We just made a new spell for Lay on Hands.
Turn Unholy doesn't come up often enough in game for it to be an issue, so we just roll and look that one up manually.
We just made a new spell for Lay on Hands.
Turn Unholy doesn't come up often enough in game for it to be an issue, so we just roll and look that one up manually.
Thanks Papi, I’ll take a look.
Excellent! And one more thing. Is it possible to make a custom effect for a specific saving throw in the DCC ruleset? I have been trying this syntax: "Ability; SAVE: 3 will" and it is not working for me. "Ability; SAVE: 3" increases all saves by three and this is not convenient for what I have in mind.
Regarding traps, here's a thought... Entering "trap" or "hazard" as the NPC type would hide the initiative, saving throws and abilities fields and the spells tab when the record is locked. My only reservation is that it's not as intuitive as a checkbox, but it's cleaner and simpler to code. I will probably set it up for the next update and let you try it. There are some changes coming to CoreRPG, so I'm waiting until those hit the Test channel before dropping any more updates.
Thank you Patreons leozelig and tabarkus! 100 die rolls will be sacrificed in your name today!
Hey Leo,
I noticed a few minor bugs today.
1) Under the equipment list; "Mounts and Related Gear" cannot be dragged into the character sheet by the player or the judge. The judge has to do it from the main item list.
2) When organizing the character sheet inventory to give items in a location an additional blank inventory line is created each time you input a location. Not a big deal as you just have to delete it but...
It is a two click process in all the rulesets I've seen. For a PC you right click the 'shield icon' associated with the PC which brings up a radial menu with a 'delete item' option.
see: Attachment 43477
When an NPC dies a 'delete item' button shows up at the end of the NPC's entry. Double click this button to remove the NPC from the combat tracker and its token from the map. see: Attachment 43476
I am working on a few bug fixes for the next update. You will also see some minor changes to the desktop icons from a CoreRPG update. I am going to save some of the feature updates for March (after Spawn of Cyclops Con).
I also noticed the “0” damage is back? I didn’t test it thoroughly I just saw it several times in a game.
I submitted a few minor updates:
[Fixed] Trade good 'Trowel' for grave digger occupation currently links to weapon 'Trowel (as dagger)'.
[Fixed] Case format for farmer occupations does not match other occupations (i.e., capitalize first letter only).
[Fixed] Thieves’ cant not capitalized when added to language list for first-level thief class drop.
[Fixed] Backstab bonus not applying to weapon attack bonus when applicable.
Minimum damage works for me when I make a basic roll from the character sheet. I double-checked the code, and everything looks correct there, too.
Here are a few things I'm planning for the next update:
- Show ability scores in combat tracker entry.
- Change visibility of NPC record fields for type 'trap' or 'hazard' - for example, hide ability scores.
- Add race field to Notes tab (before gender) and auto-populate on occupation drop.
- When backstab skill updates, adjust relevant weapon attack modifier.
I've been thinking about the backstab skill and weapons on the Actions tab. Currently, backstab entries are created in the weapons list if the item does additional damage for backstab. I was thinking that the additional entry should happen for every weapon if the character has the backstab skill. I was also thinking that the crit die should auto-roll when you hit with a backstab attack, which could be determined by the weapon name including the word backstab. I'd be interested in hearing thoughts on improving backstab features... Are the additional backstab entries useful, or are they cluttering up your weapons list? How are people handling backstab attacks in their games?
Screen shot r/t 0 damage result, off a straight damage roll from character sheet: Attachment 43496
It was a 0-level character, on the combat tracker with an enemy targeted.
IMHO, the additional backstab entries are useful for the "thief" weapons which give additional damage. I don't think I would want them for every weapon, but it's no big deal if they were added, as they are easily created/deleted if one of my players does or doesn't want them. Since the thief weapons give additional damage on a backstab having them show up on the Actions Tab is a good reminder to thieves to use them. So I like them showing up for the sake of new players and/or new thieves. Making backstabs auto-roll crits would be very nice as well, for the same reasons. Since thieves usually don't have much in regards to spells or other powers I don't find the Backstab additions to be cluttering.
On second thought, I think having them added for all weapons would be newbie friendly for both new players and new judges.
I will definitely keep the additional entries when the damage is different. One awkward situation is for ranged weapons with a second entry for backstab - the ammo counter is not linked so you need to synch them manually.
I wonder if there’s a place for a backstab button in the same row as the crit/fumble/deed buttons. It wouldn’t be a roll button - more like the modifier buttons (on higher ground, firing into melee, etc.) but on the char sheet. You would still need the second entry for backstab damage, but the skill bonus and auto-crit would be triggered by the button.
I just checked Test. I got a 0 damage result there too.
I see - the min damage is only triggering when the dmg result is less than 0. I will try to include this in the update I just submitted.
Here is a screenshot of the combat tracker with attributes.
Attachment 43508
Nice!
This is what I am thinking for traps as NPCs... If the type is 'trap' or 'hazard' then initiative, HP (if set to 0), saving throws, and ability scores will hide when the record is locked. Damage caused by the trap is entered as an attack. In most cases, you will only click the damage clause, but theoretically a hazard could make an attack roll. You can enter details about the trap in the SP (special properties) field or on the Notes tab. I have used NPC records for traps before, but it looks much better without the extra number fields. This doesn't really add any new functionality other than the appearance.
