question. I noticed the ability scores on the MCC Character Sheet do not go past +6. I know it is unlikely for player characters to go higher than this, but NPCs may and of course monster would. Is this something that can be fixed? It seems to follow the following progression which is exactly as the B/X set or BECMI does: If this can't be fixed, do you have a work around you tell me? Thanks again for your help.
2-3: -3
4-5: -2
6-8: -1
9-12: 0
13-15: +1
16-17: +2
18-19: +3
20-21: +4
22-23: +5
24-27: +6 (Four Numbers)
28-32: +7 (Five Numbers)
33-38: +8 (Six Numbers)
39-45: +9 (Seven Numbers)
46-53: +10 (Eight Numbers)
etc. etc. etc.

leozelig
September 1st, 2023, 11:04
I used the ability score table in the core rules for modifiers. I’m not able to introduce any individual interpretations to the published material, so that would require an extension. I am busy with DCC/MCC updates after the latest CoreRPG update, but I can try to throw something together when I have time.

wolfknight75
September 4th, 2023, 05:48
Okay, I thought that may have been the case. If you are busy with updates, then that is good for us DCC/MCC players. Hopefully, you are finding some joy in working in the updates as well. No rush on the ability score thing, I don't expect my players to get that high, at least right now. Of course, this is the first MCC campaign I've run for this long, so getting close to uncharted territory. Thanks again for answering my question and working hard on making one of my favorite rulesets possible for FG.

Locotomo
September 7th, 2023, 15:39
Lots of bugs showing up since the last update.
It looks like I can't upload pictures...
Look here : https://discord.com/channels/274582899045695488/855609309999005746/1149050209956020294

leozelig
September 8th, 2023, 11:32
Lots of bugs showing up since the last update.
It looks like I can't upload pictures...
Look here : https://discord.com/channels/274582899045695488/855609309999005746/1149050209956020294

Thanks Loco, I’ll get that fixed for you ASAP. The latest update will improve compatibility with themes, but you might encounter some missing icons during the transition.

kirklandone
September 14th, 2023, 16:55
Are we glad we swapped to Unity now? What is it with companies trying to retroactively change their licensing agreements. First WOTC now Unity Tech.

leozelig
September 19th, 2023, 14:47
The bug report from post #53 was for DCC and was happening with spell checks for powers with an empty Source field - typically cleric abilities. A fix has been uploaded.

The other errors (again, for DCC) are simply warnings about a missing icon, which isn’t preventing anything from working. I’ll get that patched up soon. I am working on updating the MCC graphics for better theme compatibility.

I also fixed the Prone effect applying the inverse attack modifiers, which affected both the DCC and MCC rulesets.

leozelig
October 2nd, 2023, 02:23
Update 2023-10-01

[Updated] Graphics for improved compatibility with themes.
[Updated] Effect modifier DIE now accepts a dice clause (previously number only).
[Added] Effect modifier DIEALL applies dice chain adjustment to all rolls.

You should see the new default theme now. Happy scavenging, mutants!

macDsinfo
October 2nd, 2023, 02:33
Update 2023-10-01

[Updated] Graphics for improved compatibility with themes.
[Updated] Effect modifier DIE now accepts a dice clause (previously number only).
[Added] Effect modifier DIEALL applies dice chain adjustment to all rolls.

You should see the new default theme now. Happy scavenging, mutants!thx - looks great

Ahoggya
November 11th, 2023, 10:02
So the NPC attack and damage rolls don't work off the NPC cheet.

leozelig
November 11th, 2023, 10:39
Thanks for the report, Ahoggya. I uploaded a fix for that - might be a few days to see it on your end.

leozelig
February 5th, 2024, 01:29
Update submitted, mostly just catching things up to the DCC ruleset:

[Updated] Power record labels specify mutations, programs, or abilities.
[Updated] Shifted some label positions on party sheet to avoid overlap with window buttons.
[Updated] Improved compatibility for DCC crossover games.
[Updated] Reorganized power actions by type (reparse to apply changes).
[Added] Chat notification for healing on overnight rest.
[Added] Recover 1 point of temporary ability score damage on overnight rest.
[Added] Power save actions allow selection of an ability check instead of a saving throw.

icecrmman
February 21st, 2024, 18:27
Why isn't Mutant Crawl Classics listed on the home page of Fantasy Grounds? Dungeon Crawl Classics is listed under fantasy, but MCC isn't listed under science fiction.

