View Full Version : DC20 Community Ruleset
Elewyth
March 17th, 2024, 15:17
Download: Forge Link (https://forge.fantasygrounds.com/shop/items/1678/view)
Source Code: Gitlab Link (https://gitlab.com/elewyth-ttrpg/fantasy-grounds/dc20-ruleset)
Supported DC20 Version: Beta 0.8
I have created a ruleset for the DC20 system by The Dungeon Coach (https://thedungeoncoach.com/pages/dc20). I am in no way affiliated with The Dungeon Coach or DC20, I simply created this ruleset because I wanted to play DC20 in FantasyGrounds :).
Please refer to the Forge page for details on the ruleset. I am happy about any feedback!
I decided to open source the ruleset code (https://gitlab.com/elewyth-ttrpg/fantasy-grounds/dc20-ruleset), so that others can contribute improvements to the ruleset and truly make it a "Community" ruleset.
Pebcak
March 20th, 2024, 19:56
Nice idea. At the moment all I can see implemented is the character sheet. Is this correct? No ancestries, classes, items or NPCs?
Elewyth
March 21st, 2024, 18:06
Nice idea. At the moment all I can see implemented is the character sheet. Is this correct? No ancestries, classes, items or NPCs?
Thanks for your interest! The ruleset supports Items (weapons, armor, shields), NPCs, Spells, and Maneuvers (which includes Techniques) with automation support. Ancestry Traits can be created, but don't have any character automation associated yet. Classes cannot be created yet.
At the moment you have to create entries for items and spells etc. manually, as I don't think I would be allowed to include those.
damned
March 22nd, 2024, 04:56
Looks fantastic Elewyth!
sturmbock
April 25th, 2024, 02:55
The adaptation looks very good!
However, the mastery buttons under the skills seem to be invisible. Is that a bug anyone else is seeing?60656
Elewyth
April 25th, 2024, 06:27
The adaptation looks very good!
However, the mastery buttons under the skills seem to be invisible. Is that a bug anyone else is seeing?60656
The buttons must have disappeared in an FG update. I'll take a look at it. Thank you for reporting, and thank you for your interest!
Elewyth
April 26th, 2024, 17:42
The adaptation looks very good!
However, the mastery buttons under the skills seem to be invisible. Is that a bug anyone else is seeing?60656
I published a new build that should fix the missing graphics. Thanks again for reporting!
llothos
June 8th, 2024, 03:21
.7 update?
Elewyth
June 8th, 2024, 09:48
Thank you for your interest! I will try to get the 0.7 Update pushed to FG Forge within the next week.
Cheers!
Elewyth
June 9th, 2024, 20:12
.7 update?
I just pushed the 0.7 Update to Forge. Have Fun!
Nonimo
June 11th, 2024, 09:04
I'm subscribed to the Forge one, and although updating it multiple times through the FGU updater and noticing that the community.pak file is indeed modified on the proper date, it's still launching the ruleset as 0.6.2? Am I missing something here? Do I need to delete the ruleset and download it?
llothos
June 11th, 2024, 15:39
I'm subscribed to the Forge one, and although updating it multiple times through the FGU updater and noticing that the community.pak file is indeed modified on the proper date, it's still launching the ruleset as 0.6.2? Am I missing something here? Do I need to delete the ruleset and download it?
I can confirm I'm seeing the same thing. Fg updated files last night for forge but when I launch the game still "showing" .6.2 and maybe that's just text that needs to be fixed for clarity.
Elewyth
June 11th, 2024, 19:14
I can confirm I'm seeing the same thing. Fg updated files last night for forge but when I launch the game still "showing" .6.2 and maybe that's just text that needs to be fixed for clarity.
Thank you for reporting! Yes, I forgot to update the version number that is displayed :). It should properly show DC20 Alpha 0.7, and the ruleset version 1.2.1 now!
Nonimo
June 16th, 2024, 21:49
I'm not sure if I missed some documentation but I'm not sure how to change PD/MD? Is it still going off an older formula? How do I go about changing them manually?
Elewyth
June 17th, 2024, 06:37
I'm not sure if I missed some documentation but I'm not sure how to change PD/MD? Is it still going off an older formula? How do I go about changing them manually?
