Log in

View Full Version : OSRIC Ruleset



Doomsword
October 23rd, 2022, 04:52
Hello.

I've worked to create an OSRIC ruleset, entirely based on Celestian's excellent and official 2E ruleset. I've done that because there are enough differences in OSRIC and 1E to warrant a new ruleset, rather than simply an extension. My hope is that it makes it easier for people to play "1e"-styled games without having to do much other than start a new campaign (or modify an existing campaign) with the OSRIC ruleset and nothing else.

Doing so will resolve several things that can't really be properly resolved by using the 2E ruleset and an extension, at least without a clear understanding of the differences between 1E and 2E. Additionally, using the 2E ruleset and any 1E extension probably presents a higher barrier of entry than just building a campaign off of an OSRIC ruleset. There are also nuances to OSRIC, as written, that I think should be preserved and well-known by anyone intending to play pre-2E AD&D. That's the main reason that I created this.

One can still run a game with the 2E ruleset and the AD&D Options and House Rules extension or the Core 1E extension and/or Sterno's mod to get much of the functionality, but I think that the process should be simplified.

For anyone curious, this is layered upon Celestian's ruleset, so much of the functionality comes from it. However, I've rewritten the parts that I felt need to be rewritten and relied on simple modification for the parts that can serve both purposes.

For now this is what the ruleset has, without getting too much into the differences between OSRIC and 2E:


Group all initiatives
Simultaneous initiative
d6 initiative die
Assign init based on character who rolled
OSRIC RAW has an init "swap", this does too
No initiative mods or surprise mods and proper surprise checks
Reset initiative every round, with the possibility to auto-roll for NPCs or both NPCs and PCs
Set initiative range 0-10 to approximate segments and handle creatures who go last (segment 10) in a round
Use attack and save matrices for classed NPCs, from OSRIC
Allow Delay, puts NPC or PC at the back of the stack
No ability checks
Encumbrance and coin encumbrance mandatory
Death's Door, with a 0-9 threshold


For anyone just attempting to run a RAW OSRIC/1E game, this should be enough to get started. I'd highly recommend the AD&D Options and House Rules extension, as well, to be able to further customize the game, handle house rules and take care of any optional stuff that differs between OSRIC and 1E, as originally written.

Here's the link to the Forge item: https://forge.fantasygrounds.com/shop/items/890/view
And the link to the aforementioned extension if you want or need additionally configurability: https://forge.fantasygrounds.com/shop/items/688/view

I have some things that I'd like to work on right away and I'll continue to watch this thread for anything anyone has an issue with, needs help with or would like implemented insofar as it involves OSRIC.

Thanks and thanks for reading and/or checking it out.

Doomsword
October 23rd, 2022, 17:14
An update is live in the Forge that fixes an initiative issue.

Talen
October 23rd, 2022, 20:30
Can't wait to try this out! Great timing with strahd at Halloween.

Doomsword
October 23rd, 2022, 20:53
Can't wait to try this out! Great timing with strahd at Halloween.

Nice. I hope you enjoy it. It's still a bit of a moving target and doesn't yet have everything it needs, but it should work well.

Just submitted a fix because I somehow had lost a template override. That'll be live once it's approved.

Noticed I need to work on d6 instead of d20 for open doors and I'll continue working on any other OSRIC RAW and hopefully a converter for using the OSRIC monsters instead of the 2E ones in Classic modules.

Thanks for checking it out.

Talen
October 23rd, 2022, 21:04
Monster converters are always appreciated!

Doomsword
October 25th, 2022, 08:36
Uploaded to the Forge:


fix some surprise check issues
add d6 for open doors roll
cleaned some stuff up and got rid of some excessive debug messages
added a chat message when init dice are manually rolled, to show how OSRIC's init works and what's happening
fixed an issue that I accidentally introduced to the Combat Tracker while working on NPC conversion


Should be available to update to at some point tomorrow.

There's an issue with the open doors rolls, where success requires a roll of 1. I'll work on that tomorrow.

Doomsword
October 26th, 2022, 08:30
Updated to fix Open Doors rolls values and do some cleanup.

Unless anyone wants anything different or discovers any problems, I'll work on monster conversions. Then, I'll go back through and add OSRIC RAW stuff, as necessary and/or possible.

Thanks!

Doomsword
October 28th, 2022, 05:25
I got a basic NPC/monster conversion working.

It's handled when you drop an NPC or a Battle from a Module onto the Combat Tracker. I base it on the names of the NPCs, so it won't work for any NPC names that exist in a Module but don't exist in the OSRIC references.

Some NPCs, such as Giant Rats might be named differently between Modules, so those won't work, but I can probably do something about that.

You can drop an NPC from a Module into the Combat Tracker or you can drop a Battle from a Module's Encounter into the Combat Tracker, and it should replace any 2e stats with OSRIC stats, provided the NPC's name exists in both.

For now, if you drop a Battle (via the down arrow button in an Encounter's window), the NPC stats will be replaced according to matching names between the Module node and OSRIC node, and the token from the Module will be brought over, as well.

If you drop and individual NPC from a Module into the Combat Tracker, the NPC's stats will be replaced by the OSRIC stats, but the token will not come over. I gave that a college try and figured I'd release as-is and fix it tomorrow or something.

Better to get an idea if anyone has any feedback on this approach and to get it into testing.

If anyone wants to update and try it out and let me know how it works for them, or if anyone wants to see something done differently just let me know.

Thanks!

Doomsword
October 28th, 2022, 21:15
Just had to push an update because I discovered while thinking about automating combat matrix stuff for NPCs, that the "Fights As/Saves As" fields weren't displaying correctly on NPC records. You'll want to update to get that back. Sorry about that.

Thanks!

Talen
October 28th, 2022, 21:31
Putting this through the paces now. Thank you for all your hard work! Am I correct the monster converter will work with any of the 1e or 2e adventures provided there is an equivalent name?

If you are taking requests, a converter for named npc's would be helpful (understanding that would be much more difficult and time consuming, but thought id add to the wishlist!).

Thank yiu again!

Doomsword
October 28th, 2022, 22:35
Exactly. As long as the name matches, it should work.

There's some stuff I can try in order to strip extraneous info and do some word replacement to handle common cases, which I'll do. Stuff like "Giant Rat" vs. "Rat, Giant" and stuff like that.

Regarding the named NPCs, yes, I want to both remove the attack modifier workaround that comes with the entries in the OSRIC refs and find a way to auto-create the correct matrix and the Fights As and Saves As entries which create the correct matrix in the first place. Just gotta figure out a reliable way of doing such a thing since the classed NPC entries have no class or level fields.

Of course, just wanted to get basic conversion out there first so that people could use it and mess around with it.

Happy to take any and all requests.

Thanks!

Talen
October 29th, 2022, 02:57
Hi Doomsword. I'm looking to confirm my assumptions here as I delve into the ruleset:



If looking to run a RAW 1e game with this extension using OSRIC, we would still need to load the 2e Core books. I'm assuming there may be some substantive discrepancies but that the "rule" changes are accounted for in any event - is that a fair high level summary?
That being the case? What 2e content should be loaded - I'm assuming the PHB, DMG and MM?
Is there a way to tell when the NPC converter used the 1e version vs kept with the default 2e?

Doomsword
October 29th, 2022, 04:10
Sorry for the delay. I've been in a stream.

If you're looking to run OSRIC RAW, use this ruleset and load the OSRIC modules from the Forge:

First Edition Society (https://forge.fantasygrounds.com/crafter/145/view-profile)

If you want to run OSRIC to be more 1E RAW (there are a few differences between OSRIC and 1E) with additional options, use the OSRIC modules from the above link, plus the AD&D Options and House Rules (https://forge.fantasygrounds.com/shop/items/688/view) extension.

No need to use any of the 2E reference materials, although you could use it with a slightly different experience.

Regarding the converter, I thought about an explicit notification in chat or maybe something in the Combat Tracker. Any suggestions on that?

Talen
October 29th, 2022, 04:24
I think either notice in chat or the CT work. CT would be good to keep from the players, but I suppose could get cluttered....

Doomsword
October 29th, 2022, 04:30
Maybe I could insert a tiny CT icon. I'll see if I can make something work that doesn't clutter things up. I'll get a notification in it in some way. You can always compare the NPC info from the NPC in the module to the NPC entry in the CT and you'll see the differences, but that's not that useful. It will work if you're testing and want to know, though. I'll probably get something out tonight. Thanks!

Doomsword
October 29th, 2022, 08:43
Updated

Included a (c) for DM only in the NPC name, e.g. "Ogre (c)", in the Combat Tracker for NPCs that have converted (c) when dropped. If you want something different, let me know

Fixed token replacement (module record to OSRIC record) when dropping an individual NPC. (Should now work properly when dragging a battle or an NPC)

Doomsword
October 31st, 2022, 04:49
Updated:

Fix for partially incorrect data in the "Saves As" matrices

Dragging a classed NPC (or a battle including a classed NPC) out of a module now populates their "Saves As" and "Fights As" matrices, setting their attacks and saving throws to OSRIC values. For NPCs where this has happened, an (fs) gets added to the end their name in the DM Combat Tracker. For multi- and dual-classed NPCs, it attempts to choose the subjectively "best" matrices from each of the NPC's classes. It's not perfect and it's not "exactly" OSRIC RAW (this would be setting the best value for each save), but it's much better than not doing it at all.

Further work will be to improve the monster/NPC conversions, including better matching for things that are the same but not named in exactly the same way. I'll also look at converting their items, weapons, powers, etc.

Talen
November 3rd, 2022, 20:12
If there's enuff interest I am considering running 1e Ravenloft using the OSRIC ruleset for a few hours on the Friday morning of FG Con (Eastern time zone). Drop me a line if that appeals to u.

Doomsword
November 4th, 2022, 07:03
If there's enuff interest I am considering running 1e Ravenloft using the OSRIC ruleset for a few hours on the Friday morning of FG Con (Eastern time zone). Drop me a line if that appeals to u.