TheSimpleDM
February 21st, 2024, 19:50
Thank You. Yes, 'MCC RPG' should definitely be listed under SCI-FI on the Home Page Ruleset Directory.

We have ADDED 'MUTANT CRAWL CLASSICS' to the Home Page Listings. Thank You for bringing it to our attention.

Lawlesslisa
March 6th, 2024, 22:01
Hello, I am trying to get ready for a new Mutant Crawl Classics campaign this Friday and when I use the purchased Hive of the Overmind store module, I am getting a bunch of errors for the encounters. Compiled file logs attached.

Never mind, it was the Encounter Descriptions extension that was causing issues.

Thank you.

leozelig
March 6th, 2024, 22:37
I bet the errors are coming from an extension. The errors will go away when you disable the offending extension or extensions.

Moon Wizard
March 6th, 2024, 23:06
You are running the following extensions:
<extension name="DCC Grouped Zocchi Dice" />
<extension name="Encounter Descriptions" />
<extension name="FG-ClockAdjuster-main" />
<extension name="FG-CoreRPG-Coins-Weight" />
<extension name="NaturalSelection" />
<extension name="OpticalReferendum" />
<extension name="PointsOfInterest" />
<extension name="SharedRecord" />
<extension name="UniversalModule" />
<extension name="B9_CommonCore" />
<extension name="FG-Effect-Builder" />
<extension name="MNM Core" />
<extension name="Turbo" />
<extension name="MNM Downtime Tracker" />
<extension name="Has Initiative Indicator" />
<extension name="calendarplus" />
<extension name="MNM Player Journal 2" />
<extension name="Chat Aesthetics Configurator" />

Regards,
JPG

leozelig
March 7th, 2024, 01:11
Looks like Encounter Descriptions was the problem according to the edited post.

Tabarkus
March 8th, 2024, 21:01
I'm fairly certain the MNM Player Journal 2 extension does not work well with DCC and causes a host of errors.

leozelig
May 31st, 2024, 11:00
Ruleset update 05-30-2024:

[Updated] NPC record dimensions increased.
[Updated] Character Selection window displays class (or occupation at level 0) for each character.

leozelig
May 31st, 2024, 11:04
I forgot to post an earlier update...

Ruleset update 05-24-2024:

[Added] Optional table links for custom crit and fumble tables in weapon meta window of character sheet.

Tabarkus
September 13th, 2024, 11:44
Hey Leozelig, will you be adding the NPC Import by Text capability to MCC?

leozelig
September 13th, 2024, 12:28
Yes, once I finish the update for classes, I will get MCC realigned with DCC. I expect to finish testing the class update this weekend.

wolfknight75
September 30th, 2024, 23:37
WOW ! Good to see a lot of activity for MCC and aligning it more with DCC for FGU. I just wanted to say thank you for all of the hard work you have put in on this ruleset leozelig. It is amazing and I for one am extremely appreciative of your support and the work you have done. THANK YOU !

leozelig
October 1st, 2024, 00:46
Thank you, wolfknight75! I’m always trying to improve things, and the community is full of good suggestions.

leozelig
October 4th, 2024, 09:43
Update 2024-10-04:

[Updated] Dragging result for Table 1-3: Birth Sign from chat window to char sheet modifies appropriate field and generates chat message.
[Updated] Format of crit, fumble, and artifact check custom table fields from underline to box frame.
[Updated] Core rules module for compatibility with new class record format (see below).
[Added] Table links for custom crit, fumble, and artifact check tables.
[Added] NPC importer converts pasted text to NPC record.
[Added] Customizable class advancement table with representation of all existing char sheet fields.
[Removed] Previous class advancement table with options limited to core rules class stats.

