Yes you would need to move the text to the new table - do you have a lot of custom spells?
Yes you would need to move the text to the new table - do you have a lot of custom spells?
Only a handful. Being able to drag lower results seems well worth re-doing them though.
Just to give you an idea, the new spell record is on the right. Cantrip is a good example of a spell that you might opt for a lower result on the table.
Attachment 42799
Looks great!
Hi,
when someone/something is died (in combat), I can't find a way to remove it from the game (from the CT, map, playing characters etc) with just one easy and immediate click.. In other rulesets there is a button in the Combat Tracker to delete a guy from the game with just one click (when that guy is killed in combat). I think it could be useful to have such option also in DCC (especially for the large number of player characters at 0 level).
Thank you for the report Galdor. I will look into this. I would consider this a bug because that feature should function like the other rulesets.
When do you think you may have that new spell record available? I am working on creating a Reference Manual for the DCC Lankhmar Boxed set and being able to put in Rollable Tables in the Spell record would make entering the Spells from the Judge's Guide much nicer than me trying to figure out LUA.
Kirklandone
Flexible. I can do an update with just this, and it would probably hit the TEST channel by Jan 26, and LIVE the following Tuesday if running smoothly. Sounds like that would help you so let’s do it!
FYI, running Shadow of the Beakmen on Sat Jan 23:
https://www.fantasygrounds.com/forum...210#post571210
I submitted the following updates, which should download to the TEST channel on Tue Jan 26, and go LIVE the following week if no issues arise.
DCC RPG v1.11
[Added] Casting table section for spell/power records.
[Added] Image for whirling doom spell.
[Updated] Chat message for spell check result builds from corresponding casting table string instead of data file or formatted text table.
[Updated] Ability scores for core rules monsters set to 10 instead of 0 if not specified.
[Fixed] Demi-humans adding bonus languages for Int modifier at levels 0 and 1 instead of level 0 only.
I will post a forum thread with a tutorial for using the new casting table, but I think it will be intuitive since it resembles the rollable tables that everyone should be familiar with already.
Great, thanks for the clarification! I submitted on Thursday. I will update the spells in the DCC Annual and 2019 Goodman Games Yearbook if all goes well with casting table changes.
Sorry - I must be being dense - but how do you purchase/download find the DCC ruleset in Fantasy Grounds (FGU ideally)
Its in the store!
https://www.fantasygrounds.com/store...=GGDCCGMG5070T
Thanks guys. Not so easy to find on home page of store.
Looking ahead, I am going to add a "fleeting luck" field to the character sheet with an option to enable or disable this. Apologies to the Lankhmar fans out there who have been quietly working around this. I will also continue working on automating spell check "fumble" rolls - misfire, corruption, etc.
Continue to share your ideas for the ruleset, and don't forget to check out the online convention Spawn of Cyclops Con next month!
I suppose this is a generic question for FG, but since I use it exclusively for DCC I decided to ask here.
I have around 200 items I want to add to my campaign (not weapons nor armors, mostly equipment, trade goods, etc)
There is a way to batch it? entering item by item could be a nightmare.
An xml file added as an extension may work?
I'm wondering if spell manifestations and mercurial magic effects are supposed to roll automatically? I see an early screenshot you shared, leozelig, and it looked like that's the case. That doesn't seem to work for me. I'm using Unity and have spell manifestations and mercurial magic effects turned on. I've attached a screenshot.
Attachment 43162
Hey kleinksw,
Thanks for your question. The chat message simply displays the content of these fields from the spell record, so no rolling involved.
You should roll for your spell manifestation and mercurial magic effect when you first learn the spell. After you drop the spell to your character sheet, open and unlock the spell record, and then edit these fields based on the specifics for your character. That text will display in chat when you roll a successful spell check.
Hope that clarifies things!
Leo
leozelig -
I have trouble remembering what fields are visible to players vs judge on some things. I'm thinking in regard to items specifically. It's not clear to me what becomes visible after Items are ID'd.
Is there some documentation for this somewhere?
If not, would it be possible to have a tooltip or some indicator as a reminder?
If you unlock the item record, you will see a non-id name and description. These will display instead of the regular name and description. The bonus field will also be hidden. The other fields are displayed for both conditions.
I'm running the DCC Rule set with no extensions enabled. When I make any dice rolls for PC's, the result is in chat, but the following error shows up in the Log:
Script Execution error: ["String "Scripts/manager_action_init.lua"]:105: attempt to concatenate field '?' (a table value)
Any ideas what's going on? I've created a new campaign, a new PC, and still get the same error. Any help would be appreciated.
I cant reproduce this. You are clicking the PC sheet to roll the dice correct? Is there a specific roll your doing?
I'm just spitballing because I can't produce the error. Can you delete the ruleset and run an update to download again? I have no idea if this will fix it but it can't make it worse.
I tried adding a custom spell with the new format and I get a “cannot read spell table” output to the chat box. I looked it over several times and can’t see that I’ve mis-entered anything. Anyone else having this problem?
Also, a thought on the Fleeting Luck mechanic. If you could tie a visual element to it, that would be helpful in my opinion. Similar to how the 5e Ruleset does Inspiration, you check a box and a gold star appears on the UI character portrait.
Good thought. Yes, I tested turning the core and players versions on and off in every combination I could conceive.
Good New, it looks like the error is gone. I installed and reinstalled, but the campaign and other data files were still there (and so was the error). So I went on a deleting rampage and deleted all rule set files, several things in the Vault, Extensions, etc. I ran the update and no errors! There was some file in there messing things up.
Glad it's gone, thanks for all the support!
Hello there slashers,
are there any plans for adding traps as an NPC type (like other rulesystems)? In DCC adventures there are a ton of traps and hazards and it would be nice to have a trap specific template. And thank you leozelig for your excellent work on the rulesystem!
Haha, that would be one of those ID10T errors. I was testing using a custom Invoke Patron spell which I set into a separate spell category so I can place a limitation on the number of times it can be cast per day. Some how when I switched out the spells the Group Type was set to Abilities instead of Spells, or maybe the previous way of doing things allowed for an Abilities setting. Anyhow, it wasn't picking up the spell table because it wasn't a "spell". Problem solved. Awesome improvement as always!
EDIT: Core spells work with an Abilities setting on the Group Type, Custom spells do not.
Glad you figured that out Tab... I left some of the old code for core spells, so it’s possible the result when the spell is set to Ability is coming from the data file. I plan to remove that eventually.
Hi Papi. Thanks for the suggestion. I considered doing this once before, but in the end, I wasn’t sure if it was worth adding a layer of complexity to the ruleset. I have created NPCs for traps in my games, using only the Attacks field and maybe the SP (special properties) field. Let me know which ruleset has a good trap/hazard template, and I will take a closer look at it.
One question I ran into with changing the spell record is how to deal with cleric abilities that use a spell check but aren’t really spells - lay on hands, turn unholy, canticles from the DCC Annual. Right now, you can drop these from your features list on the Abilities tab to quickly create a power on the Actions tab, but the “casting” result is still dependent on the data file. I might have to look at 5E to see if there is anything similar.