It is currently not possible to directly edit the PD/MD manually. You can modify the PD/MD by adding an effect to the character in the combat tracker using the formula PD: 3 for example to give a +3 to PD. This change will not be visible on the character sheet, but will be applied to automated calculations, such as Attack Checks. Could you please provide an example of a character where the built-in PD/MD calculation is incorrect? (Note: Class features, feats, and Ancestry Traits are currently not supported yet for automatic calculations and must be added as combat tracker effects to work).
What should work is taking any equipped armor and/or shields into account, as long as those items were set up properly with their respective PD bonuses.
Nonimo
June 17th, 2024, 19:57
I wasn't sure at first where to input in the effects for the changes. And yes I was talking about the Barbarian and Monk both having different formulas to calculate their PD/MD. And also a couple of ancestry traits that do interact with PD/MD. I think in the mean time I might just add personal armors for my players to set their PD/MD correctly without having to add it in the tracker, in case it gets accidentally removed.
I don't know how hard or easy it is to do vs. the time it would to take to work on the automatic calculations for features, traits, etc., but perhaps a later update to add in a miscellaneous box that affects PD/MD would be ideal in the mean time?
Thank you by the way for all that you do! For DC20 to already have fervid fans that create ways for us to run it for our players, despite the ruleset itself still in its alpha stages! I would lend my aid but unfortunately, I know nothing about coding! So kudos to you!
Elewyth
June 17th, 2024, 22:04
I wasn't sure at first where to input in the effects for the changes. And yes I was talking about the Barbarian and Monk both having different formulas to calculate their PD/MD. And also a couple of ancestry traits that do interact with PD/MD. I think in the mean time I might just add personal armors for my players to set their PD/MD correctly without having to add it in the tracker, in case it gets accidentally removed.
I don't know how hard or easy it is to do vs. the time it would to take to work on the automatic calculations for features, traits, etc., but perhaps a later update to add in a miscellaneous box that affects PD/MD would be ideal in the mean time?
Thank you by the way for all that you do! For DC20 to already have fervid fans that create ways for us to run it for our players, despite the ruleset itself still in its alpha stages! I would lend my aid but unfortunately, I know nothing about coding! So kudos to you!
Ah, yes, unfortunately I have not gotten around to implement class- or ancestry-specific automations yet. As the ruleset is still in Alpha (soon Beta), these features are likely to change often, so the effort to automate these features is not worth it yet for me. I usually work a lot with combat tracker effects, which is why I added extensive effect-automation. My usual best practice for setting up these kinds of "permanent" effects, is as follows:
I create a new section in the "Actions" tab for class or ancestry features that should have effects. For example "Monk". Then, I add an action in the "Monk" group, in this case "Unarmored Defense". Then I create an Effect for this action, with all the effect automation, so for example "Unarmored Defense; PD: 3" or whatever, and then apply that to the character in the combat tracker. In this way, even if it gets deleted from the combattracker you still have all effects stored in the character sheet in those actions. They also hardly take up any space if you collapse the action, or even the entire group/category.
61092
Thank you for your feedback regarding adding a miscellaneous box for PD/MD. It wouldn't be too much effort to add, but because the same functionality can be achieved by using effects, I'm not sure whether I will prioritize this. Once I find time to actually extend the ruleset further, I would likely want to focus on adding other missing functionality that cannot easily be replicated yet (for example automating rests with rest points and recharging certain abilities).
I'm glad you are enjoying the ruleset and that it enables you to play DC20 with your players! I originally created it only for myself and our own group, because we wanted to try out DC20 in FantasyGrounds (and I had too much time on my hands :D), but decided to publish it after all the work I invested. Since then, our group has switched to playing in-person, so I haven't had the incentive yet to update the ruleset further, but I'm happy to hear it's being used! I hope to update the ruleset with some more functionality once the Kickstarter ends and the Beta 0.8 drops!
Jarvin
June 30th, 2024, 23:14
So, I don't know if you saw Coach's stream today, but he specifically mentioned that out of all the big VTTs, Fantasy Grounds is the only one who hasn't got back to him when he evinced interested in having DC20 in Fantasy Grounds. Not sure why that happened, but since you've already started work on the ruleset, maybe you could reach out to Coach and maybe get something going?
Elewyth
July 1st, 2024, 06:41
So, I don't know if you saw Coach's stream today, but he specifically mentioned that out of all the big VTTs, Fantasy Grounds is the only one who hasn't got back to him when he evinced interested in having DC20 in Fantasy Grounds. Not sure why that happened, but since you've already started work on the ruleset, maybe you could reach out to Coach and maybe get something going?