Tabarkus
October 14th, 2024, 02:29
Awesome! Thanks man.

leozelig
December 21st, 2024, 17:13
Update 2024-12-20:

[Updated] Spell record display uses headers for General, Corruption, Misfire, and Manifestation sections.
[Updated] Mercurial magic section on spell record moved below Manifestation section.
[Updated] General section on spell record is formatted text field.
[Updated] No headers or labels display in power record if only General section has content.
[Updated] 'Summary' display mode at bottom of char sheet Actions tab renamed 'Mercurial' which is the displayed field for this mode.
[Added] Spell importer to convert copy/paste text to spell record. Multiple paragraphs are not permitted for any section; create paragraph breaks after converting to spell record.
[Removed] Description field on spell record (above Results Table).

These are mostly changes to the spell record display and the addition of a spell importer. If you cut and paste from a PDF, I recommend using CTRL-A (select all) and CTRL-J (join text), and then manually creating line breaks for each section as shown below. Note that the top line is not broken up. Each section should be 1 paragraph only and then broken up if necessary after converting to a spell record. I might change that in the future, but for now, here's the expected format:


Chill Touch
Level: 1 Range: Touch Duration: Varies Casting time: 1 action Save: None
General This necromantic spell delivers the chill touch etc.
Manifestation Roll 1d4: (1) the wizard’s hands glow etc.
Corruption Roll 1d8: (1) skin on caster’s face withers etc.
Misfire Roll 1d3: (1) caster shocks himself with necromantic energy etc.
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire.
2-11 Lost. Failure.
12-13 The caster’s hands are charged with negative energy! On the next round, etc.
14-17 The caster’s hands are charged with negative energy! On the next round, etc.
18-19 The caster’s hands are charged with negative energy! For the next turn, etc.
20-23 The caster’s hands are charged with negative energy! For the next turn, etc.
24-27 The caster’s hands are charged with negative energy! For the next turn, etc.
28-29 The caster’s hands are charged with negative energy! For the next hour, etc..
30-31 The caster’s hands are charged with negative energy! For the next hour, etc.
32+ The caster’s body glows a sickly blue light etc.

wolfknight75
January 1st, 2025, 22:21
Leozelig, I hope you had a wonderful Christmas and Happy New Year. I saw you were quite busy with MCC for FGU. So I thought I'd ask if it is possible to add the Fleeting Luck box to the portraits across the top of the FGU screen? This would be in addition to the Fleeting Luck box on the character sheet. This would allow it to be changed by the Game Master easier as he or she would not have to open each individual character sheet to change the Fleeting Luck, but still allows it to be seen and changed from the character sheet as it is currently. Just a Christmas Wish, thanks for all of your hard work. You are amazing!

leozelig
January 1st, 2025, 23:49
Thank you for the suggestion and encouragement! Do you know of any rulesets with a similar function? I am happy to look at that. I agree that it would be useful. Happy New Year!

Moon Wizard
January 2nd, 2025, 05:25
The 5E ruleset shows the number of inspiration points on the character portrait; which I'm assuming is similar concept.

Regards,
JPG

leozelig
January 2nd, 2025, 14:18
Thanks, I appreciate the support! I will take a look at it. I’m currently working on a button to add random spells to the character sheet, so I will plan to include the fleeting luck indicator on portraits with the next update.

wolfknight75
January 5th, 2025, 22:27
I appreciate you putting on for the next update. Random Spells with a button sounds really cool and useful too. Thanks for the quick reply and again, for all the hard work you do for DCC/MCC ruleset.

leozelig
January 6th, 2025, 03:17
Leozelig, I hope you had a wonderful Christmas and Happy New Year. I saw you were quite busy with MCC for FGU. So I thought I'd ask if it is possible to add the Fleeting Luck box to the portraits across the top of the FGU screen? This would be in addition to the Fleeting Luck box on the character sheet. This would allow it to be changed by the Game Master easier as he or she would not have to open each individual character sheet to change the Fleeting Luck, but still allows it to be seen and changed from the character sheet as it is currently. Just a Christmas Wish, thanks for all of your hard work. You are amazing!

