feel free to fire away any questions... yes that extension definitely predates a lot of the current stuff.
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feel free to fire away any questions... yes that extension definitely predates a lot of the current stuff.
Hi GunnarGreybeard,
I hope this roll is useful for you.
You may have already determined this but I did want to let you know that /harnskill assumes the penalty parameter has already been multiplied prior to its call (i.e. Universal Penalty x 5 or Physical Penalty x 5 if using HarnMaster 3). So if you are using a reference to hold the penalty values, they would need to be the multiplied values.
As it is now the roll is closer to HarnMaster 1 style. It could be modified to perform the multiplication internally (closer to HarnMaster 3) if this behavior is wanted instead.
hey Dave Stitt
I guess thats why Gunnar didnt know who you were! First time poster!
Another guess.. if you are storing the Penalty Parameter and you also need the x5 multiplier I would activate an extra p# field and store the x5 multiplier there so you can drag it and link it...
I hope that makes sense!
Dave Stitt. This has been more than useful! Thank you!! :)
I'm planning to use it for HM3 (and the QuickStart Rules) but I think there is no need to have it multiplied internally. This way it would be could to run both HM1 and/or HM3. Right now I have it pulling from a single manually entered field and for the tests that use the single penalty numbers instead of them multiplied x5, I am trying to use other, already available rolls (the /sthrow one) and it pulls the 3 penalties filed for calculating the modifier. Probably not the most efficient method (my organizational and work flow skills are not the best these days) but it seems to be working and is at a point I can actually start to wrap my head around this.
So . . . what, if any kinds of things are people using the 3x data windows in the MoreData tab for?
They are just formatted text fields at this time....
Write notes, drag other links into them etc
Does anyone have a Basic Dungeons & Dragons sheet circa Rules Cyclopedia floating around?
Thanks in Advance
Hi Dave
This is a WiP. You will need to do the following:
Create your New Character.
Add any of the following Classes to the sheet:
Fighter, Ranger, Paladin
Cleric
And add a level and it will auto adjust your Saving Throws and THAC0 values and your Title and XP needed for next level.
It will tell you what HD to roll/add and if a Cleric what Spells and Turn Undead values you have.
I havent done the other classes yet.
Later it will also populate Attack Rolls, Attributes and some skills.
Happy to get feedback on what does and doesnt work and what you would like to see added...
Hi Dave here is a character sheet with a bunch of rolls to get you started.
Question, there is no way to set up references from the standard main tab of the character sheet right? Sorry I'm just getting started on using this, also thanks to the one who posted the Witcher character sheet. that's likely going to be my next campaign, and the image size limits and clunkiness f roll20 convince me to stay here for it, even though their Witcher character sheet is badass XD. See ya folks!
I dont think you can because you cant drag something between tabs...
Question, you can't have more than one modifier on a roll? I'm trying to set it up to take the attribute from reference and the skill from a parameter, the final formula looks a bit like this /witcher 1d10+(a)+(p1) but that counts only either (a) or (p1), apologies if it's explained somewhere but I can't find it if it is, on the tutorial page there'sa more complicated roll that works /thac0 1d20+(a)+(b)x(p1) which made me think the simpler formula would work. I'm trying to set up a witcher character sheet with the first page filled with all skills with parameters and references set up, sorted by attribute. May be much for some in a small window like that but until I play more and figure out a more optimal real estate dsitribution it'll have to do.
According to the help file the format for that roll is Witcher /witcher 1d10
To add modifiers you create the modifiers - Strength /mod +2, Sword Master /mod +2, Flanking /mod+1, as rolls.
You then click all the appropriate modifiers and then the roll.
Eg you would click:
Strength, Sword Master, Flanking, Witcher
and it would roll 1d10 and add +2, +2, +1
Played Ironsworn a few times and I really like it, so thanks for this.
However what I'm really looking forward to is Starforge
where may i get a copy of the ruleset and sheet for wrath and glory.
Anyone made a sheet for swords and Wizardry?
You dont want to use 2E or Castles&Crusades?
Nah, though that makes sense in a way.
I am attaching Coriolis - The Third Horizon character sheet for MoreCore. It contains fully configured rolls with parameters. only the MoreCore tab is configured, the rest is untouched.
It is part of my custom extension for Coriolis (again for MoreCore) located here: https://www.fantasygrounds.com/forum...-for-MoreCore)
Anyone have a character sheet/theme for talislanta for morecore?
Is there any progress on a character sheet for Battletech the RPG or A Time of War?