Yes, I've watched the VOD of the starting section of the stream. The Dungeon Coach has already reached out to me because of this ruleset back in March. I have not really heard much since then - I assume they are waiting for the Kickstarter to end and see where to allocate their funds etc. But I do hope we can elevate this prototype to a fully-fledged ruleset!
Jarvin
July 1st, 2024, 16:56
Yes, I've watched the VOD of the starting section of the stream. The Dungeon Coach has already reached out to me because of this ruleset back in March. I have not really heard much since then - I assume they are waiting for the Kickstarter to end and see where to allocate their funds etc. But I do hope we can elevate this prototype to a fully-fledged ruleset!
That's great! You may want to reach out to Coach before the Kickstarter ends today though as I'm not quite sure that he understands how things work in the Fantasy Grounds world when it comes to rulesets, i.e. the game company hires someone to write the ruleset and Smiteworks isn't really involved until final approval and such. Only reason I mention it is because, as of an hour or so ago, he released another video in which he basically made all VTT content for both Alchemy and Foundry totally free for any backer at a certain level or above. That's insane, if you think about it, I mean basically $75+ for free when it comes to those VTTs as their pricing for full rulesets and such seem pretty similar to Fantasy Grounds. It kinda makes the decision on which VTT to use for DC20 a no-brainer if anyone is concerned about cost at all.
MrDDT
July 8th, 2024, 09:35
I like a lot of the rules in this, for sure will be checking it out.
valleystudiosgaming
July 24th, 2024, 21:32
I am having issues downloading the ruleset. I can't even find the file download on the screen. It just says owned, but no option to download.
llothos
July 24th, 2024, 21:38
I am having issues downloading the ruleset. I can't even find the file download on the screen. It just says owned, but no option to download.
It's downloaded if you update the software. Then when you create a new game, choose that as your ruleset.
Trenloe
July 24th, 2024, 21:42
I am having issues downloading the ruleset. I can't even find the file download on the screen. It just says owned, but no option to download.
Products from the FG Forge are installed when you run an update.
Wubs96
July 26th, 2024, 03:21
Played a test session of this tonight. Awesome work. Would you by chance have a wiki/list of effects coding for DC20 available?
Elewyth
July 26th, 2024, 06:16
Played a test session of this tonight. Awesome work. Would you by chance have a wiki/list of effects coding for DC20 available?
Great to hear that it worked well for you! The list of effect codings is linked on the forge page (albeit inside the text). You can find the documentation at: https://gitlab.com/elewyth-ttrpg/fantasy-grounds/dc20-ruleset/-/blob/main/effects.md.
Wubs96
July 29th, 2024, 22:27
Great to hear that it worked well for you! The list of effect codings is linked on the forge page (albeit inside the text). You can find the documentation at: https://gitlab.com/elewyth-ttrpg/fantasy-grounds/dc20-ruleset/-/blob/main/effects.md.
Thank you, that is perfect. One last (for now) question, when creating NPCs, what is the proper syntax for their attack rolls on the NPC sheet so that they show up as options on the combat tracker if possible?
Elewyth
July 30th, 2024, 08:03
Thank you, that is perfect. One last (for now) question, when creating NPCs, what is the proper syntax for their attack rolls on the NPC sheet so that they show up as options on the combat tracker if possible?
Actions showing up in the combat tracker is not (yet) supported, but it is a good point that that should be added eventually. There is also currently no automatic parsing of NPC powers/attacks yet. You have to create the attacks manually in the NPC sheet, in the same way players create Spells/Powers in the Actions tab of the character sheet. This is mainly because at the time of implementing the NPC sheet, there were no official monster/NPC statblocks released yet, so I didn't know how the texts would be formatted to implement such an automatic parsing of attacks/powers. By now, a couple of stat blocks have been released, but I will wait for more of them to see if it is even possible to implement an automatic parsing, as exists for 5e etc. It would obviously make it more convenient to only need to copy&paste the text into the NPC's attack description field, and have the attack be automatically recognized from there. But for now, you'll have to create all powers manually, and use them from the NPC sheet that is linked to the combat tracker entry.
Nonimo
August 18th, 2024, 05:45
With the new FGU core update, there seems to be some interactions with the combat tracker with the ruleset that's causing constant errors. Is this an easy fix or will this require some serious tweaking?
