The no-code way to do this will be to set all monsters to have 4.5 Init
Set all players to use 2d6k1 in their init dice string
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The no-code way to do this will be to set all monsters to have 4.5 Init
Set all players to use 2d6k1 in their init dice string
Been going through this trying to get a handle on it compared to MoreCore.
Is there a way to add two modifiers together into a single die?
For example, Say I have a d4 in Strength and a d4 in daggers. For the attack roll I want to roll a single d8. Is there a way for me to do this without manually inputting the die value?
Please be more specific -
Do you have a d4 in Strength or do you have a 4 in Strength?
What is the thing you are doing when you combine Strength and Daggers?
Do you ever combine Dexterity and Daggers?
Do you ever combine Strength 4 and Combat Skill 4 and Daggers 4 to get a d12?
How would you like it to work?
If the combinations are always the same set something like:
Strength, value 4, roll 1d[a]
Dagger, (a) value 4, roll 1d[a]
plus, (b) value leave blank it will use value from calc, roll 1d[b], calc [Strength|a]+[Dagger|a], untick Hide
Damned, that example is exactly what I needed to get this to work the way I wanted. Thanks so much!
There really is a lot that XCore can do right out of the box.
I can't seem to find instructions on how to put this into an Xcore campaign. Is there a post number, or url for instructions? I saw the Xcore instruction set, but it doesn't seem to mention adding in a char sheet that's an xml file. I also have been searching through the thread, but at 53 pages long, it's quicker just to ask.
Edit: I may have figured it out. I just imported the .xml as a character, and it came up with Gwydion's char sheet. I can then just go in and modify all the fields to the values I need.
Ok I am ready to export my gamma world 4e system.
Can you point me to a tutorial or process for this?
thanks!
https://fantasygroundsunity.atlassia...#Module-Export
Once you do it please share to me privately - there will probably be copyright material in there we will need to clean up before you can share it.
Hello, I adapted TinyD6 to XCore, but there’s an issue when rolling the dice onto the tokens. However, there’s no problem when selecting the token with Ctrl. Can this be fixed?.
When I drag the attack onto the token on the map or onto the chat, it doesn’t subtract the wounds. But if I select it with Ctrl and double-click the attack, it works. The formula I’m using is 3d6s5.
Hi Endemia5 drag and drop of dice rolls doesnt work for many reasons and wont be implemented.
ok i have done a test export but unsure about the export settings for Read Only, Player Module & Any Ruleset.
Also how do I "import" this file to setup a new campaign?
thanks almost there..
As its a Rule Book it would generally be Read Only.
If there is player material it should ideally be done in a separate campaign but dont worry about that for now - select Player Module.
The Rolls etc will only work with XCore so untick the Any Ruleset.
gw4e posted to your im damned
Hi,
New FG user here.
I created a XCore campaing but can't see the DP&G module in the "Module - Activation" window. File has been previously downloaded.
The file has been placed in Smithwork/Modules directory and has been (new Windows-feature)unblocked.
Is there something I can do in order to do this module show up and activate it?
Otherwise, thanks for you time.
vegaserik,
Thanks for the quick reply.
The file XCore-Dark_Places.mod is in %appdata%/FantasyGrounds/modules directory.
I started an X-Core campaing, but the module cannot be loaded/activated from the "Module" window because it doesn't show up in the said window.
It is like if it has not been made for this type of campaing.
When you open Fantasy Grounds, there should be a folder icon in the top left, click on that and you'll see the modules folder it needs to be in. There will be folders for campaigns, tokens, images etc ... Make sure it's that modules folder you put it into.
It'll only open in an X-Core campaign. So make sure you created a campaign and selected X-Core.
Then open Modules on the side, the mod window will open. Hit the Activation button. Now you'll have to find Dark Places and Demogorgons Basic Sheet in that window. You can also search by name or by author name - Bloat Games. When you find it, click the Load button and the little book icon will change to an open book icon.
That opens it. I haven't used it since DP&D came out on OSE but it still shows in the modules activation window. There will be a pre-gen for the character sheet, a couple of items, an npc, and all the rolls for everything.
Attachment 63164
https://cdn.discordapp.com/attachmen...b8102964e27aa&
See if downloading a new file helps.
Inspired by the current Bundle of Holding offer for the excellent Leagues of Adventure RPG i have made a Generic character sheet for Ubquity
is this the whole system? i saw in a forum a guy created the whole core rules and even added the bestiary
no is just a character sheet, i have created a a reference manual and items etc for my self but I am not allowed to share that
Hello!
I'm working on using this ruleset to run A Rasp of Sand in the Knave system and loving it so far. Have been able to use the tools to do basically everything I need.
One thing I came across that I had a question about was unidentified items. It looks like if I have an unidentified item, the name is only obscured when looking at it in a list like the inventory tab on the character or party sheet. If the player opens the item, they will be able to see the actual name and everything about it. I wasn't sure if this was XCore specific or inherited from the baseline ruleset, but it seems to defeat the point of that feature. Sorry if this has already been answered elsewhere, but I couldn't find it.
Thanks!
I'm a bit lost in the weeds trying to figure out how FG handles math operations on roll expressions with negative numbers and nested brackets. For example, I can see that -1*-5 = -1, which is . . . not what I expect.
What I'm trying to do in XCore is use the absolute value of the modifier stack to determine how many dice to roll, and the sign on the modifier stack to determine whether to make a bonus (keep highest) or penalty (keep lowest) roll.
order (3+[getmod])dFk3+[a]
works great for the bonus roll where the mod stack is positive, while its obvious twin
order (3-[getmod])dFkl3+[a]
throws weird results with a negative mod stack. I've tried many variations on this, rearranging the math, putting extra parentheses here and there, but I'm taking a lot of unsuccessful stabs in the dark.