I'd love to play if you run it.

indavis
November 14th, 2022, 21:04
Question. I am trying to make a campaign using the OSRIC ruleset. When I go to generate a character all of the Ability Scores are preset to 9. Is there a reason for this? Do I need to load the Ability Scores, then the Race and then the Class? I will be dm'ing for a couple of people who have never really played rpg's before and I am trying to go through the motions as they would so I can get an idea of how it is going to be on their end. I have the OSRIC ruleset and content linked in this thread loaded. I do not have any official DnD rulesets as of yet. (Still trying to decide between the ADnD and the 5E). I have my old ADnD book so I am leaning that way, and have downloaded the OSRIC 2nd edition core rules. Are there any videos out there so I can see if I am headed in the right direction?

Doomsword
November 15th, 2022, 21:40
Question. I am trying to make a campaign using the OSRIC ruleset. When I go to generate a character all of the Ability Scores are preset to 9. Is there a reason for this? Do I need to load the Ability Scores, then the Race and then the Class? I will be dm'ing for a couple of people who have never really played rpg's before and I am trying to go through the motions as they would so I can get an idea of how it is going to be on their end. I have the OSRIC ruleset and content linked in this thread loaded. I do not have any official DnD rulesets as of yet. (Still trying to decide between the ADnD and the 5E). I have my old ADnD book so I am leaning that way, and have downloaded the OSRIC 2nd edition core rules. Are there any videos out there so I can see if I am headed in the right direction?

Sorry for the delay. The "9" for all stats is simply reasonable (average) defaults that come from deeper in FG rulesets. There's no auto-generation of stats. I suppose that there could be, but that's not what happens now. You have to roll for the stats and assign them.

As far as videos go, I'm not sure of a good one for character creation for this ruleset and any it has been derived from. I want to make a couple, but I'm suffering some personal resistance against doing so :D

If you want, you can hit me up on the Discord and I can walk you through the way I handle it and whatever else.

indavis
November 15th, 2022, 22:51
I replied with a DM about discord. This is good to hear about the values just being defaults. I was doing some more work with character creation last night and just setting up a 3d6 roll so I could go in and fill out a new character. My plan is to get my friends to log on and create their characters and get a little familiar with the skills and such, and maybe give them a set amount of gp to go and get some supplies like their weapons, armor and some basic adventuring supplies like torches and maybe a backpack. Things like that. Then I will run them through a quick homebrew campaign I am working on. Trying to make all the maps and come up with a story. I don't want to get too heavy at first but don't want them bored. Only one other person has rpg experience so this will be a trial run to see if the others will like having this as one of our gaming options.

The fact that I can get them a copy of the OSRIC rulebook, and then share them a copy of the Players Handbook in game is a real bonus. My conundrum before finding this set of rules was that I have all my old ADnD books so I was looking at the books and rules for that, and I have considered buying the new 5E books, and now re-considered buying them through FG. But it's quite the investment and even though I have this great new tool to play, that doesn't automatically make people want to play with you. I will chat with you on discord and maybe I can get something hammered out using FG that will get my friends a little more excited about playing.

Doomsword
November 15th, 2022, 23:06
I replied with a DM about discord. This is good to hear about the values just being defaults. I was doing some more work with character creation last night and just setting up a 3d6 roll so I could go in and fill out a new character. My plan is to get my friends to log on and create their characters and get a little familiar with the skills and such, and maybe give them a set amount of gp to go and get some supplies like their weapons, armor and some basic adventuring supplies like torches and maybe a backpack. Things like that. Then I will run them through a quick homebrew campaign I am working on. Trying to make all the maps and come up with a story. I don't want to get too heavy at first but don't want them bored. Only one other person has rpg experience so this will be a trial run to see if the others will like having this as one of our gaming options.

The fact that I can get them a copy of the OSRIC rulebook, and then share them a copy of the Players Handbook in game is a real bonus. My conundrum before finding this set of rules was that I have all my old ADnD books so I was looking at the books and rules for that, and I have considered buying the new 5E books, and now re-considered buying them through FG. But it's quite the investment and even though I have this great new tool to play, that doesn't automatically make people want to play with you. I will chat with you on discord and maybe I can get something hammered out using FG that will get my friends a little more excited about playing.

Yeah, new people can pick this up with relative ease, but you will need to teach them some things. I'll respond to your PM. The dnd_2e_classic channel on Discord is the place to be for this unless and until they create an OSRIC channel (which I haven't asked for or anything)

makronax
December 27th, 2022, 17:51
I've been checking out how this works in FGU with one of the official ADND1e modules and I noticed that if you drag weapon damage onto the monster in combat tracker, an error appears in the console:

[12/27/2022 11:49:46 PM] [ERROR] Handler error: [string "OSRIC:..pts/manager_action_damage_osric.lua"]:688: attempt to compare number with nil

Is that because of some incompatibility with the module? The better question is can it be fixed? :)

EOTB
December 30th, 2022, 11:34
Oops, mistook the question entirely

Doomsword
January 1st, 2023, 00:09
I've been checking out how this works in FGU with one of the official ADND1e modules and I noticed that if you drag weapon damage onto the monster in combat tracker, an error appears in the console:

Is that because of some incompatibility with the module? The better question is can it be fixed? :)

Sorry, I've been a bit away. I'll try to reproduce this and see what's up. Chances are, it may already be fixed in some changes that I have yet to push out. Thanks for letting me know. I'll get back with you shortly.

Doomsword
January 6th, 2023, 05:16
I've been checking out how this works in FGU with one of the official ADND1e modules and I noticed that if you drag weapon damage onto the monster in combat tracker, an error appears in the console:

Is that because of some incompatibility with the module? The better question is can it be fixed? :)

This should be resolved now. It was happening when dragging/dropping the damage from PC to NPC and not the other way around, for me. Also, released some other general fixes with this. Just took my latest code and put it out there. If you find any issues, let me know.

makronax
January 8th, 2023, 10:03
This should be resolved now. It was happening when dragging/dropping the damage from PC to NPC and not the other way around, for me. Also, released some other general fixes with this. Just took my latest code and put it out there. If you find any issues, let me know.

Great, looks like it's working fine now. Thanks!

makronax
January 8th, 2023, 16:39
We've got into the Sinister Secret of Saltmarsh module (two sessions) and in both sessions at some point the combat tracker stopped accepting the encounter links (I'm pretty sure it did at start). When I drag the encounter link or the monster link into it, I see the following message:

[1/8/2023 10:24:50 PM] s'cta_combatants_host.lua' | s'onDrop' | s'draginfo' | databasenode = { reference.npcdata.id-00008@U1 The Sinister Secret of Saltmarsh }
[1/8/2023 10:24:50 PM] [ERROR] Script execution error: [string "OSRIC:scripts/manager_utility_osric.lua"]:13: attempt to index local 'sName' (a nil value)
I've tried removing the party from it but it doesn't help. Thankfully, restarting the gameplay session fixes this.

Doomsword
January 8th, 2023, 17:57
We've got into the Sinister Secret of Saltmarsh module (two sessions) and in both sessions at some point the combat tracker stopped accepting the encounter links (I'm pretty sure it did at start). When I drag the encounter link or the monster link into it, I see the following message:

I've tried removing the party from it but it doesn't help. Thankfully, restarting the gameplay session fixes this.

Unfortunate that you had to restart but at least that did work. Sorry about that. I'll look into it and get back with you shortly. Seems to be related to drag/drop conversion of monsters from 2E versions to OSRIC versions. Looks like the NPC's name is non-existent or something. I don't have U1, but I'll grab it if necessary. Thanks for the report.

makronax
January 9th, 2023, 17:10
Unfortunate that you had to restart but at least that did work. Sorry about that. I'll look into it and get back with you shortly. Seems to be related to drag/drop conversion of monsters from 2E versions to OSRIC versions. Looks like the NPC's name is non-existent or something. I don't have U1, but I'll grab it if necessary. Thanks for the report.

You're welcome but I don't think it's related to U1 because everything works as it should at start. It's only after we play for some time, something happens and then every encounter breaks (even the ones that were working at the start of the session). I'm guessing it's related to some leftover data in the combat tracker or something like this.

Doomsword
January 9th, 2023, 22:23
You're welcome but I don't think it's related to U1 because everything works as it should at start. It's only after we play for some time, something happens and then every encounter breaks (even the ones that were working at the start of the session). I'm guessing it's related to some leftover data in the combat tracker or something like this.

Thanks. I'll should be able to get to looking at this tonight.

Doomsword
January 10th, 2023, 04:19
You're welcome but I don't think it's related to U1 because everything works as it should at start. It's only after we play for some time, something happens and then every encounter breaks (even the ones that were working at the start of the session). I'm guessing it's related to some leftover data in the combat tracker or something like this.

I was not able to reproduce this, but it's probably specific to something that's hard to reproduce (like you're saying). I did put in a check to determine if it was a nil value before parsing, so this should "fix" it for you. If it still happens or something else strange happens, just let me know. Update in FG for the newest version.

makronax
January 13th, 2023, 16:55
I was not able to reproduce this, but it's probably specific to something that's hard to reproduce (like you're saying). I did put in a check to determine if it was a nil value before parsing, so this should "fix" it for you. If it still happens or something else strange happens, just let me know. Update in FG for the newest version.

Thanks, I'll see how it goes in my next session.

I've found the 2E NPC generator module here:
https://www.fantasygrounds.com/forums/showthread.php?49906-AD-amp-D-2E-NPC-Generation-Module
And I've tried to import the resulting stat blocks into OSRIC which resulted in NPCs that have their saving throws broken with -20 and no attacks or powers. Should this work? Maybe I can fix something in the stat blocks to make it work? Or is there another stat block generator that OSRIC ruleset supports correctly?

Here are a couple examples:

Ramas Marivaldi, (Male, Human, Thief); (STR 12, DEX 9, CON 13, INT 13, WIS 13, CHA 7); AL Chaotic Good; MV 12; Lvl 2 HD 2d6; HP 12 THAC0 20; DMG By Weapon #AT 1 SA Thief Skills, Backstab x2 SD XP 35; ML 13 Spells Wizard: Backstab x2;

Finellen Brawnanvil, (Female, Dwarf, Cleric); (STR 17, DEX 15, CON 14, INT 4, WIS 13, CHA 16); AL Neutral Good; MV 6; Lvl 1 HD 1d8; HP 8 THAC0 20; DMG By Weapon #AT 1 SA Priest Spells, Turn Undead SD XP 65; ML 14 ;

Doomsword
January 13th, 2023, 20:42
Thanks, I'll see how it goes in my next session.

