I think I ended up coding it to crit with both hands for a halfling after all. I think it’s the same either way - ignore the off hand crit roll if you like.
I think I ended up coding it to crit with both hands for a halfling after all. I think it’s the same either way - ignore the off hand crit roll if you like.
Ok the crit on the primary hand is working for halflings on a natural 16; however the offhand is rolling a d14 to hit when it should be a d16; when I switched the to hit die to a d24 it rolled the d16 and produced a crit on a natural 16 for the offhand. I tested several builds with different Agility scores and it seems to be assigning the to hit die for the off-hand from the "standard" 2-weapon fighting table. An agility score of 10 produced a to hit die of d12 or -3 dice, a 12 agility score was at -2 dice; instead of assigning it as if the halfling had an agility of 16.
Thank you Tabarkus. I will keep working on this. One of these days I’ll get it right!
Bug fix submitted:
[FIXED] Incorrect off hand attack die for halfling class.
haha, it's all good, suddenly I have 3 halflings in my game when before I had none.
Doing some much needed playtesting!
Yay! Halflings are now functioning properly!
Awesome! Thanks for the help on that one Tab ;)
I just updated to V3.3.15 and the DCC ruleset is missing from the client. When I look at the list it is not present at all. Is this an issue with the update or my client?
I checked my Classic version and the DCC ruleset appeared as normal. I could open an existing campaign and start a new one. Not sure what that problem could be.
Hey Leozelig, in playing tonight I had to keep fiddling with the Modifier +/- window to effect ranged combat and I got to wondering if there is any way to make this a more stream-lined process. I don't have any definite solutions at this time but just feel like there could be someway to make these tools more readily available such as having them display on the combat tracker, the map, and/or on players sheets. It seems like to many buttons to put on a character sheet, but displaying on the map like the targeting buttons do would possibly be useful. Also is there any way to link a ranged weapon on an NPC sheet to the item to see its range easily. I likely just need to write the ranges for a weapon on future monsters so that it shows up on the combat tracker. Thoughts anyone?
Another ruleset does this (see imgae) where you can click on the item link to show you the details of the weapon:
Attachment 47661
I agree that the modifier buttons are a little clumsy to use. You should be able to drag a modifier button to a hotkey, although I’ve never tried this myself. Some things are easier to do manually - for example entering a -2 penalty in the modifier box for a med range attack.
For NPC attacks, Goodman Games often lists the range in the damage clause, but probably not for basic ranged weapons. For the record, keep that text when it’s there because it doesn’t disrupt the damage parsing in FG. You can create a hotkey for the weapons list from the library link - the one with all the weapon ranges that matches the rulebook format. I’m sure you know this, but for others who might not, if you find yourself pulling something up repeatedly during a session, hotkeys are very useful (and possibly under appreciated) and can be used for just about anything including reference manual pages.
I tried to preserve the Goodman Games format for NPC entries rather than copy the 5E ruleset, which is also setup to mostly match the NPC entries from that system. Changing that now would require a ton of work and possibly disrupt a bunch of other products. WotC was organized enough to apply a consistent format to everything from items to spells to monsters, which happens to make converting to a VTT much easier. Goodman Games’ editing and layout is much more inconsistent to say the least. Even certain effects like blindness don’t have a well-defined mechanic.
Gothcha, the modifier buttons don't drag but I can recreate them in the custom Effects and drag those to the hotbar easy enough. I've been using my hotbar extensively for quick reference manual links but now that I know DCC better I can relegate most of those to the Shift-Ctrl-Alt hotbars and use the main one for quick effects; and then make a note with ranged weapons and add that to the hotbar too. Thanks for helping me think it through, I knew there would be a good work around!
No problem, Tab! It’s not perfect, but it works. I wish it was as sleek as the 5E ruleset, but there are clearly different editing standards at play with the two publishers ;)
Hey Leozelig, I noticed the filters for the DIECHK: effect are not working; i.e., adding strength, agility, etc to the effect disables it. So, "DIECHK: 1" works but "DIECHK: 1 strength" does not work. The filters work for the other effects.
I will take a look - it’s possible that I set it up without filters, which would be easy to fix. I plan to catch up on some updates for the DCC ruleset now that MCC is finished.
I'm trying to change the fumble die on an NPC but I can't seem to get it to take. Maybe I'm doing something wrong. Tried d16, 1d16, Banded mail, and (Banded mail). Tell me the secret phrase please!
d16 in the Fumble field or (banded mail) appended to the AC value. The format for the Fumble field is the same as Crits: <die>/<table>. The default fumble table is assumed if not specified.
The ruleset is due for some maintenance. I haven’t changed anything recently, so it would be strange if it suddenly stopped working, but let me know if that doesn’t work.
Damn, I knew it was simple what I was missing.
Here's a more complete answer to adding fumble dice to NPCs...
There are 3 ways to do this:
1. In the AC field, append '(fumble d#)' to the AC value. Example: AC = '14 (fumble d12)'.
2. In the AC field, append '(<armor name>)' to the AC value. Example: AC = '14 (scale armor)'. This only works for the armor from the core rules.
3. In the Fumble field, you can designate a table and die using the format '<table name>/<die>'. Example: Fumble = 'Custom Fumble Table/d12'. If you just want to use the default table and specify a die, it's a little awkward, but it looks like this: Fumble = '/d12'. So, that's a slash followed by the die (no table name). Note that the table names are case-sensitive if you use a custom table.
Hope that helps!
Awesome, yes; I've been keeping a notebook of "how to's" and the fumble category was a bit bare.