Elewyth
August 19th, 2024, 18:14
With the new FGU core update, there seems to be some interactions with the combat tracker with the ruleset that's causing constant errors. Is this an easy fix or will this require some serious tweaking?
Hi, thanks for letting me know. I was suspecting that something might break. I will take a look at it towards the end of the week.
Elewyth
August 24th, 2024, 12:27
With the new FGU core update, there seems to be some interactions with the combat tracker with the ruleset that's causing constant errors. Is this an easy fix or will this require some serious tweaking?
I just published a new update to the DC20 ruleset. I haven't had the time to thoroughly test it, but from preliminary testing the errors should be fixed for both the host and the client. Please let me know if you still experience any errors.
Cheers!
Nonimo
August 26th, 2024, 03:33
I just published a new update to the DC20 ruleset. I haven't had the time to thoroughly test it, but from preliminary testing the errors should be fixed for both the host and the client. Please let me know if you still experience any errors.
Cheers!
Thank you for taking the time out of your week to work on it! I'll be running a game on Monday and Tuesday to give it a thorough test!
Gilafron
August 28th, 2024, 08:51
Hi, I created a campaign with the DC20 ruleset (0.8 beta). I don't have the option to load any DC20 modules. As a result, I'm not seeing any ancestries or spells or anything.
Also, I can't seem to edit the character sheet. I can't see where to enter the ability modifiers, for example.
Elewyth
August 28th, 2024, 17:44
Hi, I created a campaign with the DC20 ruleset (0.8 beta). I don't have the option to load any DC20 modules. As a result, I'm not seeing any ancestries or spells or anything.
Also, I can't seem to edit the character sheet. I can't see where to enter the ability modifiers, for example.
Hi!
There are currently no DC20 content modules available (yet). I am not sure if I would be allowed to create such modules - although I guess the content of the free rules could be fine. This means that unfortunately for now, you have to create entries like monsters, spells, ancestries, items, feats, etc. yourself.
Regarding editing the character sheet: I'm not sure what the issue is on your side, it works fine for me. Note: Multiple fields are auto-calculated and cannot be edited. However, the four Attributes (left-hand section on the "Main" tab) should be editable. Just click on the field (it should then be outlined) and then type the new number.
Hope this helps! If you still cannot edit the desired fields on the character sheet, let me know which fields exactly your are having troubles with.
Gilafron
August 28th, 2024, 19:39
Thanks for the reply. The editing works. I might have been trying the "Prime" stat or something else. Shrug. Chalk it up to user error.
As for creating modules, I'm guessing DC20 coach would be okay with you creating them. It's getting his system to more people. I'd bet Foundry and other VTTs have implemented the beta rules. That is, as long as you have time.
claedawg
August 29th, 2024, 23:27
Thanks for the reply. The editing works. I might have been trying the "Prime" stat or something else. Shrug. Chalk it up to user error.
As for creating modules, I'm guessing DC20 coach would be okay with you creating them. It's getting his system to more people. I'd bet Foundry and other VTTs have implemented the beta rules. That is, as long as you have time.
I think I remember seeing one of his videos where he stated he is actually working on a Foundry version himself (or hiring out the job). Would be nice if more of the independent developers would go with FG.
Wubs96
September 29th, 2024, 03:37
Again, great work. I have a ton of the rules preview set up on your ruleset now, and have found a couple of issues that I don't know if you are aware of yet.
1-Effects added to the combat tracker are not ending (self removing), after their end conditions have been met.
2-If a player clicks on a cast icon on their action tab for an attack roll, and there is no save set up on the same action, it throws a bunch of errors and then the combat tracker becomes unstable (wierd things happen).
Elewyth
September 29th, 2024, 18:04
Again, great work. I have a ton of the rules preview set up on your ruleset now, and have found a couple of issues that I don't know if you are aware of yet.
1-Effects added to the combat tracker are not ending (self removing), after their end conditions have been met.
2-If a player clicks on a cast icon on their action tab for an attack roll, and there is no save set up on the same action, it throws a bunch of errors and then the combat tracker becomes unstable (wierd things happen).
Thank you for reporting these issues! I was able to confirm and fix the second issue regarding the "Cast" button when no save is set up. Regarding the first issue: Could you please give me an example of an effect that you would expect to be automatically removed, but isn't? Please note that the (R) modifier for effect automation is not implemented yet.
Wubs96
September 30th, 2024, 18:17
No worries. Any effect where it ends after x rounds or x minutes, as well as ending after next roll.