I've found the 2E NPC generator module here:
https://www.fantasygrounds.com/forums/showthread.php?49906-AD-amp-D-2E-NPC-Generation-Module
And I've tried to import the resulting stat blocks into OSRIC which resulted in NPCs that have their saving throws broken with -20 and no attacks or powers. Should this work? Maybe I can fix something in the stat blocks to make it work? Or is there another stat block generator that OSRIC ruleset supports correctly?

Here are a couple examples:

I have no experience with that module, but I'll test it and see if there's anything to be done.

makronax
January 16th, 2023, 07:13
I'm happy to report that in our last session which happened yesterday there were no problems with encounters. Thank you for your hard work!

Doomsword
January 16th, 2023, 18:04
I'm happy to report that in our last session which happened yesterday there were no problems with encounters. Thank you for your hard work!

Great! Glad to hear it. Thanks for reporting back!

makronax
January 19th, 2023, 17:25
The time has come for the first level ups and I have to ask, how does this work? I can change character level manually but it doesn't modify any derived stats. Applying EXP from Total EXP with the checkbox does not level up (plus it replaces the old value weirdly). THAC0 and I'm guessing saves are left unchanged. Moreover, the EXP value for the next level is read-only so I cannot set it manually at all it looks like.

Doomsword
January 19th, 2023, 17:50
The time has come for the first level ups and I have to ask, how does this work? I can change character level manually but it doesn't modify any derived stats. Applying EXP from Total EXP with the checkbox does not level up (plus it replaces the old value weirdly). THAC0 and I'm guessing saves are left unchanged. Moreover, the EXP value for the next level is read-only so I cannot set it manually at all it looks like.

Once you've applied the TOTAL XP, you need to click the "plus" button to the right of XP NEEDED:

https://proitnow.blob.core.windows.net/images/level-up.jpg

Does that work for you?

Doomsword
January 19th, 2023, 17:57
Once you've applied the TOTAL XP, you need to click the "plus" button to the right of XP NEEDED:

https://proitnow.blob.core.windows.net/images/level-up.jpg

Does that work for you?

I did notice that I had to "/reload" the game to get the character's matrices to change. I've had that as something I need to fix but forgot. I'll get that corrected. Assuming you run into the same thing, you'll have to reload or restart. I know that's a pain. I'll put top priority on fixing it.

makronax
January 20th, 2023, 16:33
Ah, never thought that's a button since it looks like this for me:
55901
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=55901&d=1674232330
But pressing it indeed works like it should.

Quick question, how do you mark the spell as memorized for mages and illusionists?

Doomsword
January 20th, 2023, 17:07
Ah, never thought that's a button since it looks like this for me:
55901
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=55901&d=1674232330
But pressing it indeed works like it should.

Quick question, how do you mark the spell as memorized for mages and illusionists?

You need to set the "mode" on the Actions>Powers tab to "Preparation", then set the spells as memorized or not with the adjustment arrows for each spell.

https://proitnow.blob.core.windows.net/images/memorize-spells.jpg

makronax
January 20th, 2023, 19:07
Ohhh, thanks! Never would've guessed it. FGU is pretty convoluted at times, to say the least.

makronax
January 22nd, 2023, 10:54
According to the rules clerics and druids gain bonus spells from their wisdom. But those are not added to the spell slots list automatically so you can't memorize them. Can this be implemented? I can change the amount of slots available manually, too.

Doomsword
January 23rd, 2023, 04:03
According to the rules clerics and druids gain bonus spells from their wisdom. But those are not added to the spell slots list automatically so you can't memorize them. Can this be implemented? I can change the amount of slots available manually, too.

Thanks for the feedback. I'll see if I can do something about that sometime this week.

fharlang
March 6th, 2023, 05:49
Created a campaign for a module conversion and when testing a monster I get this error:

56610

Doomsword
March 6th, 2023, 17:22
Created a campaign for a module conversion and when testing a monster I get this error:

56610

Thanks for the report. When did this happen? After making a to-hit roll for the monster? The monster was in the CT? Any detail you could add would be most helpful. I'll still try to reproduce it myself, though. Thanks!

fharlang
March 6th, 2023, 22:19
I was testing resistance to weapons on the creature both it and the “PC” we’re in the combat tracker. While using the OSRIC rule set do we need to have the your extension also?

Doomsword
April 2nd, 2023, 06:05
I was testing resistance to weapons on the creature both it and the “PC” we’re in the combat tracker. While using the OSRIC rule set do we need to have the your extension also?

Sincere apologies for being missing for a bit. A bunch of other stuff came up. You only need to use the extension if you want to modify the OSRIC RAW stuff for your own house rules or to be more 1e-like.

I just uploaded a new OSRIC build to bring in the latest changes from the rulesets it depends upon, and I'll get to testing and fixing this and a couple other outstanding issues and requests. I'm gonna put time in this week. Thanks for your patience.

Doomsword
April 3rd, 2023, 05:02
This might have been related to not having a required module loaded. If it's still happening, let me know and we'll work it out.

Next up: Cleric and Druid bonus spells

Doomsword
April 6th, 2023, 22:51
Made a couple changes and submitted a new version. There are some underlying changes for future functionality that nobody should notice much but if you do find problems, please let me know.

Fixed an issue that I found when having the combat calc window opened while changing an NPC's fights-as values
Levelling up a character now properly updates both the combat calc window to-hit matrix and the charsheet's combat mini section to-hit matrix

Still planning at trying to implement bonus spells from high ability scores...

makronax
April 20th, 2023, 18:26
Haven't seen any problems with this version. Great that the THAC0 now works correctly.

How do you calculate weight allowance? According to the rules:


The most weight a character can carry is 150 lbs, plus whatever additional weight is allowed for the character’s strength.

The table for Strength gives +10 lbs for 12 STR, and one of my PCs has total weight allowance as 100 (correct). Another one has 15 STR and its 200 for him (+20 lbs in the table, should be 110). And yet another with STR 17 has a whopping 500 (+50, should be 200 total).

Moreover, the rules state that 150 is the maximum and give the following example table for that case (p. 123):
57106

Doomsword
April 20th, 2023, 20:54
Haven't seen any problems with this version. Great that the THAC0 now works correctly.

How do you calculate weight allowance? According to the rules:



The table for Strength gives +10 lbs for 12 STR, and one of my PCs has total weight allowance as 100 (correct). Another one has 15 STR and its 200 for him (+20 lbs in the table, should be 110). And yet another with STR 17 has a whopping 500 (+50, should be 200 total).

Moreover, the rules state that 150 is the maximum and give the following example table for that case (p. 123):
57106

Thanks for the feedback and for pointing this out. Something's obviously not correct there; I'll fix it.

I should point out that the table example you're showing has some language in its section in the rulebook about the maximum adjusted weight and includes some information based on armor worn and whatnot. I'll go through it all and get it working as specified. I'll get the fix out ASAP.

Thanks again!

makronax
April 21st, 2023, 08:31
Thanks for the feedback and for pointing this out. Something's obviously not correct there; I'll fix it.

I should point out that the table example you're showing has some language in its section in the rulebook about the maximum adjusted weight and includes some information based on armor worn and whatnot. I'll go through it all and get it working as specified. I'll get the fix out ASAP.

Thanks again!

Yes, the table is for non-adjusted 150 lbs, the book notes that if the maximum is different, then these four rows should be different. My point was that this number is the absolute maximum, the player cannot move at all if they're over that.

Vackipleur
May 25th, 2023, 13:53
Hi,

I've found a bug (I believe) with the AD&D Options and House Rules extension.
When I go into a Monster Action Panel, I've got warnings from the console:


[5/25/2023 2:44:57 PM] [WARNING] window: Anchored static width ignored for control (fights_as) in windowclass (npc_combat)
[5/25/2023 2:44:57 PM] [WARNING] window: Anchored static width ignored for control (saves_as) in windowclass (npc_combat)
[5/25/2023 2:44:57 PM] [WARNING] window: Anchored static width ignored for control (fights_as) in windowclass (npc_combat)
[5/25/2023 2:44:57 PM] [WARNING] window: Anchored static width ignored for control (saves_as) in windowclass (npc_combat)
[5/25/2023 2:44:58 PM] [ERROR] Script execution error: [string "..ons and House Rules:..ar_matrix_thaco.lua"]:223: attempt to get length of local 'aMatrixRolls' (a nil value)
And the Monster Attack Matrix is empty

If I add a Class into the Main Panel ("Fight as..."), I've a new Console Warning :

[5/25/2023 2:49:01 PM] [WARNING] window: Anchored static width ignored for control (fights_as) in windowclass (npc_combat)
[5/25/2023 2:49:01 PM] [WARNING] window: Anchored static width ignored for control (saves_as) in windowclass (npc_combat)
[5/25/2023 2:49:06 PM] [ERROR] Script execution error: [string "..ons and House Rules:..fights_saves_as.lua"]:146: attempt to index local 'aMatrixRolls' (a nil value)
[5/25/2023 2:49:06 PM] [WARNING] window: Anchored static width ignored for control (fights_as) in windowclass (npc_combat)
[5/25/2023 2:49:06 PM] [WARNING] window: Anchored static width ignored for control (saves_as) in windowclass (npc_combat)

Doomsword
June 28th, 2023, 00:32
Apologies. I'll get to fixing outstanding issues shortly. I was neck-deep for a month or so prepping for a convention and a bunch of sessions. That's over and I'll take care of these things ASAP.

