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Big Reptar
February 2nd, 2024, 16:13
Greetings, Community!

I'm a newcomer here, diving into the depths of FGU and experimenting with Ruleset Wizard. My journey so far has been challenging; I've been trying to get a grip on creating and testing a new ruleset in FGU. My efforts to adjust the MoreCore ruleset haven't been successful, and I'm striving to achieve something straightforward for now, just to proceed with playtesting.

My main stumbling block is customizing the character sheet in Ruleset Wizard. After exploring all available support videos and materials, I find myself more confused than enlightened. My lack of programming knowledge is a significant barrier. I was hoping to simply import the character sheet and make some minor modifications.

Is there a comprehensive, step-by-step guide on utilizing the MoreCore ruleset? The default guide isn't quite cutting it for me, and the videos aren't helping either. Any pointers towards more in-depth resources or tips on making these adjustments without deep coding knowledge would be immensely appreciated.

As for the changes I just want to have the attributes and have them with the original max value and the current one the one that will be affected through out the play, change the layout and size of some areas, add some images from the game, and delete some unnecessary tabs, thatīs for starters, and also in a more advanced help Iīd like to fully understand the dice strings, and rolls to try to automatize most of the rolls and effects and that the changes go directly to the stats, I have tinkered a bit with the combat tracker but since Iīm still lost in the character sheet and skill rolls, I havenīt been able to advance further.

Many thanks in advance for your help!

superteddy57
February 2nd, 2024, 16:27
MOD: Moved to MoreCore Rulesets to help get visibility for directed MoreCore assistance.

I haven't played in MoreCore in quite some time, so I personally don't have very accurate advice. I'm sure more will be along to help provide their guidance. Also I would suggest checking out the mod_creation (https://discord.com/channels/274582899045695488/389093811021807616) and ruleset_wizard (https://discord.com/channels/274582899045695488/792625299878707210) channels on our discord for getting some in real time answers.

Big Reptar
February 2nd, 2024, 20:08
Thank you for directing my query to the right spot, I wasnīt sure about where to post it. I see, I tried to open the discord channels but I got an error that says there is not any text channel there. If there is any other ruleset that I can tweak easier just let me know, as of my research there are 3 generic rulesets, core rpg, morecore and xcore if Iīm correct. I just choose the one I thought would be easier to use, but if I can use any other ruleset that is easier to adapt to other gamestyle Iīm also open to try any ruleset, thanks again.

superteddy57
February 2nd, 2024, 20:32
Here is the direct invite link for the main channel. https://discord.gg/3ea2jwTG

damned
February 2nd, 2024, 22:19
I am both the main author of MoreCore and a big fan of the Ruleset Wizard.

I would not use the RSW to make changes to MoreCore. I started MC about 8 years ago and it definitely didn't have RSW in mind (it also didn't exist yet).

In my opinion RSW is best for creating new rulesets.

MC is quite complicated under the hood. I would be coding an extension by hand. Please take a screen shot of a MC character sheet and then edit in GiMP or whatever app you use to show the first round of changes and I'll try and get you started.

Big Reptar
February 4th, 2024, 19:30
First off, I can't thank you enough for offering to help me out. It truly means a lot. I've been diving into all sorts of guides and videos, which have been super helpful. But, I've gotta admit, I'm pretty green when it comes to FGU and Ruleset Wizard. It's a bit of a steep learning curve for me since I lack the knowledge and experience using both platforms.

I'm attaching an image of the character sheet as I envision it. Sorry in advance for the quality and my attempt at it. I totally get and appreciate the support you're extending my way. I promise I'm not trying to step on any toes here. I'll walk you through the changes I'm dreaming of. But of course, if they're a bit much or not doable, I'm all ears for any suggestions or tweaks you might have. And hey, if there's another way to tackle these ideas, I'm open to that too.

Just so you know, the game will be in Spanish, which is why the text in my materials is in Spanish. In my game, characters will choose a Hero Soul from ancient myths to bond with any of the game's races. So, on the character sheet's header, we'll list the Hero Soul, the character's name, and their chosen doctrine (kinda like their alignment), plus their level and icon.

Right below the header, we'll have the character's attributes. There are 11 in total: PS (health points), PM (Magic Points), ATKF (Physical Attack), ATKM (Magical Attack), CRIT (chance of a critical hit), EV (evasion chance), FDEF (Physical Defense), MDEF (Magical Defense), VEL (speed), MOV (Movement points), and PA (Action points). I'd love to show both the initial (or original) value of these stats, which doesn't change until level-up and their current value, which changes with buffs or debuffs. Also, could the value boxes be a bit wider? Some numbers might exceed 100.