I have this working for DCC. If no bug reports come in after it goes live, I will add this to MCC as well.

leozelig
March 2nd, 2025, 14:53
Ruleset update 2025-03-01 (release 7):
[Updated] Ruleset structure changed to use DCC/MCC core ruleset.

It doesn't sound like much, but I combined the base ruleset into a common core for DCC/MCC, which is a significant change. I will keep a close eye on the forums and Discord server, so let me know if you have any problems.

Core rules module update:
[Added] Ammunition items for arrow, blowgun dart, and slingstone.
[Updated] Version data for NPC and occupation records for compatibility with merged core ruleset.

leozelig
March 2nd, 2025, 15:12
Common core ruleset updates:

[Fixed] Unable to add new casting table rows.
[Fixed] Glowburn label in details window for ability scores.
[Added] Importers for mutations and wetware programs.
[Added] Add Zero button to character list window with options for DCC/MCC character type and roll method. Requires both core rules modules for full functionality
[Added] Roll methods The Tatterdemalion's Gongfarmers and The Tatterdemalion's Heroes for generating ability scores. Description in dialog box.
[Added] Character type icon at top of character sheet.
[Added] Ruleset version field for NPCs. The MCC version hides the Deed Die fields and displays the AI Recognition field.
[Added] Ruleset version field for occupations. The MCC version changes the Trained Weapon label to Starting Equipment and hides the Trade Goods field.
[Added] Option to auto-roll deed/artifact bonus die (green die icon) with attack rolls.
[Updated] 0-level character creation adds an Archaic Alignment with potential variation based on Genotype.
[Updated] PC minisheet condensed into a single tab (intended for use with funnels).
[Updated] Roll ability scores button on Main tab of character sheet opens dialog box to select roll method.
[Updated] Genotype language added for manimals and plantients at level 0.
[Updated] One additional language (not specified) added for manimals, mutants, plantients, and pure strain humans at level 1.
[Updated] Shaman class automatically adds Patron Bond wetware program at level 1.
[Updated] Weapon list uses attack and damage icons instead of text fields. Hover over button for roll description.
[Updated] Two-weapon fighting mode directly changes the attack die in the weapon list for Melee weapons with Primary or Offhand designation.
[Updated] General (string) and Description (formatted text) fields for powers merged into a single General (formatted text) field.
[Updated] Full compatibility with DCC data. Programs are analogous to Spells, and the Artifact Bonus Die is analogous to the Deed Die.

ChrisLily
March 15th, 2025, 07:25
Hi everyone,

I am new to Fantasy Ground (I'm a Foundry user, but MCC is really hard to play on it cause no real system compendium exist) but just purchased it so I can play MCC. I'm not sure if I'm doing things incorrectly or if it is a bug, but when I add an occupation to a character it changes the character: for Hunter, it gives manimal description, speed, etc to the character that has a plantient class; for gatherer, it adds a mutant description, speed, etc. to the plantient character.

I also do not understand how to add mutations (other than writing them down manually), when I grab them from the mutation list, nothing happens.

Character speed always shows as 30' even for plantient that should be 20'.

Am I doing something wrong? Are there instructions somewhere that I missed?

Thank you 

leozelig
March 15th, 2025, 18:03
Hi everyone,

I am new to Fantasy Ground (I'm a Foundry user, but MCC is really hard to play on it cause no real system compendium exist) but just purchased it so I can play MCC. I'm not sure if I'm doing things incorrectly or if it is a bug, but when I add an occupation to a character it changes the character: for Hunter, it gives manimal description, speed, etc to the character that has a plantient class; for gatherer, it adds a mutant description, speed, etc. to the plantient character.

I also do not understand how to add mutations (other than writing them down manually), when I grab them from the mutation list, nothing happens.

Character speed always shows as 30' even for plantient that should be 20'.

Am I doing something wrong? Are there instructions somewhere that I missed?

Thank you 

I’ll check it to make sure it’s not a bug. Dropping an occupation will automatically determine genotype and appearance. You should always add the occupation before choosing a class.