Attachment 43529
Can effects be added to equipment? Example let's save the players find a curious item similar to hand crossbow with no ribs. They fiddle with it and find that it fires energy. They discover that it changes the energy discharged when it clicks. Sum up Player have found laser with different settings aside from Making multiple weapons is there a way to use effects to do different damage values?
Currently not possible, but it’s a good idea. I think 2E has this - not sure about other rulesets. This is a fairly popular request so I can see it becoming part of the ruleset at some point. In the meantime, the player with the item should set up a power entry on the Actions tab with the different damage type effects.
What is the best introductory adventure for DCC, possibly with pre-made characters?
I would say Portal Under the Stars is the best 0-level funnel for an introduction to DCC. Sailors Under the Starless Sea is also a classic. If you choose to bypass the funnel and start at level 1, I really like Doom of the Savage Kings.
You would need to create your own characters, but it only takes a few mins once you get the basics down.
In case you didn't see this, the Test channel is updating on Feb 16:
https://www.fantasygrounds.com/forum...uleset-Updates
The latest updates to the DCC ruleset will be released then as well. This includes a few minor bug fixes:
[Fixed] Minimum damage not applied when damage equals 0.
[Fixed] Rolling a natural 1 on a spell check displays wrong casting table result.
[Fixed] Deed result not adding to attack and damage bonuses.
[Fixed] Trade good 'Trowel' for grave digger occupation currently links to weapon 'Trowel (as dagger)'.
[Fixed] Case format for farmer occupations does not match other occupations (i.e., capitalize first letter only).
[Fixed] Thieves’ cant not capitalized when added to language list for first-level thief class drop.
[Fixed] Backstab bonus not applying to weapon attack bonus when applicable.
I believe the mighty deed bug resulted from the Feb 16 update, so you might not see that one.
I am hosting a Zoom webinar at Spawn of Cyclops Con, and this will include some of the updates planned for early March (see posts #543 and #545). Test channel updates typically go live the following Tuesday. The naming convention for ruleset versions is changing to the date, so it will be easier to tell which version of the ruleset you are running.
I want to add a backstab modifier button to the ruleset, and I think the best place for that is below the weapons header where the crit and fumble roll buttons live. The other option would be the modifiers window (+/- button in the upper right corner of the desktop), but it's a little less accessible that way. Ideally, this button will only display when you have the backstab skill. I was also thinking it would be nice to update the damage die for weapons with backstab damage when the button is pressed, rather than creating a new entry.
Attachment 43661
I'm also thinking about adding the thrown weapon category to weapon entries - same as 5E. Two reasons for this... The first is that I want to mirror the 5E ruleset as closely as possible so players don't need to learn a whole new ruleset interface to join a DCC game. Most games on FG by far are 5E. The second reason is that it looks like we will be able to measure distance between source and target tokens in the future, and it would be great to apply range modifiers to targeted attacks/damage at some point. Thrown weapons add your strength modifier to damage at short range in DCC. I know DCC doesn't officially designate a thrown weapon, but we all know what they are - daggers, handaxes, etc.
My preference for the backstab button is where it is shown in your picture. The +/- button in the upper desktop is clunky and hard to remember.
Yeah, I agree with RaSep. I would rather see the Backstab button on the character sheet instead of in the Modifiers Window. The less widows people are juggling the better. And thrown weapons make sense mechanically.
So, this display would never happen, but I'm leaning towards this option for the top of the weapons list. I think the checkboxes will be easier than the modifier button for scripting.
I'm trying to make these alternate attack modes (2WF and backstab) more intuitive. When two-weapon fighting is active, the attack die could be auto-adjusted from a d20 based on your agility score. The ruleset already does that for effects that alter your agility. In theory, you could make both attacks with one entry by toggling the hand icon between primary and off-hand. Right now, the weapons list gets too jammed up with different entries.
Attachment 43695
That would be nice, two-weapon fighting and backstab together take up a lot of space on the character sheet.
True, I could shorten the 2-Weapon Fighting label to 2WF, 2-Wpn Ftg, or 2-Weap Fight. Still working on that.
I’m also wondering if it’s necessary to have duplicate entries for thrown weapons rather than just toggling the type icon from melee to thrown. I’ve been following 5E convention so probably will stick to that, but just wondering...
1) I didn't mean the labels on 2WF and Backstab, I meant the multiple entries of weapons; but shortening the labels works too as we may find other labels we want to add eventually.
2) I think having the weapon attack type (melee, thrown) display out is ok, because it's newbie friendly and a knowledgeable player can simply remove that and toggle for themselves if they want. Plus with adding thrown to the toggle, that would be a 4 click process to go full circle, a bit annoying for some folk. I think for newbies, the less clicking the better.
3) On a side note I noticed that when setting up new skills there is not a default "dice" field entry and so it creates a null value error if you forget; it would be nice to have a default entry of either d20 or d10.
I’m going to follow the 5E ruleset when it comes to adding weapons, which means separate melee and thrown entries. I plan to remove the TWF type, so there will be 3 types - melee, ranged, and thrown.
Edit: I fixed the script error for new skills - the roll assumes a d20 if not specified. When you drop a skill directly to the char sheet (not from a class drop), it will now add the dice or modifier for your current level.
Everything seems to be working here... When you click the backstab checkbox, the attack bonus (and damage dice if applicable) will update. I'm going to set up the crit die to auto-roll when you hit. Next on my list is two-weapon fighting. I hope to have that ready to go by early March!
Attachment 43765Attachment 43766