Next to the attributes, if I'm understanding correctly, are stats that can link to the combat tracker, right? Ideally, I'd like all 11 attributes linked, but if we're limited to 6, then PS, PM, ATKM, ATKF, MDEF, and FDEF are my picks since they're key for attack and defense rolls.

Below the attributes, I'm hoping for 6 boxes for skills and abilities, and instead of having 3 boxes just 2 wider boxes, categorized into Special Skills (which use magic points, with a max of 7 skills but starting with 2 and increasing as the character levels up), Normal Skills (not using magic points, max of 3), Combat Style Skills (which change with weapon type, only one active at a time), Reaction Skills (many available but only one active), Doctrine Skills, and Racial Skills (starting with one, potentially adding 2 or 3 more).

For buffs and debuffs, I'd like two more boxes to track these, especially noting that debuffs like poison can stack, affecting damage and duration, so having them like in the picture can work, having 1 box for the number of stacks, another box for the duration in turns if applicable and the other for the duration in rounds if applicable. And at the end, a couple of boxes for probability rolls to make gameplay smoother, I will link some tables to make it easier and faster for the players to know the results of each roll. like the accuracy roll, the probability of landing a critical hit roll, or the roll to apply certain debuffs.

Also, could the special skill box that uses magic points work similarly to the spell points box from the second tab of the character sheet, automatically deducting points with use?

For the second tab, I like it as is but would prefer it split into two sections instead of three, Iīd like to have the spells and power box, the story, notes, images, and 1 data box in the second tab. The Main and Abilities tabs are still up in the air for me, Iīm not sure how to use them yet so just letīs keep them there. The inventory is perfect, and I'd like to rename the first box in the Notes tab Appearance to HISTORIA also Iīd like the Notes box a bit smaller and rename it to NOTAS to add 1 box like the one in the second tab called DATA but renaming it to INFORMACION.

Lastly, I've got some game mechanics and formulas I want to incorporate. Here are a few examples to give you a better idea of what I'm aiming for with attack and buff skills. I'm hoping this gives you a clearer picture of my goals, and I'm super grateful for any advice or guidance you can offer.


ATTACK SKILLS

**Corona solar = 2d6 + 5 + ATKM (AoE attack that inflicts Random damage from dice throw plus a fixed Flat damage modifier plus the current value of the characterīs magical attack stat)
**Ira del Caos = 1d8 + ATKM; and 80% chance of inflicting Silence and Weaken for 1 round (Random damage from dice throw plus the current value of the characterīs magical attack stat; and other rolls to check if the debuffs were successfully inflicted)
**Konaginata Tomoe = 3d10 + 9 + ATKF; and 80% chance of inflicting 3 bleeding marks (Random damage from dice throw plus a fixed Flat damage modifier plus the current value of the characterīs physical attack stat, and other rolls to check if the debuffs were successfully inflicted)

(If the attack is magical the target will deduct its magical defense from the total attack damage and the same for physical damage)

BUFF SKILL

**Entrenamineto Onna Musha = +3d10 to ATKF and VEL, +10 to EV and Crit for 3 rounds but has a 40% chance of being disabled after your first turn for 2 rounds (this buff will increase the value of the userīs physical attack and speed by 3d10, and will increase their Evasion and Probability to land critical hits by 10 for 3 rounds; and other roll to check if the debuff is going to be successfully inflicted)
**Favor de Odin = +1d12 to both ATKF and ATKM for 1 round and gains a second turn, also has 10%chance of getting 2 turns instead of just 1 (this buff grants an additional turn and increases both attack stats and there is a chance of getting 2 additional turns instead of 1 by a roll)


I hope this provides a deeper insight into the mechanics I want to implement in the game.

Thank you so much for your patience and help. Any changes or suggestions you have are more than welcome!

Big Reptar
February 4th, 2024, 19:36
Also if you need any more details or information Iīm more than willing to provide any information needed, thanks again

damned
February 4th, 2024, 23:52
Ok thanks for the detail.

You will find it very difficult to extend MoreCore in the RSW.
What is the reason(s) you want to build it off of MoreCore?
Out of curiosity have you tried XCore?

Big Reptar
February 5th, 2024, 00:24
To be honest, morecore was the one that I could somehow understand better and also I could pull out some of the dice strings thanks to your guides out there, I tried Xcore but just superficially since I didnīt want to get confused using other rulesets and since I was having a really hard time figuring it out I didnīt want to delve deeper into another ruleset, but if you recommend me to use xcore instead of morecore Iīll do it, as I mentioned before I donīt really have experience and I donīt know the potential of each ruleset, and if you think xcore is more suitable for my game Iīll try it. Is there a list of dice strings like in the Morecore guide? If you still can help me with the character sheet for xcore instead of morecore Iīll appreciate it as well

damned
February 5th, 2024, 00:50
Ok so its the Dice Strings that attracted you to MoreCore? It does have support for lots of dice rolls.
XCore has some core rolls built in and a very simple system for adding your own - much easier than MoreCore in that area.