Steffen_de_Wolff
July 7th, 2023, 16:25
So a group of us are running the 1e adventures in order of release. We decided to use OSRIC to get a more realistic feel of the time.
Problem I have run across is if I put a NPC directly into the combat tracker it works fine
If I set up as an encounter it wont go into the CT and it sends up several bell and whistles

Doomsword
July 8th, 2023, 23:49
Hi,

I've found a bug (I believe) with the AD&D Options and House Rules extension.
When I go into a Monster Action Panel, I've got warnings from the console:


And the Monster Attack Matrix is empty

If I add a Class into the Main Panel ("Fight as..."), I've a new Console Warning :

This should be working now. should be able to update and get the changes now. Apologies for the delay.

Doomsword
July 8th, 2023, 23:50
So a group of us are running the 1e adventures in order of release. We decided to use OSRIC to get a more realistic feel of the time.
Problem I have run across is if I put a NPC directly into the combat tracker it works fine
If I set up as an encounter it wont go into the CT and it sends up several bell and whistles

Congrats on your endeavor. This should be fixed now. Should be able to update fine. Thanks for hitting me up on Discord about it.

Steffen_de_Wolff
July 8th, 2023, 23:53
sure anytime

Doomsword
August 11th, 2023, 06:10
Attempted to fix a reported issue with large creatures dropped on maps being the same size as medium creatures, etc. Please test it out and let me know if you find anything wrong. If it ends up causing issues in your games that need to be fixed, my apologies. Discord generally gets the quickest response.

Doomsword
January 24th, 2024, 03:59
Uploaded a new version that includes:

fix encumbrance values and thresholds
fix currency weights and calculations
fix ability score details

If you find anything wrong with it, please let me know.

seanny
February 1st, 2024, 02:19
I am not sure if I have done something wrong in options maybe. I have the Extension: AD&D Options and House Rules in use as well as main ruleset and all the book mods that add OSRIC content as well.
The issue I have is when I double click on an actor in the Combat tracker I get an error log.
It does jump to the actors position on the map ,so that works correctly.
https://i.imgur.com/0ADSfUE.jpg

In this example I have double clicked on this particular Kobold that is shown in NPC tab.
I did add 2 Kobolds to Combat tracker ,they each have an identifying number so that bit seems OK.
And combat seems OK.
Really just started experimenting with Ruleset,
Made 1 Character and this is my first combat.

I did double click on the Kobold a few times ,just to check the error notice.

Few more pics in case info is needed.
https://i.imgur.com/gW7H2WA.jpg

https://i.imgur.com/gjuylkV.jpg

It is the only issue I have encountered (pun on words) so far. The ruleset ,extension and book mods look really great by the way and it is a pleasure to play with them ,especially since they are provided so kindly free of charge. I just wanted to know If I have done something incorrectly and whether anyone else has had this issue ,and perhaps it is a minor adjustment required to fix it.

Doomsword
February 1st, 2024, 03:09
I am not sure if I have done something wrong in options maybe. I have the Extension: AD&D Options and House Rules in use as well as main ruleset and all the book mods that add OSRIC content as well.
The issue I have is when I double click on an actor in the Combat tracker I get an error log.
It does jump to the actors position on the map ,so that works correctly.
https://i.imgur.com/0ADSfUE.jpg

In this example I have double clicked on this particular Kobold that is shown in NPC tab.
I did add 2 Kobolds to Combat tracker ,they each have an identifying number so that bit seems OK.
And combat seems OK.
Really just started experimenting with Ruleset,
Made 1 Character and this is my first combat.

I did double click on the Kobold a few times ,just to check the error notice.

Few more pics in case info is needed.
https://i.imgur.com/gW7H2WA.jpg

https://i.imgur.com/gjuylkV.jpg

It is the only issue I have encountered (pun on words) so far. The ruleset ,extension and book mods look really great by the way and it is a pleasure to play with them ,especially since they are provided so kindly free of charge. I just wanted to know If I have done something incorrectly and whether anyone else has had this issue ,and perhaps it is a minor adjustment required to fix it.

Thanks for the report. I can reproduce this, but only on NPCs. Is that the case for you, as well? At any rate, I'll get to the bottom of why this is happening on NPCs and fix it, pending any other feedback that you have.

seanny
February 1st, 2024, 04:34
Initially-
I do get the same error if I click on my own character.
BUT I am playing a local solo game ,so I suppose my character is an NPC too?
He has not been added to the Party sheet and thus does not appear on top left hand side of my window.

As a further test.
I added my character to Party Sheet ,now he is on top left of game window.
I started combat tracker afresh, added my character , 2 kobolds ,added all 3 parties to map.
Clicked on my character in Combat tracker-
same error occurs in log.

Doomsword
February 2nd, 2024, 02:28
Initially-
I do get the same error if I click on my own character.
BUT I am playing a local solo game ,so I suppose my character is an NPC too?
He has not been added to the Party sheet and thus does not appear on top left hand side of my window.

As a further test.
I added my character to Party Sheet ,now he is on top left of game window.
I started combat tracker afresh, added my character , 2 kobolds ,added all 3 parties to map.
Clicked on my character in Combat tracker-
same error occurs in log.

Thanks for the detail. I can precisely reproduce this. Working on it...

Doomsword
February 2nd, 2024, 02:46
This should be fixed now. Simply update to get the fix. Apologies for any inconvenience, thanks for reporting it, and please do let me know if you experience further issues.

seanny
February 2nd, 2024, 03:42
Eureka.
You found it.


Works great now.
Thank you very much.

Doomsword
February 3rd, 2024, 19:03
Updated OSRIC to not include attack penalties for encumbrance tiers, since I don't believe those exist in either 1E or OSRIC. Feel free to correct me if I'm wrong, or let me know if you want this added back in as an option.

ZippeeJerred
March 1st, 2024, 18:23
Hi, is there way of changing the in built initiative dice? I know d6 is the BTB way but I'd really like the option to select alternative dice types if possible.

Doomsword
March 3rd, 2024, 06:00
Hi, is there way of changing the in built initiative dice? I know d6 is the BTB way but I'd really like the option to select alternative dice types if possible.

Yes, as long as you use my AD&D Options and House Rules extension. It allows a lot of customization when used on top of the OSRIC ruleset

https://forge.fantasygrounds.com/shop/items/688/view

Doomsword
March 3rd, 2024, 06:03
A new version of the OSRIC ruleset is now available in the forge. It corrects a few issues on the player side, and fixes some other bugs that have been reported, and that I've found on my own. Let me know if you find any issues with it. I tested it out quite a bit, but there could easily be something I missed.

ZippeeJerred
March 3rd, 2024, 09:09
Yes, as long as you use my AD&D Options and House Rules extension. It allows a lot of customization when used on top of the OSRIC ruleset

https://forge.fantasygrounds.com/shop/items/688/view

Very many thanks for that - don't know how I missed it before!

ZippeeJerred
March 3rd, 2024, 10:17
Yes, as long as you use my AD&D Options and House Rules extension. It allows a lot of customization when used on top of the OSRIC ruleset

https://forge.fantasygrounds.com/shop/items/688/view

Hi, just wanted to report in that I think the optional Initiative dice type is only active on individual character sheets. When using the CT menu it always seems to default back to a d6 for both NPC and PC rolls.

Doomsword
March 3rd, 2024, 18:41
Some options require a /reload or restart after changing them. This is one of them, and those options are noted in the options menu. Have you done that?

PS - I can (and plan to) change it to make many of these take effect without a reload or restart, but some of them work (or display) only with one another, so it's a fairly sizeable undertaking...

Edit: If you're talking about the GM rolling from the CT, yeah, I do see that. I also see that the correct dice type is not showing next to the CT actors as it should. I'll look into this and get it fixed.

ZippeeJerred
March 3rd, 2024, 18:55
Some options require a /reload or restart after changing them. This is one of them, and those options are noted in the options menu. Have you done that?

PS - I can (and plan to) change it to make many of these take effect without a reload or restart, but some of them work (or display) only with one another, so it's a fairly sizeable undertaking...

Edit: If you're talking about the GM rolling from the CT, yeah, I do see that. I also see that the correct dice type is not showing next to the CT actors as it should. I'll look into this and get it fixed.

Hi, yes I reloaded to double check. And yes I mean the GM rolling from the CT menu. Thanks for looking into it.

Doomsword
March 3rd, 2024, 18:59
Hi, yes I reloaded to double check. And yes I mean the GM rolling from the CT menu. Thanks for looking into it.

Sure thing. Should be prettty trivial to fix. I'm not sure that I ever really tested this functionality with OSRIC, and probably only tested it with 2E. Thanks for letting me know!

Doomsword
March 3rd, 2024, 19:55
Hi, yes I reloaded to double check. And yes I mean the GM rolling from the CT menu. Thanks for looking into it.

This is now fixed in AD&D Options and House Rules in the forge. Simply update, and it should work as expected. Let me know if it doesn't, or if you see something else. Thanks!

ZippeeJerred
March 3rd, 2024, 21:23
This is now fixed in AD&D Options and House Rules in the forge. Simply update, and it should work as expected. Let me know if it doesn't, or if you see something else. Thanks!

That works. Really appreciate the quick response, thanks very much! Will let you know if I spot anything else. :D

Doomsword
March 3rd, 2024, 22:11
That works. Really appreciate the quick response, thanks very much! Will let you know if I spot anything else. :D

You're quite welcome. Thanks.

ZippeeJerred
March 20th, 2024, 09:41
Hi,
I've been having some weird AC and MV results cropping up - ran through the following:

Human FTR – with DEX bonus -1 to AC
Running OSRIC and AD&D O&HR extension, nothing else

With no armour or shield AC 9, MV 12 = all good
a) Drag and drop shield, medium +1 and AC changes to -1 (it should be 7), MV remains 12
b) Unequip shield +1 (change to carry), drag and drop scale mail, AC changes to 5 (correct) and MV to 9 (it should be 6)
c) Re-equip shield +1 (change to worn), AC becomes 4 (it should be 3) and MV remains 9 (it should be 6)

delete scale and shield – AC 9, MV 12 (all good)

a) drag and drop scale mail, AC changes to 5 (correct) and MV to 9 (it should be 6)
b) drag and drop shield, medium +1 whilst unidentified AC drops to 4, MV remains 9 – I’d expect the AC to drop to 3 but I’m not sure as its unidentified.
c) Identify shield on character sheet, AC remains 4, MV remains 9 – both incorrect
d) Unequip shield +1 (change to carry), AC 5 (correct) and MV 9 (incorrect)
e) Re -equip shield +1 (change to worn), AC 4 (incorrect) and MV 9 (incorrect)
f) Unequip scale mail, leaving shield +1 equipped and AC drops to -1, MV to 9 – both incorrect

Left character with shield and scale equipped (AC 4, MV 9) exited and removed AD&D O&HR Extension
Character remained AC 4, MV 9 (should be AC 3, MV 6) on relaunch.
Deleted both items and repeated all steps above with identical results.