On another note...anyone got NPC's or different spells coded in yet that they would be willing to share? I'm willing to share anything I have set up already, ask away.
Wubs96
September 30th, 2024, 18:23
....and I just tried to replicate and it isn't doing it now. Maybe the attack/save error had messed things up on effect endings and I forgot to reconfirm the error after a reboot
Elewyth
October 1st, 2024, 09:02
....and I just tried to replicate and it isn't doing it now. Maybe the attack/save error had messed things up on effect endings and I forgot to reconfirm the error after a reboot
Thanks for re-testing! I just published an update to the ruleset fixing the "Cast" without "Save" issue, amongst a couple of other things.
Wubs96
October 23rd, 2024, 21:09
Have you contacted Dungeon Coach or his VTT team about your ruleset yet? Think he would love your implementation, and might want to work with you further on it. When you get a chance if you can, adding rest points, and ki points to the resources section of the character sheet would be very useful. Also, a Regeneration effect would be cool.
edit...
Also, in our test game tonight we found that when you have defensive effects on (ie. PD:2), it procs fine for the hit or miss, but it doesn't take them into account for heavy+ hits. (ie. gives out heavy+ on the original PD, not the Pumped up PD)
On a side note, If you would like a seat at our table on Thursday evenings (7:30 EST) you are more than welcome.
Just running test combats right now, so no commitment pressure.
Elewyth
October 28th, 2024, 19:07
Yeah I've been in contact with Coach for several months now, but things seem to be going very slowly on the VTT side. I think they are mainly focused on the core ruleset, as well as an app for now. I'll have to keep pestering him though :D.
Thanks for the feedback regarding needed features and also the bug, I'll look into the bug specifically. Rest points are high on the priority list anyway, ki points I will probably not implement yet until I implement class support overall.
Thanks for the invite to your table! Unfortunately, that would be 00:30 (AM) for me, so I won't be able to make it. I might come back to your offer for a session or two, if I have holidays :).
On the plus side, I will likely be starting a new DC20 campaign myself soonish that I will run in FantasyGround, so I will have personal incentive again to further extend the ruleset with more features :D.
Wubs96
October 29th, 2024, 17:12
Sounds good, open invitation to my table whenever you are available. Found 1 more issue that is probably a quick fix. Looks like you have Save DC's set up on a base of 8 plus modifiers, when it should be 10 plus modifiers. Easy fix at user end for PCs is to put in modifier on save modifier, but little bit tougher on NPCs (ie. Level 1 PC with +3 Prime, Save DC shows up as 12 when should be 14)
Elewyth
October 29th, 2024, 17:52
Sounds good, open invitation to my table whenever you are available. Found 1 more issue that is probably a quick fix. Looks like you have Save DC's set up on a base of 8 plus modifiers, when it should be 10 plus modifiers. Easy fix at user end for PCs is to put in modifier on save modifier, but little bit tougher on NPCs (ie. Level 1 PC with +3 Prime, Save DC shows up as 12 when should be 14)
Good catch, I missed that when the DC formula was changed, I fixed it, and the update should be available on forge. Regarding the Heavy Hit calculation and PD-effects: I was unable to reproduce this behavior, for me it looks like the attack roll result (heavy/brutal, etc.), as well as the resulting damage is correct. Do you have a concrete example that reproduces the issue? Tip: If you turn on "Manual Dice Entry" in the settings you can specify exact D20 values, so you don't have to roll repeatedly to get the proper die roll :D.
Wubs96
October 30th, 2024, 09:47
Good catch, I missed that when the DC formula was changed, I fixed it, and the update should be available on forge. Regarding the Heavy Hit calculation and PD-effects: I was unable to reproduce this behavior, for me it looks like the attack roll result (heavy/brutal, etc.), as well as the resulting damage is correct. Do you have a concrete example that reproduces the issue? Tip: If you turn on "Manual Dice Entry" in the settings you can specify exact D20 values, so you don't have to roll repeatedly to get the proper die roll :D.
Awesome, Thank you, I missed it too but one of my players actually caught it. Ya, just tried to replicate the PD/Heavy+ issue at my end and it seems to be ok. Thinking it was when we had the other issues and I hadn't reloaded FGU yet. Any more bugs we find, I promise to try a reboot first to see if I can replicate before posting.
We are really having fun with your ruleset implementation. Your work is much appreciated.
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