What are the actual dice mechanics your game needs?

Big Reptar
February 5th, 2024, 01:19
Yes, the guide of how to use different rolls is what attracted me in first place since I had no clue about how to use rolls, so I decided to stick with morecore. Basically in what I'm more interested with us to be able to add an attribute stat value to the roll, to automatize the results directly to the stats like if I received damage or I was healed to reflect it directly in the character sheet, and to use this changing values in a string, so it can be as automatic as possible. The idea is to have a fast paced game session focused more in the action than to calculating the results. So thanks for the recommendation I will start using xcore. And about the dice mechanics I think it's a d20 system, for most of the rolls I will use d20 but there are skills that will use a variety of dice, from d4 to d20

damned
February 5th, 2024, 01:36
Im not actually recommending XCore - just gathering more info.
I do think XCore can probably do all or most of what you want (well it cant put 11 entries in the CT).
It can add modifiers from other stats etc. Rollover/Rollunder d20 rolls are easily done.
You can also modify other stats from rolls.
Do look at the doco for XCore.

It may however be that you are better off building a ruleset from scratch in the Ruleset Wizard if you want to get things exactly as you want them!

Big Reptar
February 5th, 2024, 01:57
Im not actually recommending XCore - just gathering more info.
I do think XCore can probably do all or most of what you want (well it cant put 11 entries in the CT).
It can add modifiers from other stats etc. Rollover/Rollunder d20 rolls are easily done.
You can also modify other stats from rolls.
Do look at the doco for XCore.

It may however be that you are better off building a ruleset from scratch in the Ruleset Wizard if you want to get things exactly as you want them!


Oh ok, I get it. I totally agree with you about using ruleset wizard, the thing is that I lack the knowledge and also I struggle understanding and learning from the tutorials. So my first shot was to use a generic system from FGU, and then import it to ruleset wizard an do some minor tweaks, but I realized that it was more difficult or almost impossible to do so, and trying to make the whole rule set from scratch will be more than a challenge to me, but I'd like to understand the system first in FGU so I can have more information and know exactly what I'll need. So if it's ok with you, I think that I can make it work as the original plan, to have the character sheet from morecore and just make the changes that are doable, and start the game tests to receive the feedback and make the changes to the system if applicable

damned
February 5th, 2024, 02:12
Please spend an hour on XCore and see if it can do most of what you want.
I have not added any new features to MoreCore recently - new work will mostly go to XCore.

Once you know what platform Ill give you some basic guidance on what you can change.

Big Reptar
February 5th, 2024, 02:25
Perfect, I'll do it, I'll try it and I'll let you know by tomorrow, so I can have enough time to test it out, and I'll decide what system I'll be using, thank you so much

Big Reptar
February 5th, 2024, 19:30
Yes, you were right XCore is practical and also kind of easy to use, well considering my lack of experience, also as you say that it will have future support and updates, Iīll change to XCore. If there is still a chance of getting a custom character sheet Iīd appreciate it so much. Still, I understand if itīs not possible, another thing Iīd like to know is if there is more help material for calculation rolls, I kind of understood the dice strings thanks to the examples in the guide, but actually Iīm not grasping everything from the calculation rolls. And thanks for all the support

damned
February 5th, 2024, 20:02
There are some free XCore extensions in the Forge. Ones you should check out include:

1. XCore Strings https://forge.fantasygrounds.com/shop/items/1389/view
2. XCore New Roll Extension https://forge.fantasygrounds.com/shop/items/1541/view
3. XCore Fantasy Fonts https://forge.fantasygrounds.com/shop/items/1532/view
4. XCore Sample Theme https://forge.fantasygrounds.com/shop/items/1588/view

With those (duplicate them and then crack them open and edit them) you should be able to add a good degree of flavor and customization for your game table.

WRT calculation - post your query or issue along with screenshots.

EDIT Added Theme

Big Reptar
February 5th, 2024, 21:36
Thank you so much, Iīll start meddling with the ruleset, and if there is any doubt with the rolls Iīll post them in the WRT Calculation channel, I just have one last question in case I need any guide or help on editing the extensions is there a dedicated channel or can I ask you directly?. As I mentioned the editing will be pretty much simple and I will make very newbie questions

damned
February 5th, 2024, 21:45
Keep posting in this thread. The answers may be useful to others.