I did this experiment both before and after the latest red update moving the system from 4.4.? to 4.5.2

All items came direct from the OSRIC item list.

Doomsword
March 20th, 2024, 20:38
Hi,
I've been having some weird AC and MV results cropping up - ran through the following:

Human FTR – with DEX bonus -1 to AC
Running OSRIC and AD&D O&HR extension, nothing else

With no armour or shield AC 9, MV 12 = all good
a) Drag and drop shield, medium +1 and AC changes to -1 (it should be 7), MV remains 12
b) Unequip shield +1 (change to carry), drag and drop scale mail, AC changes to 5 (correct) and MV to 9 (it should be 6)
c) Re-equip shield +1 (change to worn), AC becomes 4 (it should be 3) and MV remains 9 (it should be 6)

delete scale and shield – AC 9, MV 12 (all good)

a) drag and drop scale mail, AC changes to 5 (correct) and MV to 9 (it should be 6)
b) drag and drop shield, medium +1 whilst unidentified AC drops to 4, MV remains 9 – I’d expect the AC to drop to 3 but I’m not sure as its unidentified.
c) Identify shield on character sheet, AC remains 4, MV remains 9 – both incorrect
d) Unequip shield +1 (change to carry), AC 5 (correct) and MV 9 (incorrect)
e) Re -equip shield +1 (change to worn), AC 4 (incorrect) and MV 9 (incorrect)
f) Unequip scale mail, leaving shield +1 equipped and AC drops to -1, MV to 9 – both incorrect

Left character with shield and scale equipped (AC 4, MV 9) exited and removed AD&D O&HR Extension
Character remained AC 4, MV 9 (should be AC 3, MV 6) on relaunch.
Deleted both items and repeated all steps above with identical results.

I did this experiment both before and after the latest red update moving the system from 4.4.? to 4.5.2

All items came direct from the OSRIC item list.

Thanks for the report and thorough testing. I'll run through your scenarios (and any others I think of) and see what's going on.

Doomsword
March 24th, 2024, 01:11
New version available that fixes the above issues and adds maximum movement rate by armor type. The weird issue with magic shields was that they have a "subtype" of "magic" instead of "shield" in the OSRIC ref module.

ZippeeJerred
March 24th, 2024, 09:47
New version available that fixes the above issues and adds maximum movement rate by armor type. The weird issue with magic shields was that they have a "subtype" of "magic" instead of "shield" in the OSRIC ref module.

Many thanks for the quick response and update, All looks good on a quick review.

Doomsword
March 24th, 2024, 15:45
Many thanks for the quick response and update, All looks good on a quick review.

Great. Thanks for testing it out.

Doomsword
April 6th, 2024, 05:16
New version available

- fixes zombie initiative, as well as any creatures that have an "Always Last" special action, whether you get them from OSRIC or 2E modules. Initiative is set to 8 for these creatures, 2 points higher than the max value of the d6. Depending upon combat circumstances, you may see chat values much higher than this but they'll be reflected properly in the combat tracker. I'll probably work on that at some point but I consider it a minor, cosmetic-only issue that may be time-consuming. There are other things I'd like to change about the ruleset, first.

ZippeeJerred
April 26th, 2024, 15:48
Hi,

I'm noticing that dwarf/gnome/halfling movement for encumbrance is rated as 90/70/50/30, I'm aware of this variant (but I've never seen it at a table FWIW) but the BTB OSRIC version is 90/60/30/30 as per p123:


"Note that the table above assumes that the character in question has a base 120 ft move. If the character is of small race (such as a dwarf, gnome or halfling), a base move of 90 ft may apply (deduct 30 ft from all movement rates, with a minimum of 30 ft; but do NOT change the effect of encumbrance on surprise/ initiative)."

TBH I always played 90/60/30/10 so I doubt there is any real consensus on this and 1ed is ruthlessly silent on the matter, referring us to the MM where dwarves are listed as 60 in armour but some insist its the flat rate (guess that argument won for 2e LOL)

I can live with the 90/70/50/30 which might be 1ed by intent (who knows) but it isn't BTB OSRIC. Is it possible to have them as togglable options?

Doomsword
May 6th, 2024, 05:01
Gotcha. Pretty sure that 90/70/50/30 is nonsense in OSRIC/1E. I've not used anything of the sort, ever, in 40 years of AD&D. Haven't meant to ignore this; just been quite busy.
PS- I made some good progress on OSRIC effects (from the convo about charging) but have to get back to it as a prereq for making both the ruleset and the extension behave according to what's useful in OSRIC/1E, without extra stuff that isn't applicable

mogul76
June 9th, 2024, 13:01
I'm getting the following error message when a player character (in this example, Barnabul) reaches -10 HP (At Death's Door):


[6/9/2024 1:49:49 PM] s'manager_action_attack_osric.lua 1116' | s'pc' | databasenode = { charsheet.id-00001 } | #0 | #0 | #0 | #14 | #0
[6/9/2024 1:50:01 PM] s'manager_action_attack_osric.lua 902' | s'damage' | nil | #14 | #14 | #14 | #9 | { s'sType' = s'charsheet', s'sName' = s'Barnabul', s'sCTNode' = s'combattracker.list.id-00001', s'sCreatureNode' = s'charsheet.id-00001' } | #0 | #1
[6/9/2024 1:50:01 PM] s'manager_action_attack_osric.lua 1116' | s'pc' | databasenode = { charsheet.id-00001 } | #0 | #0 | #0 | #14 | #1
[6/9/2024 1:50:07 PM] s'manager_action_attack_osric.lua 902' | s'damage' | nil | #14 | #15 | #14 | #9 | { s'sType' = s'charsheet', s'sName' = s'Barnabul', s'sCTNode' = s'combattracker.list.id-00001', s'sCreatureNode' = s'charsheet.id-00001' } | #-1 | #1
[6/9/2024 1:50:07 PM] s'manager_action_attack_osric.lua 1116' | s'pc' | databasenode = { charsheet.id-00001 } | #0 | #0 | #0 | #14 | #2
[6/9/2024 1:50:10 PM] s'manager_action_attack_osric.lua 902' | s'damage' | nil | #14 | #16 | #14 | #9 | { s'sType' = s'charsheet', s'sName' = s'Barnabul', s'sCTNode' = s'combattracker.list.id-00001', s'sCreatureNode' = s'charsheet.id-00001' } | #-2 | #1
[6/9/2024 1:50:10 PM] s'manager_action_attack_osric.lua 1116' | s'pc' | databasenode = { charsheet.id-00001 } | #0 | #0 | #0 | #14 | #3
[6/9/2024 1:50:12 PM] s'manager_action_attack_osric.lua 902' | s'damage' | nil | #14 | #17 | #14 | #9 | { s'sType' = s'charsheet', s'sName' = s'Barnabul', s'sCTNode' = s'combattracker.list.id-00001', s'sCreatureNode' = s'charsheet.id-00001' } | #-3 | #1
[6/9/2024 1:50:12 PM] s'manager_action_attack_osric.lua 1116' | s'pc' | databasenode = { charsheet.id-00001 } | #0 | #0 | #0 | #14 | #4
[6/9/2024 1:50:14 PM] s'manager_action_attack_osric.lua 902' | s'damage' | nil | #14 | #18 | #14 | #9 | { s'sType' = s'charsheet', s'sName' = s'Barnabul', s'sCTNode' = s'combattracker.list.id-00001', s'sCreatureNode' = s'charsheet.id-00001' } | #-4 | #1
[6/9/2024 1:50:14 PM] s'manager_action_attack_osric.lua 1116' | s'pc' | databasenode = { charsheet.id-00001 } | #0 | #0 | #0 | #14 | #5
[6/9/2024 1:50:17 PM] s'manager_action_attack_osric.lua 902' | s'damage' | nil | #14 | #19 | #14 | #9 | { s'sType' = s'charsheet', s'sName' = s'Barnabul', s'sCTNode' = s'combattracker.list.id-00001', s'sCreatureNode' = s'charsheet.id-00001' } | #-5 | #1
[6/9/2024 1:50:17 PM] s'manager_action_attack_osric.lua 1116' | s'pc' | databasenode = { charsheet.id-00001 } | #0 | #0 | #0 | #14 | #6
[6/9/2024 1:50:19 PM] s'manager_action_attack_osric.lua 902' | s'damage' | nil | #14 | #20 | #14 | #9 | { s'sType' = s'charsheet', s'sName' = s'Barnabul', s'sCTNode' = s'combattracker.list.id-00001', s'sCreatureNode' = s'charsheet.id-00001' } | #-6 | #1
[6/9/2024 1:50:19 PM] s'manager_action_attack_osric.lua 1116' | s'pc' | databasenode = { charsheet.id-00001 } | #0 | #0 | #0 | #14 | #7
[6/9/2024 1:50:21 PM] s'manager_action_attack_osric.lua 902' | s'damage' | nil | #14 | #21 | #14 | #9 | { s'sType' = s'charsheet', s'sName' = s'Barnabul', s'sCTNode' = s'combattracker.list.id-00001', s'sCreatureNode' = s'charsheet.id-00001' } | #-7 | #1
[6/9/2024 1:50:21 PM] s'manager_action_attack_osric.lua 1116' | s'pc' | databasenode = { charsheet.id-00001 } | #0 | #0 | #0 | #14 | #8
[6/9/2024 1:50:23 PM] s'manager_action_attack_osric.lua 902' | s'damage' | nil | #14 | #22 | #14 | #9 | { s'sType' = s'charsheet', s'sName' = s'Barnabul', s'sCTNode' = s'combattracker.list.id-00001', s'sCreatureNode' = s'charsheet.id-00001' } | #-8 | #1
[6/9/2024 1:50:23 PM] s'manager_action_attack_osric.lua 1116' | s'pc' | databasenode = { charsheet.id-00001 } | #0 | #0 | #0 | #14 | #9
[6/9/2024 1:50:27 PM] s'manager_action_attack_osric.lua 902' | s'damage' | nil | #14 | #23 | #14 | #9 | { s'sType' = s'charsheet', s'sName' = s'Barnabul', s'sCTNode' = s'combattracker.list.id-00001', s'sCreatureNode' = s'charsheet.id-00001' } | #-9 | #1
[6/9/2024 1:50:27 PM] s'manager_action_attack_osric.lua 1116' | s'pc' | databasenode = { charsheet.id-00001 } | #0 | #0 | #0 | #14 | #10
[6/9/2024 1:50:27 PM] [ERROR] Script execution error: [string "CoreRPG:scripts/manager_effect.lua"]:212: getValue: Invalid parameter 1

New (test) campaign with FGU v4.5.8 ULTIMATE (2024-06-05).

