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

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!


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.

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

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

[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.

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!

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.

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

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!

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.

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.

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.

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.

February 16th, 2022, 23:34

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?


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


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

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.

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:


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

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