You can automatically create a 0-level character by entering /funnel in the chat or clicking the Add Zero button in the character list. It rolls ability scores and handles any bonus languages.

If you want to play a plantient specifically and the auto-roll gives you something else, you can manually replace the unwanted fields (genotype, appearance, and maybe languages) before adding a class.

leozelig
March 15th, 2025, 18:13
I forgot to say that mutations should be dragged to the Actions tab on your character sheet.

The plantient speed might be an oversight. I’ll fix it if that’s the case.

Also, welcome to the community. Feel free to ask whatever questions you have.

ChrisLily
March 15th, 2025, 19:52
Thank you so much, it makes sense!
I was trying to enter existing character (we did our funnel in Foundry) that's why I was encountering this issue.
I'm now able to add mutations, thanks for letting me know it needed to be in "actions". For passive mutations(like carapace for example), how does it work for keeping it active until the next lvl up? I only see the ability to keep it for a certain duration (what does TRN stands for?).

For hit points, there's a space for "WND" what does that stand for?

For the lucky roll, it seems to be a manual process, right? So for using it, they would have to manually add a modifier to their roll?

Finally, if I were to edit everything to translate it to French (on the characters sheets, it seems to allow me to edit text) all the automations should still work, right?
(My party is all French players that do not speak English, so it's very helpful for them to see their skills, abilities, etc in French)

Sorry, I have lots of random questions *_*"
Thank you so much for your help, i really appreciate it!!!!

leozelig
March 15th, 2025, 21:38
Thank you so much, it makes sense!
I was trying to enter existing character (we did our funnel in Foundry) that's why I was encountering this issue.
I'm now able to add mutations, thanks for letting me know it needed to be in "actions". For passive mutations(like carapace for example), how does it work for keeping it active until the next lvl up? I only see the ability to keep it for a certain duration (what does TRN stands for?).

For hit points, there's a space for "WND" what does that stand for?

For the lucky roll, it seems to be a manual process, right? So for using it, they would have to manually add a modifier to their roll?

Finally, if I were to edit everything to translate it to French (on the characters sheets, it seems to allow me to edit text) all the automations should still work, right?
(My party is all French players that do not speak English, so it's very helpful for them to see their skills, abilities, etc in French)

Sorry, I have lots of random questions *_*"
Thank you so much for your help, i really appreciate it!!!!

First, drop your PC into the combat tracker (crossed swords button at the top right) by dragging the record link (upper left corner of the sheet). Then go to the Carapace mutation on your Actions tab and click the details button (looks like a gear in the default theme) to view all of the possible effects. Click the effect button (purple in the default theme) that matches your current mutation to add the effect to the combat tracker entry.

For example, if you rolled an 18 for carapace, that corresponds to the following result:

The mutant’s natural AC increases by +4, +2 to Fortitude saves, speed reduced by 5’.

The effect that matches this is:

Carapace; AC: 4; SAVE: 2 fortitude; NOTE: Speed reduced by 5'; [SELF]

As long as you see that effect in the combat tracker, then those modifiers are active. When something attacks you, your AC will be 4 points higher, and when you roll a Fort save, you will see a +2 bonus automatically applied. You can delete the effect from the combat tracker when you no longer need it.

TRN = turn (effect duration)
WND = wounds (how much damage you have taken)

Your current hit points can be calculated by subtracting WND from MAX (or HP in the combat tracker), but these are not directly displayed. The number in the WND field will change color based on how badly wounded you are - shades of green or red depending on whether you have more or less than half your HP remaining.

If you are manually building your characters, then yes, the Lucky Roll is a manual process. You can adjust the field on your character sheet directly to make things easier (if there is one). For example, if you have a +1 Luck mod and the Nuclear Winter birth sign (All attack rolls), you can add 1 to your base attack modifier (on the Main tab). Some things, like "Find secret doors," might not have a field on your character sheet (although technically you can add that as a skill if you want), so you would just enter the modifier in the modifier box (lower left corner of tabletop) before making your roll.

Yes, you can change the text to French. If you are using custom tables for crit/fumble rolls, the name on your char sheet needs to match the table name exactly, but other than that, you can change the text.