I thought I had seen somewhere that one was being worked on.
If not I will have a go at generating one. Might take a while.
I would say give a go. If someone else is working on it you can collab and expand it to an extension or a full blown ruleset.
Anyone got or working on a sheet for Swords and Wizardry? I'd design my own, but I'm not sure where to start.
Here is the Rifts character sheet. Theres a lot that depends on the extension modification I made to Damned's extension. So if you just load it into the base MoreCore there will be a lot of fields missing. Changes were:
MoreCore Tab
1. Combat frame has fields for Current MDC, Max HP, Max SDC (these are not exported to the CT). Added # of attacks (also not exported to CT).
2. Frame titles are changed to Rifts relevant terms.
3. Added attributes and bonus fields.
4. Added Saves and Defense rolls as well as the fields that modify them.
5. Added example skills and the modifiers for them. Mostly filled with junk data to demonstrate functionality. Presently they are not auto-calculated but the upkeep in per level changes would be fairly trivial. Implemented as a "saving throw" since the skill rolls weren't a good fit.
MoreData Tab
6. Added Spell/Tattoos frame title. Used /spellpoint decrement to automatically subtract from the PPE field. Most spells aren't damage spells (so no rolls) but even those that were damage will not roll. It was either decrement or roll, not both. Range, duration and cost shown.
7. Added Psionics frame title. Since the Psionic points will not decrement the rolls WILL work. There still aren't a lot of damage or duration rolls.
8. Changed spellpoint frame to get rid of the irrelevant spell slots and used current and Maximum PPE and ISP.
9. Made a frame for races and classes. Ideally this would go on the last page but those entry fields won't take links.
10. Made a frame titled for moves and bonuses.
Main Tab
11. No real changes. Just some suggested fields for people with complicated SDC/MDC/HP (like changes with powers)
Abilities Tab
12. No real changes. Just demonstrated how it could be used in Rifts by populating with junk powers and abilities.
Inventory Tab
13. No real changes.
Notes Tab
Added two additional classes fields for inactive classes. The active class is the original and _should_ still update properly when the party is given xp. I haven't tested this. Without the extension I think this will look pretty weird. (The first line was really hard to work with. Merge didn't work the way I thought it should resulting in the original fields overlapping my modified fields. I still don't know why it did what it did but I worked around it.)
Attachment 30661Attachment 30662Attachment 30664Attachment 30666
Character Sheet Here
I have the Extension for this here.
The last picture I attached was messed up. Rather than trying to fix the attachments in the I will just add that last page in this post.
Attachment 30668
Is there a wiki/document/video anywhere about how to mod a character sheet for dummies? Someone suggested maybe MoreCore would be good for Gamma World and I was taking a look.
As per other suggestion look at 4E however here is how you build something in MoreCore without any coding.
https://www.youtube.com/watch?v=u7UENAvECO8
Looking for Hackmaster 5e - Ruleset - anyone create this or the charactersheets?
Not that I know of. But you might want to read this; https://www.fantasygrounds.com/forum...-Systems-Offer
I'm warning you, this is a really long post. Like, seriously long. Not for the faint of heart. :-) Whoa, in fact the Preview Post says it is 10877 characters long and it's longer than the maximum of 10000 characters, so I think I'll have to break this up...
You have been warned...