Doomsword
June 10th, 2024, 21:21
I'm getting the following error message when a player character (in this example, Barnabul) reaches -10 HP (At Death's Door):



New (test) campaign with FGU v4.5.8 ULTIMATE (2024-06-05).

Thank you for the report. I'll have a look and get back with you ASAP.

mogul76
June 11th, 2024, 22:59
Thanks. Take as much time as you need. This is not really an urgent matter for me.

Doomsword
June 11th, 2024, 23:43
Thanks. Take as much time as you need. This is not really an urgent matter for me.

Thank you. I've been working on tracking it down for my new release, but I'm going to get the new release out in a moment because there's some important stuff in there. I'll get back to this shortly. I'm real curious about what's causing it. It's easily reproducible, but it doesn't affect anything outside of throwing up an error message (which is still no fun). I'll get back with you.

Doomsword
June 11th, 2024, 23:56
New version available for update, 2024.06.11

Backing fixes for use with AD&D Options and House Rules
Fix encumbrance management related to changes in CoreRPG
Change "charged" effect behavior: It's now called "Charging", you apply it before the attack, it adds a "Charging" effect and a "No Dexterity" effect. Both of these effects are removed automatically when initiative passes to another creature

Next up: Fixing error when PC reaches -10 HP if that option is set, more effects changes I've been working on, changes to movement rates that have been inherited and don't exist in 1E/OSRIC, other stuff

ZippeeJerred
June 12th, 2024, 10:53
Excellent, many thanks

Doomsword
June 12th, 2024, 16:02
Many thanks for your assistance in testing this stuff

mogul76
June 12th, 2024, 21:46
Thank you, Doomsword, for your quick and great support. It is much appreciated.

Doomsword
June 12th, 2024, 21:47
Thank you, too.

Doomsword
June 13th, 2024, 04:40
I'm getting the following error message when a player character (in this example, Barnabul) reaches -10 HP (At Death's Door):



New (test) campaign with FGU v4.5.8 ULTIMATE (2024-06-05).

This should fixed with the release in the forthcoming post. Thank you.

Doomsword
June 13th, 2024, 04:41
Hi,

I'm noticing that dwarf/gnome/halfling movement for encumbrance is rated as 90/70/50/30, I'm aware of this variant (but I've never seen it at a table FWIW) but the BTB OSRIC version is 90/60/30/30 as per p123:



TBH I always played 90/60/30/10 so I doubt there is any real consensus on this and 1ed is ruthlessly silent on the matter, referring us to the MM where dwarves are listed as 60 in armour but some insist its the flat rate (guess that argument won for 2e LOL)

I can live with the 90/70/50/30 which might be 1ed by intent (who knows) but it isn't BTB OSRIC. Is it possible to have them as togglable options?

I made these modifications and they appear to be working. Thanks.

Doomsword
June 13th, 2024, 04:44
New release 20240612

Fixes issue with PC reaching -10 HP and dying
Fixes encumbered moves not divisible by 3
Fixes an issue where sometimes nat 20s would cause an error since critical hits aren't available without the extension

ZippeeJerred
June 13th, 2024, 10:03
Fantastic, thanks very much

Doomsword
June 13th, 2024, 14:08
You're welcome. Thanks for the feedback.

ZippeeJerred
June 20th, 2024, 10:59
New version available for update, 2024.06.11

Change "charged" effect behavior: It's now called "Charging", you apply it before the attack, it adds a "Charging" effect and a "No Dexterity" effect. Both of these effects are removed automatically when initiative passes to another creature


Hi,
you might need to recheck this - it doesn't seem to go away at the end of the round or when initiative moves on. Nearly killed one of the PCs on Tuesday because of that :)

Doomsword
June 20th, 2024, 16:06
Ok, yeah, I see some weirdness. Thanks for the heads up. I'll take a look and get it fixed.

ZippeeJerred
July 5th, 2024, 18:26
Hi,
noted something odd on Tuesday - Rangers failed to update their bonus against humanoids in line with gaining levels.

This has been working fine, the higher level ranger had progressed nicely always getting the increased modifier but when the party levelled up this week (Tuesday 2 July) neither ranger increased their bonus, it remained at the old value.

Easily amended manually but something has broken somewhere down the line - not sure about other IFTs that might increase, so don't know if its universal or limited to rangers . . . Also not sure if its OSRIC or underlying 2e that's got messed up.

ZippeeJerred
August 11th, 2024, 14:14
Hi can someone check this please (running OSRIC and AD&D O&H extensions)

I have 4th level clerics turning undead and failing to turn zombies on a roll of 4 - it should be automatic "T" result on the table.

Quickly tried some additional dice rolls and the table results seems all over the place - in the middle of a game so can't take too long experimenting, just going with manual adjustments

ZippeeJerred
August 20th, 2024, 09:42
Hi think these might be OSRIC related - have reported them on 2e classic discord as well

Doomsword
August 29th, 2024, 19:50
Hi think these might be OSRIC related - have reported them on 2e classic discord as well

Sorry I haven't been around for a while; been working on some major projects.

I'll need to try to reproduce the ranger thing. Not sure about turning undead, either, but I did just publish a new version of the ruleset to bring it up to date with things that have changed since June. That might resolve at least one of these issues.

Thanks for the logs. That script error should be fixed.

If you update and have a look, let me know if things are working better for you.

ZippeeJerred
August 31st, 2024, 15:06
Sorry I haven't been around for a while; been working on some major projects.

I'll need to try to reproduce the ranger thing. Not sure about turning undead, either, but I did just publish a new version of the ruleset to bring it up to date with things that have changed since June. That might resolve at least one of these issues.

Thanks for the logs. That script error should be fixed.

If you update and have a look, let me know if things are working better for you.

No worries. Last update seems to have sorted most of the weirdness and error logs out.

However I have tested the undead turning issue again today (see attached).

1st image "0" shows a Level 4 cleric on a [forced] roll of 0 attempting to turn a selection of 6 zombies, 1 ghoul, 1 ghast, and 1 wight - results shows only that skeletons would have been turned automatically (1HD) - naturally on a 0 the ghoul, ghast, and wight weren't but neither were any of the zombies (5 slots were rolled). A Level 4 cleric should auto turn both skeletons (1 HD) and zombies (2 HD). 5 zombies should have been turned regardless of rolling "0" so something is wrong . . .

2nd image "13" shows the same cleric attempting the same group on a roll of 13 and turning all of them (11 slots). All good.

3rd image "18" shows the same on a roll of 18 and turning all but the ghast and wight (7 slots). All good it's turning lower caste undead first, so I think it's just the "auto level" that's set wrong.

ZippeeJerred
August 31st, 2024, 15:35
Sorry I haven't been around for a while; been working on some major projects.

I'll need to try to reproduce the ranger thing. Not sure about turning undead, either, but I did just publish a new version of the ruleset to bring it up to date with things that have changed since June. That might resolve at least one of these issues.

Thanks for the logs. That script error should be fixed.

If you update and have a look, let me know if things are working better for you.

Ok just run through some Ranger tests, ran from L1 to L4, human ranger against orcs - see attached screen shots.

At all levels the only damage modifier was a +1 - I used longbow attacks throughout so no muddling with STR mods.

The bonus v humanoids is there at L1 but is not increasing with level.

Doomsword
September 3rd, 2024, 03:32
Thanks a bunch for the details, as always. I'll get these working properly, along with the Charge thing that doesn't work right. Shouldn't be more than a couple/few days before I have an update.

Doomsword
September 7th, 2024, 05:18
Ok just run through some Ranger tests, ran from L1 to L4, human ranger against orcs - see attached screen shots.

At all levels the only damage modifier was a +1 - I used longbow attacks throughout so no muddling with STR mods.

The bonus v humanoids is there at L1 but is not increasing with level.

So, the Ranger bonus works fine for me but ONLY if I remove the guy from the combat tracker after he's leveled up, then add him back. Can you try that as a workaround? I'll see if I can script removing the effect and adding it back when the PC gains a level, but figured I'd see if this works for you for now.

Doomsword
September 7th, 2024, 06:04
No worries. Last update seems to have sorted most of the weirdness and error logs out.

However I have tested the undead turning issue again today (see attached).

1st image "0" shows a Level 4 cleric on a [forced] roll of 0 attempting to turn a selection of 6 zombies, 1 ghoul, 1 ghast, and 1 wight - results shows only that skeletons would have been turned automatically (1HD) - naturally on a 0 the ghoul, ghast, and wight weren't but neither were any of the zombies (5 slots were rolled). A Level 4 cleric should auto turn both skeletons (1 HD) and zombies (2 HD). 5 zombies should have been turned regardless of rolling "0" so something is wrong . . .

2nd image "13" shows the same cleric attempting the same group on a roll of 13 and turning all of them (11 slots). All good.