Big Reptar
February 7th, 2024, 04:28
Thank you so much, man. Iīve been able to make it work so far. And now Iīve tried to edit the Xcore theme, to change the wallpaper, and the image in the chat window, and tried to change the welcome message from the chat window as well. What I did was to change the .ext to .zip and then I unzipped it and opened the extension.xml with notepad ++ I tried 2 methods first I just replaced the images and kept the same name and I saved it, renamed it, zipped it, and changed it to .ext and put it in the extension folder and launched an updated FGU and it didnīt show up in the extensions. then I tried to not only replace the images but also rename them and did the same as before to test it in FGU and the same thing didnīt appear, did I do something wrong, is this the correct way to edit the extensions? I appreciate any help you can provide.

damned
February 7th, 2024, 07:11
Compare my zip to yours. One of three things is most likely.

1. You didnt use ZIP you used some other compression method
2. You included the root folder in the zip - dont. Get all the contents and sub-folders but not the parent folder.
3. You didnt change it back to a .ext - if your operating system is not displaying file extensions then it may actually be MyTheme.ext.zip and you just cant see the .zip

Other things to do - change the extension display name and change the filename so any updates to my Forge products dont overwrite your changes.

Oh and please share some screenshots when done!

Big Reptar
February 11th, 2024, 14:49
Hi, Iīve tried it again and the same result, Iīm not sure what Iīm doing wrong, I will attach an image with the steps, first I take the XCoreTheme.ext and change it to .zip then I extract it and I created another blank folder to copy only the contents of the XCoreTheme folder to my new folder and I renamed it to LCODATHEME, then I changed the images I wanted to be in the theme and I edited just a couple of fields in the xtension.xml using notepad++, after editing those things and saved them I compressed the folder again into .zip and then changed it to .ext, and I copied to the extensions folder of FGU. If you need more details Iīll gladly provide them. Thank you so much for your help.

damned
February 11th, 2024, 23:21
Change also the <description><text> and retry.
Otherwise post the extension here please

Big Reptar
February 15th, 2024, 15:46
Hello again and sorry for the delay, itīs just my work sometimes doesnīt give me a lot of free time, Iīve just tried what you told me and it's still the same, here is the extension file. Thank you so much for the help

damned
February 15th, 2024, 22:26
See #2 above. You zipped up the parent folder.

damned
February 15th, 2024, 22:29
You also edited charsheet frame and broke it. It doesnt look like you needed to change anything. reset the offset to what is in the sample file.

Big Reptar
February 16th, 2024, 02:39
Thank you I started all over again, and I think Iīm really lost, seems like I donīt know what Iīm doing, so here are some steps that Iīm doing, I didnīt edited charsheet, so most likely Iīm doing it wrong.

damned
February 16th, 2024, 05:25
Stopping including the parent folder when you zip it back up.

You changed this frame definition I think:


<framedef name="charsheet">
<bitmap file="graphics/frames/charsheet.png" />
<offset>0,0,0,0</offset>
</framedef>


But the lack of offset is breaking it visually.

Big Reptar
February 16th, 2024, 13:26
I finally understood, sorry to be such a newbie, but I finally got it what you meant I was zipping my parent folder, It finally worked, and about the charsheet offset I did download the original sample theme again and the code is just like that I didnīt change anything, in any case, it worked now, thank you so much.

Big Reptar
February 16th, 2024, 13:36
First off, massive thanks for the help you've already given me; it's been a huge boost! Now, if it's not too much trouble, I could really use a bit more guidance. Specifically, I'm trying to figure out the best way to go about building this module. Is there a certain order you'd recommend? For instance, I know I can kick things off with just the character sheets for playtesting, but as I dive deeper, I'm curious about the next steps. Should I jump into using a module builder first, or is it better to start fleshing out NPCs, races, or classes? I'm aiming to make sure everything—lore, info, you name it—is neatly organized and easily accessible for the players. And another thing, is this something I can manage with the built-in tools, or is there a need for an extension to get it all done right? Thanks a ton for any advice or pointers you can share; it really means a lot!

damned
February 18th, 2024, 00:00
Apologies - please replace that code above with:


<framedef name="charsheet">
<bitmap file="graphics/frames/frame-red.jpg" />
<offset>12,12,24,24</offset>
</framedef>

damned
February 18th, 2024, 02:50
First off, massive thanks for the help you've already given me; it's been a huge boost! Now, if it's not too much trouble, I could really use a bit more guidance. Specifically, I'm trying to figure out the best way to go about building this module. Is there a certain order you'd recommend? For instance, I know I can kick things off with just the character sheets for playtesting, but as I dive deeper, I'm curious about the next steps. Should I jump into using a module builder first, or is it better to start fleshing out NPCs, races, or classes? I'm aiming to make sure everything—lore, info, you name it—is neatly organized and easily accessible for the players. And another thing, is this something I can manage with the built-in tools, or is there a need for an extension to get it all done right? Thanks a ton for any advice or pointers you can share; it really means a lot!

59896

Get the foundations right first. See the attached image.
Also what are the core mechanics of the system?