ChrisLily
March 15th, 2025, 22:21
Amazing, thank you so much!

I've watched a bunch of videos on how to use fantasy grounds from their official channel, so now I just have to adapt to the MCC stuff.

I'm very excited to have a system that works with MCC!

Thank you again for your help!

leozelig
March 16th, 2025, 01:01
Amazing, thank you so much!

I've watched a bunch of videos on how to use fantasy grounds from their official channel, so now I just have to adapt to the MCC stuff.

I'm very excited to have a system that works with MCC!

Thank you again for your help!

You're welcome! I'm always open to suggestions, so if there's a feature you want to see, feel free to share your idea. It's not always possible, but many of the best features started that way.

Here is the link to the Discord server for Fantasy Grounds, which might get a little more attention than the forums: https://discord.gg/2uqjTJcF

ChrisLily
March 16th, 2025, 05:22
Amazing! I'll join the discord.

I have another question about lvl. It keeps saying my players are lvl 0 even though they have 10xp (which in the book is what's needed for lvl 1). Instead it says "next lvl 50xp" but that's for lvl 2 (in the book).
It's not allowing me to change the lvl or XP needed for next level. Is that normal?

Also very small thing but "Assault on the sky high tower" is misspelled in the item lists.

Once again, thank you so much :)

leozelig
March 16th, 2025, 12:32
Amazing! I'll join the discord.

I have another question about lvl. It keeps saying my players are lvl 0 even though they have 10xp (which in the book is what's needed for lvl 1). Instead it says "next lvl 50xp" but that's for lvl 2 (in the book).
It's not allowing me to change the lvl or XP needed for next level. Is that normal?

Also very small thing but "Assault on the sky high tower" is misspelled in the item lists.

Once again, thank you so much :)

You cannot change XP needed for next, which is adjusted when you advance to the next level. I might change that for the next update now that you mention it. Where are you trying to adjust the level? You can change the number in the classes list (same window as XP).

The intended way to add a level is to drag the class link to the Main tab, and everything updates automatically (hp, features, etc). You can manually change anything you want afterwards, but if you’re not modifying the core rules, that shouldn’t be necessary.

I checked the plantient’s speed, and I don’t see where it’s 20’ base in the class description. Maybe I missed it somewhere else.

I will definitely fix the spelling error. Those are important details to me, thanks for reporting that.

ChrisLily
March 19th, 2025, 00:47
You cannot change XP needed for next, which is adjusted when you advance to the next level. I might change that for the next update now that you mention it. Where are you trying to adjust the level? You can change the number in the classes list (same window as XP).

The intended way to add a level is to drag the class link to the Main tab, and everything updates automatically (hp, features, etc). You can manually change anything you want afterwards, but if you’re not modifying the core rules, that shouldn’t be necessary.

I checked the plantient’s speed, and I don’t see where it’s 20’ base in the class description. Maybe I missed it somewhere else.

I will definitely fix the spelling error. Those are important details to me, thanks for reporting that.


In the table 1-9: XP Level Thresholds, level 0 is at 0 XP, level 1 is at 10 XP, and lvl 2 is at 50.
When I'm in Fantasy Ground, it seems that to have a lvl zero character, I need to not add the class. Cause once I add a class it considers them lvl 1 (but do not give them the 10XP associated with it). Correct?
If I give that character 50xp, it does not update its lvl. So my assumption is that XP and lvl are not connected in the system. I can only add lvl by doing a drag/drop of the class and manually updating the XP.

For the Plantient speed, in the movement section of chapter four, combat & skills it says that everyone is at 30' except plantients, who are at 20'. :)

leozelig
March 19th, 2025, 11:42
Thank you for the plantient info, I will fix that. The XP field is not linked to level advancement or class drops. When you add a level by dragging the class link to the Main tab, the level and XP needed for next change, but current XP is handled by the player. The Party Sheet has some tools for handing out XP for encounters and quests.

leozelig
March 19th, 2025, 12:30
Goodman Games core ruleset updated (2025-03-19):

[Fixed] NPC sheet not updating read-only status when edit mode changed.
[Fixed] Plantient base movement set to 30 instead of 20.