Small update submitted today:
[Added] Filter for ability check dice swaps (eg, DIECHK: 1 strength).
[Fixed] NPC saving throw labels cut off at the top.
I will work on a more thorough update once Lankhmar is finished.
Hey Leo. I am working on an extension for DCC shops and noticed something with the character sheet inventory. The actions window does not populate or depopulate when you toggle the carried control. When you create a weapon on the inventory page it cannot be equipped and shown in the actions window. The only way for a weapon to show in actions is to create it in items and drag it to the inventory. Unequipping the item has no effect. You have to delete the item from your inventory to remove it from your actions tab.
I figured this out because my extensions populates the character inventory automatically. The weapons will not display in actions. lastly is it possibly triggering off of the "reftype" control?
Armor and shields work fine.
Edit. I can actually drag the created item from the shops menu and it works. So it must be the trigger you are using to create the window in the actions tab?
Assuming it works in 5E? I’ll see if something is different, but the functionality is intended to be the same as 5E.
ok your right 5e has same functionality. Its only accepting drags and does not delete the record when you unequip. I just put a sword into my wizards inventory and he equipped it and it popped on the actions tab with no way to get rid of it except delete the entry.
Hello, looking forward to introducing my friends to DCC! Are there any plans to add a visual representation to the "funky" dice like the d30 instead of it showing the fate dice, until you get the number displayed in the chat?
Hi Ramza,
Great question. I know the dice are pretty much set in stone. I believe it has something to do with the 3d engine that handles the animation, but I’m not sure if I have a solid grasp of the issue there. I don’t know if Unity opens any doors, but for the time being, the standard dice workaround is what we have.
Cheers! Leo
I submitted an update for the DCC ruleset today.
DCC RPG v2021-07-31 (release 14)
[Fixed] Weapon meta damage bonus not adding to melee and missile attacks.
[Fixed] Divider displaying on NPC record when type and size fields are empty.
[Added] Deed die field to NPC record and CT entry.
[Added] Two-handed weapon handling type. Two-weapon fighting does not apply for weapons with '2-handed' handling type.
[Added] Charge modifier button adds +2 to attack and applies effect ‘Charging; AC: -2’ with duration 1 round to PC.
[Updated] Desktop decals moved from extension to ruleset.
[Updated] Ruleset icon to Goodman Games logo.
Post any questions here.
Looking ahead, here are a few things I plan to work on:
* Consolidate the core rules modules to eliminate duplication of library data.
* Auto-roll deity disapproval using custom tables.
* Auto-roll the target saving throw on a successful spellcheck.
* Combine power counter functionality for abilities and spells since (1) DCC does not use spell slots the same way 5E does, and (2) some PCs can cast invoke patron more than once per day.
As always, thank you for all the great suggestions! Most of them find their way into the ruleset eventually ;)
When this is implemented, which is an awesome improvement, will it be necessary to restructure adventure modules we have already created to accommodate the change? It seems to me information will be pulled from a new or different location, but... my knowledge is slim.
Only the occupation and class links will change, but the version manager script should handle this for you. It looks like the rest of the library data is copied to the charsheet/campaign, but you can open the db.xml file for your campaign and search ‘@Dungeon Crawl Classics’ to find the module links.
I took another look at the db.xml file, and there are some image links in spell descriptions that might not work. I don't think any of the items have images so those should be fine. It's not a critical issue, but I will see if I can get that to update as well. I don't want to overwrite the whole spell record because the players might have added a mercurial magic effect or edited the manifestation field. The class and occupation links are updating properly in my workshop version.
Thanks this is huge.
The version updater will fix any module links for occupation, class, features, and items.
Today, I created a Magic Meta dialog box for the base spell check calculation and added a field for a custom disapproval table, which is opened by clicking the magnifying glass button in the MAGIC header (red circle in screenshot). The disapproval table name should be left blank for the default table - a tooltip displays this info when you hover over the label.
I also merged the ability and spell counters since DCC doesn't use spell slots like D&D. The extra functionality is unnecessary for DCC. This will also allow players to specify more than 1 casting per day for spells like invoke patron.
Attachment 48563
I'm getting this error:
[8/6/2021 3:58:32 AM] [ERROR] Script execution error: [string "campaign/scripts/char.lua"]:34: attempt to index global 'fleetinglucktitle' (a nil value)
Whenever I: Turn on or off the Fleeting Luck option, or when I try to use the mini-sheet option.
Thanks Dr0W, I’ll check it out and post here when I sort it out.
I’m not able to reproduce this on the Test channel. Is anyone else seeing this? Running any extensions?
Try updating to the latest version and disabling all extensions if you haven’t already. If that doesn’t work, check back.
Cheers,
Leo
I am continuing to work on simplifying powers to sync better with DCC game mechanics. I have tried to mirror the 5E ruleset as much as possible to make it easier to transition from one ruleset to another, but DCC spells do not work the same - no spell slots, memorization, etc. DCC spells also have instances where multiple save DCs are possible depending on the spell check result, and the DCC ruleset has come up short in this case. You will still need to roll the save separately because it usually depends on the spell check result one way or another, but this will allow a spell to have multiple save actions, and these will be visible in the combat tracker NPC entry. Players will need to reparse their spells after the update. I don't want to force that in case they have customized their actions. If you have any thoughts about this, feel free to share.
In the screenshot, you can see the separate Will save action for Turn Unholy. The spell check action will use the "attack" button, and the save keeps the "roll" button so you can distinguish between them in display mode 'Actions'.
Attachment 48571