View Full Version : Dolmenwood Ruleset Bug Reports and Feedback thread.
bayne7400
June 24th, 2025, 18:07
Please report any issues with the Dolmenwood ruleset and feedback in this thread. Use the other thread for the three core books.
bayne7400
June 24th, 2025, 18:08
reserved
Urieldhynne
June 26th, 2025, 23:53
Combat Tracker.
MENU->Delete from Tracker: Both options doesn't work.
bayne7400
June 26th, 2025, 23:59
Yup thanks. I'll get this updated for Tuesday.
sambarilov
July 1st, 2025, 16:19
Do we already have/plan to have a way to track dungeon crawling turns, exhaustion, torches, etc?
bayne7400
July 1st, 2025, 16:49
I did an entire feature to track torches in Shadowdark as it is part of the core rules and I'm not sure it actually gets much use. I also did a CT turn tracker for OSE and again it did not get much use. it even auto rolled tables for you. So I did not invest the time to do one in this ruleset. The problem with designing something like this it it takes time to interact with it and it is faster just to annotate it on a piece of paper or notes record and move on. I might consider adding a widget to the desktop that acts like a clicker to advance turns to help you track. It would require a click from the Gm to advance one turn.
I guess I would like to hear what everyone says first.
sambarilov
July 1st, 2025, 18:03
No problem. It's that kind of thing that everyone wants to do a bit differently. I just wanted to know if it was already there somewhere and I didn't find it. I actually coded a tracker that I use on my phone. I'll just keep using that or simply use a note on FG
sambarilov
December 4th, 2025, 12:37
Hi Bayne!
I've been using the ruleset all through the year and it's been great so far. No problems at all. Good work, man!
I have one suggestion for one thing that's still a bit fiddly to work with so far which is horse load.
Currently I'm telling my players to add a "horse" item in the inventory and putting everything they want there using the location field and that works fine. I think we're just missing a way to know if a container is over capacity. Maybe having a field in the item page and changing the font to red in the inventory if it's overfilled
bayne7400
December 4th, 2025, 12:49
That is an interesting idea. Let me see how much work it will take.
bayne7400
December 4th, 2025, 22:39
It took a few hours but I have something that works but just needs some testing. I have it working in both slot and weight based. For basic it defaults to coin weight capacity rules.
sambarilov
December 4th, 2025, 23:48
Hey! Amazing! Let me know if I can help in some way
bayne7400
December 5th, 2025, 00:23
Yeah send me a message on discord and ill let you help me test it.
pirateronjon
March 9th, 2026, 00:11
Thanks for all the great work on the Dolmenwood ruleset for FG!
I think the Slot Encumbrance system is counting Shortbow and Longbow as taking 2 slots when Equipped or Carried, instead of 1 slot (as per pg. 149 in the DPG). Here are some screenshots, the first showing the Shortbow as unequipped, and a Carried Slot Count of 3:
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Then after equipping the Shortbow, the Carried Slot Count goes up to 5, instead of 4:
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I could be wrong here, but I think it Shortbows & Longbows only count as 1 slot when Equipped/Carried.
Cheers,
Ron
bayne7400
March 9th, 2026, 12:41
Ron you can open the item and see the number of slots. I'll take a look when I can.
bayne7400
March 9th, 2026, 13:56
Was quick fix on the item records. This along with tables update being pushed tomorrow.
pirateronjon
March 9th, 2026, 19:07
Great, thank you!
pirateronjon
March 24th, 2026, 05:53
Hi!
Using the Slot Encumbrance system, it looks like a bundle of 3 torches is taking 3 slots instead of 1 as per the DPB.
Here is the Torch bundle item showing 1 slot usage:
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Here is a character with one bundle of torches that's been drag-&-droped from the item list onto his inventory, which shows his slot count as 8 instead of 6:
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And if we drag another bundle of torches to be carried, his carried amount goes from 5 to 8, instead of 6:
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Also, should Flasks of Oil be 1 slot instead of 0?
Thanks again!
Cheers,
Ron
bayne7400
March 24th, 2026, 12:26
You will notice the item is Torches(3) and it is also plural not "torch" 1 bundle of 3 torches equals one slot.
pirateronjon
March 24th, 2026, 16:59
Yes, I totally agree; a bundle of Torches (3) should be 1 slot. But in the ruleset, if a player drags the Torches(3) bundle from the Items list into their Inventory, it counts as 3 slots, not 1. It looks like when the Torches(3) bundle is added to the Inventory, the ruleset is setting the count to 3, indicating 3 bundles of Torches, and counting it as 3 slots. I can go back and manually reduce the count to 1 to fix the slot issue on the character sheet's Inventory, but it reappears if a new bundle is added from the Items list to the Inventory.
Cheers,
Ron
bayne7400
March 24th, 2026, 17:10
OK I understand what you are saying now. Yeah best bet may be to change it to 1 torch and give it slot of 0.33. What do you think?
pirateronjon
March 24th, 2026, 17:42
Yeah, I think that is a good work around. If the Torches item slot count is set to '0.33' then it counts the Torches(3) bundle as '0.99' slots instead of 3 slots. It has the side-effect of showing the Total slot count with decimals as well, but I would think that's okay. It also allows the player to reduce the count of torches as they use them, and is correct as they purchase/find more bundles of torches.
Also, it the really cool Dolmenwood theme you use in your videos available somewhere? I looked through the Forums and Forge, but didn't see it there.
I'm also looking forward to trying out your 'Bundle of Holding' extension, as our party is keen on getting a Mule.
Thanks!
Cheers,
Ron
bayne7400
March 25th, 2026, 13:27
I can tweak the rounding rules. Slot rules just make the game way more complicated than it is worth. Imagine running slot rules at the table? Inventory would never be right.
pirateronjon
March 25th, 2026, 23:13
Thank you. I certainly do appreciate the hard work you put into the Dolmenwood ruleset. It's really a great implementation.
srbongo
May 24th, 2026, 13:52
Getting some errors with various NPCs using their SAVEVS attacks. When the target fails, getting: [string "CoreRPG:scripts/manager_action_save.lua"]:35: attempt to index local 'rRoll' (a nil value)
Attached are logs and testing was done with an Adder, using their Poison attack off of the Combat Tracker onto a PC on the Combat Tacker.
Thanks!
Moon Wizard
May 24th, 2026, 18:45
Just pushed a hot fix that I think should address. Please run a new Check for Updates.
Regards,
JPG
srbongo
May 27th, 2026, 12:55
Thanks Moon - but I'm now seeing the errors on Successful saves instead of failed ones. Same error but line 30 of manager_action_save
Moon Wizard
May 27th, 2026, 19:09
Apologies; just pushed another hot fix. Please run another Check for Updates.
Regards,
JPG
srbongo
May 29th, 2026, 00:02
Thanks again, confirmed fixed for me.
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