ChrisLily
March 21st, 2025, 18:57
Goodman Games core ruleset updated (2025-03-19):

[Fixed] NPC sheet not updating read-only status when edit mode changed.
[Fixed] Plantient base movement set to 30 instead of 20.

Awesome, thanks!

leozelig
May 9th, 2025, 00:21
If you are running on the Test channel, you will encounter a script error when opening item records. I am aware and uploaded a fix.

Tabarkus
May 9th, 2025, 00:29
If you are running on the Test channel, you will encounter a script error when opening item records. I am aware and uploaded a fix.

The Error is live; at least on my "Urban Adventures" ruleset.

leozelig
May 9th, 2025, 00:33
Oh shoot, well I uploaded a hotfix so you should get that asap.

leozelig
May 22nd, 2025, 13:55
Update 2025-05-22 for Goodman Games core ruleset:

[Fixed] Artifact fields not displayed for artifacts with weapon or armor subtype.
[Fixed] Cast editor does not display MCC base modifiers for NPCs.
[Updated] NPC importer initial mode set to active ruleset.
[Updated] NPC importer recognizes program and mutation check modifiers in special properties field.
[Updated] NPC importer improved hit point recognition.
[Updated] NPC importer improved type recognition for dragons, elementals, giants and golems.

Posting here because the fixes are more relevant to MCC elements ;)

leozelig
June 1st, 2025, 13:12
I updated the core rules module:

[Fixed] Minor typos.
[Updated] Reference manual displays in Books library.
[Updated] Tokens with higher quality images.
[Updated] Image links for items, NPCs, and powers moved to Picture tab.
[Updated] Other (non-image) links in powers moved to casting table results.
[Added] Powers to NPCs for mutations and special attacks.
[Added] 'Wooler cloak' item.
[Added] Treasure parcel for modular power mechs from 'powered assault armor' wetware program.
[Added] Alternate 'ant-man' token.
[Removed] Tokens with low quality images (hopper and pyrosome).

The primary motivation was to display it in the Books library, but I performed some maintenance along the way ;)

leozelig
June 8th, 2025, 18:51
Vote in the new poll on Discord about displaying action dice on the character sheet:
https://discord.com/channels/274582899045695488/855609309999005746/1381327462473928804

leozelig
June 18th, 2025, 11:45
Known issue for the Goodman Games core ruleset:
Opening a pregenerated characters library from a module generates a script error and does not display the class & level summary for the PCs, but there are no issues once they are imported to the campaign. I will include a fix in my planned update for 2025-06-22.

andywo12
September 15th, 2025, 23:35
Hi can someone help please as I can't work out what I am doing wrong .

In MCC using the latest ruleset a healer making a artifact check on a medical items gets +1D so gets to roll a D24 on that artifact check .

Every time I try to get it to roll the check it is still using a D20 instead of the D24:

What am I missing or doing wrong ?

Please can someone explain what to do

Thanks

leozelig
September 16th, 2025, 03:04
Hi can someone help please as I can't work out what I am doing wrong .

In MCC using the latest ruleset a healer making a artifact check on a medical items gets +1D so gets to roll a D24 on that artifact check .

Every time I try to get it to roll the check it is still using a D20 instead of the D24:

What am I missing or doing wrong ?

Please can someone explain what to do

Thanks

The ruleset cannot distinguish between medical artifacts and other artifacts, so you need to use the "dice swap" buttons in the lower left corner of the desktop. Click the [+1d] button before rolling the artifact check, and it should roll a d24.

65438

andywo12
September 16th, 2025, 12:37
The ruleset cannot distinguish between medical artifacts and other artifacts, so you need to use the "dice swap" buttons in the lower left corner of the desktop. Click the [+1d] button before rolling the artifact check, and it should roll a d24.

65438


Thanks for getting back to me so quickly

I must have blinkers on after all the answer was so simple

Thanks again

leozelig
September 16th, 2025, 14:00
No problem! The ruleset has so many automated features that the “manual control” solutions are not always obvious.