So last year we were playing Vampire: the Dark Ages and we found this old ruleset and its Dark Ages extension(https://www.fantasygrounds.com/forum...uleset-for-FG3) on the forums here. It was fine for a while but after a while the die rolling stopped working, so that the resulting die rolls were no longer in the chat window, it was just broken, most likely after some update to FG and/or the underlying CoreRPG ruleset (https://www.fantasygrounds.com/forum...l=1#post449879). Then I discovered MoreCore and I thought well this stuff is golden, I can just code the kind of roll we houseruled and that's it. But it kind of got out of hand and I found myself typing away on my keyboard for days, sometimes late into the night to actually implement a character sheet, too, using the above mentioned Vampire ruleset and extension as a baseline. Our Vampire chronicle ended recently, but we are soon starting an Exalted 1st edition game and once again I went back to coding, because I couldn't get the Exalted roll built into MoreCore to work. So what you'll find below is:
- two new rolltypes added to MoreCore
- a character sheet for Vampire: the Dark Ages as a MoreCore extension
- a character sheet for Exalted 1st Edition as a MoreCore extension
Let's go through them one by one:
The /vda rolltype:
Syntax: /vda #s# description
This is not a totally by the book implementation of the official Vampire Dark Ages roll, it is a little bit houseruled. The above command will roll a number of d10s given before the "s" in the roll command against a target number given after the "s". The "description" can be anything. So for example "/vda 5s7 Manipulation" is a valid command, which will roll 5d10 against a target number of 7. If a target number above 10 or below 2 is given, then it is silently modified to 10 or 2 respectively. All rolled 10s are rerolled once and the rerolled dice are also compared to the target number. (But rerolled only once, so if you roll a 10 on a die and reroll it and it comes up as 10 again, that 10 is not rolled again). The rolled 1s are not going to reduce the number of successes, however if there are no successes and a 1 is rolled at least once then it is a botch. The result of the roll is reported into the chat window, successes are colored green, and 1s are colored red (but just for information, as I said above, they do not count against the number of successes). If a modifier is set on the modifier stack, it modifies the target number rolled against. So for example if you set a +2 modifier and then give the command "/vda 5s6 Manipulation", then it will compare the results against a target number of 8 (6 given in the command + 2 on the mod stack). If the description includes the word "Damage" anywhere in it, then for that roll, the rolled 10s are not rerolled. Mind the capital "D" at the beginning, it is important, so "damage" will not work, only "Damage".
The /rpexa rolltype
Syntax: /rpexa #s# description
The above command will roll a number of d10s given before the "s" in the roll command against a target number given after the "s". The "description" can be anything. So for example "/rpexa 5s7 Manipulation" is a valid command, which will roll 5d10 against a target number of 7. If a target number above 10 or below 2 is given, then it is silently modified to 10 or 2 respectively. All rolled 10s are counted as two successes. The rolled 1s are not going to reduce the number of successes, however if there are no successes and a 1 is rolled at least once then it is a botch. The result of the roll is reported into the chat window, successes are colored green, and 1s are colored red (but just for information, as I said above, they do not count against the number of successes). If a modifier is set on the modifier stack, it modifies the target number rolled against. So for example if you set a +2 modifier and then give the command "/rpexa 5s6 Manipulation", then it will compare the results against a target number of 8 (6 given in the command + 2 on the mod stack). If the description includes the word "Damage" anywhere in it, then for that roll, the rolled 10s will only count as one success. Mind the capital "D" at the beginning, it is important, so "damage" will not work, only "Damage". To my knowledge this is a perfect implementation of the official Exalted 1st edition roll, there are no houserules in it.
So, with the rolltypes discussed, let's move on to the character sheets.
Please note, these character sheets are ugly, but functional. :-) Of course, I'm totally not saying that the original Vampire Dark Ages character sheet in the above linked ruleset on which I based all of this was ugly, just that my implementation is ugly. For example in the original version, you could actually fill in those little dots for your Attributes and Abilities, while in my version there are no fillable dots at all, just plain number fields. Functional? Yes. Ugly? Absolutely. :-)
Also please note, there are absolutely no automation on these character sheets. They are simply just a record for your character with some basic functionality that I'll describe below.
With that out of the way, let's see:
Vampire Dark Ages character sheet
On the first page you can record your Attributes and Abilities. Simply write a number in the number fields next to the attribute or ability. For example if you have 3 dots in Occult, write the number 3 there. If you click on a number field twice, then it will roll that attribute or ability against a target number of 6. You can modify the target number with the modifier stack in the lower left corner of the screen. Next to each attribute and ability you'll find a radio button. If you click on it, it'll be colored red. This way you can select one attribute and one ability. Then if you double click twice on either the selected attribute or the selected ability, then it will roll a dice pool by adding the attribute and ability together. Target number is 6, but that can be modified with the modifier stack as usual. Next to each of the Physical Attributes is another number field. You can write there a number representing a Physical Augmentation (which you can do by spending Blood on a physical attribute). If there is a number other than 0 in that number field then any rolls involving that physical attribute will increase the dice pool by that many dice. There is an "End Scene" button. If you click it, that will reset all Physical Augmentations to 0, representing that at the end of a Scene, these augmentation dice go away.
On the second page of the character sheet, you can also record five more Abilities, and these work the same way as the official ones listed on the first page. Also here, in the Weapons section, the Damage field is clickable, if you write a number there and double click it, then it will roll that many dice as a damage roll (so no rerolling of rolled 10s).
All other pages of the character sheet is self explanatory I believe, the inventory page is a straight copy - paste from the MoreCore character sheet.