3rd image "18" shows the same on a roll of 18 and turning all but the ghast and wight (7 slots). All good it's turning lower caste undead first, so I think it's just the "auto level" that's set wrong.

"Turns" out that 2E nerfs the cleric's turning ability starting at the 4th level by shifting it a bit. These values are hardcoded into the 2E ruleset, so I'll apply OSRIC overrides. I'll also end up getting 1E values (which are a bit different from either of the others) into the extension. Thanks! I wasn't aware of the specific differences, at least not for a LONG time. I'll post back soon with an update...

ZippeeJerred
September 7th, 2024, 10:41
So, the Ranger bonus works fine for me but ONLY if I remove the guy from the combat tracker after he's leveled up, then add him back. Can you try that as a workaround? I'll see if I can script removing the effect and adding it back when the PC gains a level, but figured I'd see if this works for you for now.

LOL didn't try that.

yes that seems to work, even actors that have already levelled up seem to reset once removed and added back into the tracker. I do tend to just leave mine on the tracker for ever maybe that's not good policy.

Many thanks

ZippeeJerred
September 7th, 2024, 10:58
"Turns" out that 2E nerfs the cleric's turning ability starting at the 4th level by shifting it a bit. These values are hardcoded into the 2E ruleset, so I'll apply OSRIC overrides. I'll also end up getting 1E values (which are a bit different from either of the others) into the extension. Thanks! I wasn't aware of the specific differences, at least not for a LONG time. I'll post back soon with an update...

Well, well, I never noticed that either. Mind I never really played 2e that much (or more accurately we just merged our game into it and carried on - a lot of the changes had been "table updates" for years anyway. We didn't scrutinise it for technical changes :)), certainly never noticed that particular difference.

Thanks, now its known I can handle it in game.

Doomsword
September 9th, 2024, 05:06
LOL didn't try that.

yes that seems to work, even actors that have already levelled up seem to reset once removed and added back into the tracker. I do tend to just leave mine on the tracker for ever maybe that's not good policy.

Many thanks

I discovered that you can drag them out of the window and drag them back in (without letting go of the mouse button) and it works, too. Easier than removing/re-adding. I'll still work on making it happen without doing that. I think it will be fairly straightforward. Famous last words...

Doomsword
September 9th, 2024, 05:18
Well, well, I never noticed that either. Mind I never really played 2e that much (or more accurately we just merged our game into it and carried on - a lot of the changes had been "table updates" for years anyway. We didn't scrutinise it for technical changes :)), certainly never noticed that particular difference.

Thanks, now its known I can handle it in game.

New OSRIC out now.
It fixes this discrepancy, but also follows all of the OSRIC turn undead stuff, now.
Changes:

You can now turn demons and devils as "type 13" "fiends". You can only turn 1d2 of them, so I had to put some protection in place to make sure they don't get accidentally turned while among actual undead. They should be automatically sorted properly and placed at the end of the stack, regardless of hit dice. If they're targeted by themselves, the dice result for number of creatures will be properly rolled as 1d2.

If the cleric is high enough level to destroy some of the undead he's targeted, the number of creatures will be properly rolled as 1d6+6, instead of 2d6.

I've included the correct duration of 3d4 rounds on the "turned" effect for any turned undead

I've changed the chat messaging to give clarity on the results, and changed the language and formatting a bit.

I've tested it a ton, with 4th, 6th, and 9th level clerics and all manner of mixed undead and demons and devils - as well as only demons and devils - and it all seems to work. I'm all tested out, so please let me know if you find any issues.

Thanks!

ZippeeJerred
September 9th, 2024, 09:59
Excellent news, really appreciate the time and effort.

I know what you mean, testing can be tedious :D

Will let you know if I notice anything weird.

thanks again

ZippeeJerred
September 9th, 2024, 10:03
I discovered that you can drag them out of the window and drag them back in (without letting go of the mouse button) and it works, too. Easier than removing/re-adding. I'll still work on making it happen without doing that. I think it will be fairly straightforward. Famous last words...

That's good to know, odd though.

thanks for the support, much appreciated.

hammer58
November 10th, 2024, 14:26
Is there a monk class for 1st edition rule set in community OSRIC ruleset? If so how do I get it? I just need to add the monk class rules to my game.

ZippeeJerred
November 10th, 2024, 14:38
No Monk in OSRIC or the OSRIC Unearthed supplement.

Haven't seen one in the community either (not that I've actively looked), you'll probably need to create it wholesale.

PaulChatterton
November 12th, 2024, 10:05
Funnily enough, I was just looking at the Monk issue myself. I was going to create my own from scratch but how do I set it up to use the cleric attack matrix and thief saving throw matrix? I guess I can enter the saving throws manually for each level in the class definition but it doesn't seem to be possible to modify the attack matrix.

ZippeeJerred
November 12th, 2024, 11:16
Sorry beyond my knowledge base. I can amend a lot of stuff but I'm really not sure how to generate or change the inner workings of classes.

I'm not certain what would happen if you used the 2e monk - does the matrix get auto added by AD&D House Rules? How much else would be wrong?

PaulChatterton
November 12th, 2024, 13:29
There was no monk class in 2e. However, what I am trying is to take a copy of the cleric class, since monks use the cleric attack matrix, and completely change everything else about it to create the monk class.

ZippeeJerred
November 12th, 2024, 16:39
Really? I just assumed . . . I mean a thousand splat books, no monk at all?

Sounds like the only way

Doomsword
November 12th, 2024, 17:50
Funnily enough, I was just looking at the Monk issue myself. I was going to create my own from scratch but how do I set it up to use the cleric attack matrix and thief saving throw matrix? I guess I can enter the saving throws manually for each level in the class definition but it doesn't seem to be possible to modify the attack matrix.

Are you using the OSRIC ruleset to do this? I responded to your post in the extension's thread. Just not clear what you're loading. Since this post is in the OSRIC ruleset thread and the other post seems specific to 2E, I just want to make sure I'm working off of the correct assumptions.
Assuming your character class name will be "Monk", I can add attack matrix values and saving throw values in the correct place(s). I can do the same for Barbarian and Bard if there is interest in such a thing.

RESmeCUE
November 19th, 2024, 20:15
Although a bit labor intensive....

I manually created the Monk class and at each level pregression tab I manually entered the info such as THAC0, open hand attack damage progression, AC, etc

PaulChatterton
November 20th, 2024, 12:37
I couldn't do it completely from scratch because I was aiming for true 1e which uses attack matrices rather than THACO, and the attack matrices aren't editable. I got around that by starting with a copy of Cleric, which is the attack matrix the monk uses, and manually modifying just about everything about it other than the attack matrix.

Doomsword
November 20th, 2024, 19:08
I'm working on a big update to the extension to fix most everything that was discussed in that thread, as well as some other stuff. Once that's released, I'll backport the relevant OSRIC base changes into the ruleset for people who use it without the extension. Coming soon.

PaulChatterton
April 16th, 2025, 11:42
This thread seems to have gone quiet for a while so I hope you are still out there, Doomsword.

How do I remove Criticals? 1E doesn't have Criticals. I think there's a setting to turn off additional damage, but 20 isn't even an automatic hit in 1E.

I assume also that the rule that says that the first 20 on the to hit matrix can be achieved by roll + bonuses but the other 5 require a natural 20, hasn't been implemented.

[Also posted in the Extension thread]

Doomsword
April 21st, 2025, 18:35
New updates (coming soon) help deal with accuracy in to-hit related stuff and lots of other things. I'm a bit short on time at this moment, but I'll address your concerns as soon as I have time - gotta get back to looking at what's what to provide answers/updates. Thanks!

georgelaiacona111
May 7th, 2025, 22:29
If this it the right thread, while you are looking at things, every hit says [Instant Death] no matter what was rolled. Thanks.

PaulChatterton
May 7th, 2025, 22:58
If this it the right thread, while you are looking at things, every hit says [Instant Death] no matter what was rolled. Thanks.

I've certainly not seen that. I've done a few combat tests and damage was working fine for me.

Doomsword
May 7th, 2025, 23:02
Thanks, guys. I'll look for this issue, anyway

georgelaiacona111
May 7th, 2025, 23:12
I've certainly not seen that. I've done a few combat tests and damage was working fine for me.

Oh, damage works fine, but the text is in every roll, whether it does lethal damage or not.

Doomsword
May 10th, 2025, 07:06
Oh, damage works fine, but the text is in every roll, whether it does lethal damage or not.

Are you still seeing this? I haven't seen it.

georgelaiacona111
May 10th, 2025, 17:09
No longer seeing that text in OSRIC. Thank you.

Doomsword
May 11th, 2025, 01:19
A few fixes to bring it up to date. Ensured it's working with the AD&D Options and House Rules updates. Removed "Critical Hit" messaging, which can only be added with the extension.

georgelaiacona111
May 11th, 2025, 01:23
Thank you for your work and prompt attention.

Doomsword
May 11th, 2025, 01:25
Thank you for your work and prompt attention.

A pleasure

georgelaiacona111
June 2nd, 2025, 03:03
Here's something new, maybe not: Weapon speed seems to have nothing to do with rolling initiative. What I have done is set it to individual, d10, re-roll each round, and no other initiative options set. Doesn't seem to matter what I have it set to, really. If a 1 is rolled, INIT is set to 1. And that's using the yellow "roll init with this weapon" box. Is this a planned feature just not fully implemented yet?

Doomsword
June 2nd, 2025, 03:33
Speed factor doesn't affect the init roll in 1e; it's for determining who attacks first in tied init scenarios. In OSRIC, speed doesn't even exist. It does modify init in 2e (at least the way I used to run it).
At any rate, if you're using the 2e ruleset and reference materials (PHB), set `Init: Grouping` to anything except `Both` (which depends on what you want to do), and set `Init: Modifiers: Mods` to `On` to have weapon speeds affect initiative results. `Init: Modifiers: NPC Size Mods` = `On` if you want the natural weapon speed factors (based on size and from 2E) also applied. Does that make sense?

georgelaiacona111
June 2nd, 2025, 21:46
Thanks. I recall reading somewhere that weapon speed may also be a factor if two opponents had more than a factor of 4 between them, giving the lower two possible hits. I like the idea of using speed factor to figure out where in the segments attacks might occur, and couple that with casting times for spells. Where I read that I can't recall at the moment. I'm using OSRIC ruleset with your house rules extension. I do not see the Init: Modifiers: NPC Size Mods in my Options. So, then, I need to use the 2e ruleset and not OSRIC? No simple way of changing rulesets is evident. Might have to Export my campaign and add it as an extension to a new campaign, unless you know of an easier way.
Thanks for your response.