I can use a standalone roll like
mod (100-[getmod])+100
to strip the negative sign off of the mod stack, and then follow it with a separate keep lowest roll. I don't understand why it works, and can't figure out how to combine it into the keep lowest roll. Anybody got a clue? Is it likely I can build it with the roll builder extension thingie, or am I likely to keep bumping up against the same problems with mysterious arithmetic with negatives?
Sorry if this has been posted before.
I'm getting an error using the Marvel 616 extension on the NPC sheets. It seems to still be working, but ...
close_recordsheet - DEPRICATED - 2024-03
Contact ruleset/extension/forge author
Attachment 64281
Please advise.
Thanks in advance.
WR
This is an issue with XCore and probably other extensions and rulesets as well. Some of the deprecated things are as old as December 2023, so that makes me think FG only recently added deprecation warnings to chat, because I know I haven't been getting those warnings for the last year and a half almost.
I'll be working on getting this fixed in the next few days. Depending on what Damned's schedule is like, I may release an extension to patch the deprecated things until Damned has time to update the ruleset on forge.
Hello ^^
I'm trying to use the floor() function in the calculation array to round down the resulting number to no avail.
Am I typing in the wrong way, or does the floor and ceiling function are unsupported currently ?
Attachment 64321
edit: found a workaround, but it would still be usefull the floor() and ceiling() functions could work when calculating value. :/
I tried this one today and it doesn't show up on my list of games at the bottom. Under the Create Campaign.
I have updated. I have restarted fantasy grounds. Heck I restarted the computer.... nothing.
Hi, Did you find solution to the decrepated stuff in the ruleset? thanks in advance!
I was reading through the guide on rolls and have seen that implementing skills is done as a roll so players can drag onto character sheets. However, if the rules I am implementing have a skill that makes 5 rolls under different circumstances, I only see 4 flagged possibilities on the left of the Roll window. Should I break it into 2 "roll" screens?
Here's the skill that I am looking to implement (Mechanically all are rollover):
I am guessing from your picure, the area marked #3 "label field" I would put one each of the five actions, such as dungeonbashing. Then in your #5 "the roll string" I would have something like rollover 1d20; and in the box between the two I would have the fixed value 18. Which is well and good, but when I add a new item it only has four values in the #3 "label field" and this one needs 5. So is there a way to add one more or should I break this into two "adventuring1 & adventuring2" or is there another option I'm missing?Quote:
The character is well-equipped for a life of adventure. He knows how to clean and sharpen weapons, set up a camp, cook meals over open flame, saddle and ride a horse outside of combat, and perform rough-and-ready first aid. He has a rough idea of the value of common coins, trade goods, gems, and jewelry, and of the nature of different types of magic and monsters. The character can also: Bash down stuck doors as a combat action by succeeding on a Dungeonbashing proficiency throw of 18+; Climb easy-to-scale obstacles such as ropes or branchy trees by succeeding on a Climbing proficiency throw of 8+; Methodically search for concealed traps, secret doors, buried treasure, and other hidden features by spending one turn (10 minutes) and succeeding on a Searching proficiency throw of 18+; Methodically disarm traps by spending one turn (10 minutes) and succeeding on a Trapbreaking proficiency throw of 18+; Pause and listen for noises by spending one round and succeeding on a Listening proficiency throw of 18+.
Second, for organization in general, there are no categories to filter on rolls so I am guessing making subfolders for like spells, powers, class abilities, skills, etc or is there another way?
Thanks in advance for any guidance!
Hi, is there a solution how to increase AC in n1 field with items (items with different names)?
Fwiw, I'm noticing the same thing. I know there have been a lot of changes to CoreRPG over the past few months. I also noticed some of the basic things like calling [a] within a record don't work anymore. You need to actually call the name of the record and [a] even from within the record. I assume some of these issues are due to underling Core changes and I'm sure there is a ton of work to go back and figure out what changed!
After a forum member pointed out that the dragonbane sheet was not working well, I just finished updating it. There were some things that broke and I think I have it working now. I included some samples of trained skills that you can use to follow what I did. I also automated damage bonuses using arrays. Finally, I included a sample weapon and damage calc. Let me know if anyone has issues with it.
Some additional info on the sheet:
I created this sheet to help people as a basic character sheet for Dragonbane.
I have basic automation including the following:
Rolling against attributes
Rolling for your skills including boons/banes
Rolling damage
Few additional notes:
I have included damange bonus automation for strength and agility. However, you will have to create and modify each weapon to reference the damage bonus. I have included a hammer as an example of how to do this.
For Primary and Weapon Skills I have included a roll for a standard check, a check with a boon and a check with a bane. There is automation that will update the skill based on the associated attribute. I have also included within each attribute a reference field for base chance and trained chance. As an attribute increases these base chances will update. You will need to manually update each skill that is trained to make sure to reference the correct field for the attribute. I have included some sample trained skills that you can follow (see Acrobatics in Primary Skills and Axes in Weapon Skills).
Note that you cannot drag/drop any items onto the Weapons section of the main tab of the character sheet. You need to click "show as roll" in the item itself and then it will show up with the damage roll.
Finally, I included casting rolls including trained/untrained.
I could not include spells, monsters or items due to copyright.
I hope this is helpful and please let me know if you have questions.