Exalted character sheet
Basic functionality is the same as described above for the Vampire character sheet, so you can also choose an Attribute + Ability and then you can roll it as a dice pool against a default target number of 7 (which can be modified with the modifier stack, too). There is no Physical Augmentation in Exalted, but to represent any kind of bonus dice you can get from various Charms, if you write a number other than 0 into the Dice Pool Bonus field on the first page, that many dice will then be added to the dice pool rolled. (Don't forget to enter 0 into that field when your bonus no longer applies). In front of each ability there's a little box, you can click them to indicate your Caste and Favored abilities.
On the second page of the character sheet in the Weapon section, the Damage field is clickable, like on the Vampire character sheet, you can write a number on the Damage field and if you double click it, then it will roll that many dice as a damage roll (so any rolled 10 will be counted as only one success, as per official Exalted rules). In the Health section, there should be enough Health boxes to simulate any combination of the Ox-Body Technique charm, you just need to click through the boxes until they show black for those boxes you don't have. Yeah, I know it's a lot of clicks, I told you there's no automation here. :-)
Everything else should be self-explanatory I hope. One more thing though: on page three, the Backgrounds field was a coding experiment for me :-) I wanted to see if somehow I can modify this list in a way that besides a fillable line it would also include a number field to record the Rating of the Background as well. I succeeded partially, but for some reason I couldn't also include that nice "Edit List" buttons which you can see on the other sections (like Charms and Spells) here. But it's good enough for now :-) Those number fields in the Backgrounds section are also double clickable and will roll that many dice, but I don't think it's useful at all, since I believe Backgrounds are never rolled like an Ability or an Attribute.
Anyways, I just wanted to put this out here guys, in case anyone might find it useful. I don't really think I'm going to develop this further or update it or whatever, because it's good enough for our party and we're perfectly fine with it. So please consider it as is, where is and with all faults. :-) Of course if you're a billionaire for example and you pay me like let's say 650000 dollars, that would allow me to just immediately quit my day job and maintain my current state of living for the next 50 years, and in that case I'll of course program you whatever you want in Fantasy Grounds. :D But seriously though, anything doesn't work as I described above, please say so and I'll take a look.
Oh, and I'm totally, absolutely sorry for the wall of text, but anyways you're all at home anyway with nothing else to do, so you might've just read it all. :-)
Oh, and ummm, I'm not sure about the licensing status of any code posted on these forums, so especially I don't know under what license the original VtM ruleset was published that I linked above and which I've built this on, but if possible, please consider those parts of the code attached to this post which I wrote to be public domain. So you can do whatever you want with it, you can modify it, sell it, say you wrote it all and impress a girl with it or whatever, I'm totally releasing and forfeiting all of my rights to it if I have any rights to it. :-)
Release notes, pretending to be a real programmer :D
Version 1.1 released 22 April 2020
- The Limit Break frame was overlapping the Valor and Willpower number fields - Fixed
- If you set a negative dice pool bonus, it subtracted that many dice from the pool, but didn't report it correctly in the chat - Fixed
- Weapon damage rolls were behaving strangely if you tried to roll damage on any but the first weapon row - Fixed
- You can double click the Essence number field now to roll your Essence
Version 1.0 released 14 April 2020
- Initial release
Two things I forgot. Pictures! Here's a few:
Attachment 33686
Attachment 33687
Attachment 33688
And how can you use these? The .ext files should go into the \extensions folder of course. But that in itself would not do too much. For the actual rolls to work, you'd need to extract the included zip file, extract the MoreCore ruleset and merge together the two. If that's Chinese to you, I could upload a modified MoreCore ruleset with these rolls included in it, but I'm kinda thinking it might be a no no, so I'm holding off on that until someone actually is interested in these and I get an official okay from the MoreCore God, damned. :D
I am trying to create a modifier based on a die roll eg str bonus 1d4 rather than a number, but the /mod roll will only accept a number, not a complex string. Similarly I was hoping to create a /mod which is the sum of p1, p2 and p3. I am possibly missing an obvious alternative roll option elsewhere in the list of rolls, but on a wider note the list of rolls and their short descriptions is quite hard to follow regarding what exactly they do. I appreciate Damned has given some good examples of some of the rolls elsewhere in this post but might it be possible to compile some usage examples of ALL the current rolls to help see how they are implemented. Been trying to get my head around /tmod as thought that might be useful for what I am trying to set up but I must be using it wrong as it seems to do nothing! Any help gratefully received..