Doomsword
June 2nd, 2025, 22:39
Yeah, that's in 1E, p66 DMG.
As far as not seeing those options in OSRIC, it's because I selectively enable/disable options depending on the ruleset that's in play. I tried to keep the OSRIC options related to things that are actually designated as optional in OSRIC. I considered 2E to be the ruleset most people will use if they want to mix and match mechanics. Now, I could add those options in when used with OSRIC (I have no issue with that at this point), but I'm not sure off-hand if there's much work involved. I want to say that there's not. I'll leave that up to you. If you want it, I'll do it.
As far as changing the ruleset goes (should you want to go that route), you just BACK UP YOUR CAMPAIGN and edit the campaign.xml changing the <ruleset/> node from OSRIC to 2E. I tested it here, and it seems to work fine. Again, though, I don't mind adding the option for OSRIC as long as the extension is used with it.

georgelaiacona111
June 2nd, 2025, 22:49
Thanks. I'll try your easy solution first, so you don't have to spend much time on a fix in OSRIC for one person. Sounds easy enough. I'd really like to see a true 1e ruleset, so I might have to kick it in gear on my own. I have been tutoring myself with videos on Ruleset Wizard. OSRIC is close. The 1e/2e ruleset is close. But neither really is 1e. I notice differences requiring minor management all the time, for example, XP and levels not matching the books, spells being different, Ranger skills being completely different, etc.
Thank you for your response. Thank you for your work on OSRIC and your Houserules extension.

Doomsword
June 2nd, 2025, 22:58
I think there's a subset of us that would really like to see a proper 1E. That requires the reference materials, which are off limits right now, as far as I know. So, we're stuck with OSRIC or 2E refs. However, I've been working on publishing my own books, which would probably help with that down the road. I have a lot of things written that are much closer to 1E but making them available takes time.
Regarding XP values for levelling, you can modify the ref materials in your own copy in another campaign and export them out for use. Same with Ranger skills and such. Still not ideal, and the walled garden around this stuff can be frustrating.
I'm gonna end up hitting you up on Discord to talk about what I've got going on for the latest update (weapon and armor stuff) - I've just been sidetracked by other projects.
And, you're quite welcome. Always happy to see more people trying to play the AD&D that I grew up on.

*** Edit: do note that by switching to 2E, you'll lose some stuff that converts the 2E NPCs everyone put into the classic modules into the OSRIC versions of those NPCs (where they can be easily matched).

georgelaiacona111
June 2nd, 2025, 23:11
Thank you, sir! Anytime, anytime.
There's a handful of 1e "clones" out there. None of them are incorporating the "in the weeds" AD&D stuff like we discuss here. Your Extension is the closest I have seen so far. I don't mind compiling my own compendium, it's just that any ruleset update overwrites my in-the-files edits. Hmmm. Something to ponder.....
Thanks again.
The AD&D I grew up on was back in 1980/81, and that's what I want to play.

Doomsword
June 2nd, 2025, 23:21
Yeah, it's likely disappearing because any changes you make to anything in the campaign stay in the campaign's dbs and can't be used in another campaign. Best thing to do is to start with an empty campaign, activate the ref materials for the stuff you want to change, then /export it out to a new ref (selecting everything that's included in the material). You can then load your version in any campaign and not worry about it changing.

Doomsword
June 20th, 2025, 17:22
New version to resolve issues with dragging skills to a charsheet. Thank you to the individual who reported this.

Malichus
August 11th, 2025, 05:33
The paladin aura seems to appear as an effect on the paladin (it shows in the combat tracker and in chat) but does not actually do anything. There is also no visible aura around the paladin's counter. Being new to FG I don't know if that's a bug or if I have to do something else to make it work. If I cast the Protection from evil, 10' radius spell on the paladin that works, although the aura is yellow instead of cyan.

Doomsword
August 19th, 2025, 22:30
The paladin aura seems to appear as an effect on the paladin (it shows in the combat tracker and in chat) but does not actually do anything. There is also no visible aura around the paladin's counter. Being new to FG I don't know if that's a bug or if I have to do something else to make it work. If I cast the Protection from evil, 10' radius spell on the paladin that works, although the aura is yellow instead of cyan.

Thank you. I'll take a look at this shortly and respond...

Doomsword
October 9th, 2025, 06:11
Thank you. I'll take a look at this shortly and respond...

Sorry for the delay. I didn't get to really deal with this, explicitly, but it might be fixed now. I'll come back to it

Ruleset is updated to:
Complete rewrite of the combat matrix; hopefully, you can do anything you want with the matrix now
FightsAs/SavesAs for NPCs should work well - need a little testing here, making sure to-hit matrix and saves are accurate in various cases
Lots of internal changes - please test this thing for me and hit me up with any issues

Doomsword
October 19th, 2025, 18:18
Updated to fix an issue with NPC saving throws. Thanks to Wulfgangrpg for reporting. Run check for updates to update, of course.

Doomsword
December 3rd, 2025, 20:18
The paladin aura seems to appear as an effect on the paladin (it shows in the combat tracker and in chat) but does not actually do anything. There is also no visible aura around the paladin's counter. Being new to FG I don't know if that's a bug or if I have to do something else to make it work. If I cast the Protection from evil, 10' radius spell on the paladin that works, although the aura is yellow instead of cyan.

Finally got around to looking at this, and the issue is that the web docs are incorrect and the paladin effect in the OSRIC reference materials is wrong, as well. Rather than AURA RANGE FACTION COLOR, it should be AURA RANGE COLOR FACTION. Further, once the paladin is dropped into the combat tracker, you'll need to cycle the effect off and back on. That's how I got it to work with the 2E ruleset, so that's how it works with the OSRIC ruleset, too. See the attached image and let me know if you have any questions.

65907

*Neuro*
December 22nd, 2025, 05:13
Osric 3/0 is nearly out, are there any plans to have an updated release also here?

Doomsword
December 22nd, 2025, 07:01
Osric 3/0 is nearly out, are there any plans to have an updated release also here?

This isn't a proper answer to your question, but I don't know what they intend to do regarding FG. Apologies.

If a new OSRIC sourcebook for FG is released, I'll do everything I can to support it. I'll also keep this ruleset updated/working for FG as long as it's feasible, and I'll work to add features/fixes as requested.

In short, this isn't an "official" OSRIC release or whatever, so we'll have to see what they're looking to do; I haven't heard anything relevant.

ZippeeJerred
December 22nd, 2025, 10:01
This isn't a proper answer to your question, but I don't know what they intend to do regarding FG. Apologies.

If a new OSRIC sourcebook for FG is released, I'll do everything I can to support it. I'll also keep this ruleset updated/working for FG as long as it's feasible, and I'll work to add features/fixes as requested.

In short, this isn't an "official" OSRIC release or whatever, so we'll have to see what they're looking to do; I haven't heard anything relevant.

Pretty sure Matt has a deal with Foundry and OSRIC 3 will have an official release for that platform. Not sure what that means for anything official for FGU.

celestian
December 22nd, 2025, 22:40
Most of OSRIC 3 is making the document in a more modern and understandable form for new and younger players. The bulk of the rules will remain the same tho I expect some changes but might not be relevant to a FG ruleset.

I would speculate that if someone wanted to create a OSRIC 3 module, they could contact Matt and he'd probably work with them to allow it.

Doomsword
January 5th, 2026, 23:49
New version released to fix a bug that sometimes occurred when dropping encounters into the CT

hangarflying
March 1st, 2026, 05:06
Just getting into the process of getting an OSRIC campaign built. I am a little confused about the commentary within the set about 1-1 HD NPCs and needing to add a line about reducing an attack bonus? Taking into account that OSRIC 3.0 has released that includes AAC, would AAC fix this issue? Is building the OSRIC rules with AAC viable?

Doomsword
March 5th, 2026, 18:45
Just getting into the process of getting an OSRIC campaign built. I am a little confused about the commentary within the set about 1-1 HD NPCs and needing to add a line about reducing an attack bonus? Taking into account that OSRIC 3.0 has released that includes AAC, would AAC fix this issue? Is building the OSRIC rules with AAC viable?

Apologies for not seeing this sooner.

I believe the OSRIC ruleset takes all of that into account, but I'll have to look again. The commentary in the reference materials is mostly not relevant any longer, as the ruleset tried to include most of the manual things that the GM had to previously take care of. AAC is possible, if that's something that people want. The ruleset is due for an update, and I hope to get that out soon. I'll look at all of this as soon as I get back into that scope, and I'll respond once I've done so. Thank you.

ZippeeJerred
March 6th, 2026, 10:58
I, just to add that AAC would be appreciated if possible

Doomsword
May 6th, 2026, 01:52
Just a heads up that the new version of CoreRPG and 2E dropped this afternoon, and the ruleset is updated to continue working, among other things. Sorry for not responding sooner to the other posts - just been tracking these changes to make sure stuff works because I heavily modify effects and combat (which were the things most affected by the update).

Please consider that it's possible that things will break when you update, so don't update right before a game.

As far as any reported issues go, some of them have been resolved during my updates, but I'm going through the list (that I know about) now to try and fix them.

Once you've updated, please test everything you use in your game and let me know if it doesn't work (outside of things you've already told me about).

The Core/2E updates make it much easier to make changes on my end, and I now feel more comfortable fixing things since I know there's a relatively stable operating environment.

I have not tested everything that I did in the ruleset with working in the new version, but that's now in progress.

And, I'll work on ascending AC and such, too, as well as anything that's a ruleset change with regard to OSRIC 3 options.

Thanks!