So far so good. I probably won't get a chance to do a proper playtest with a live group, but I haven't noticed anything goofy. Good job!
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I posted the updated ruleset with the new desktop decal.
Enjoy!
Good idea - do you mean in the G+ community?
I have upgraded and am raring to go for next game. I must remember to send you feedback...
Yes, definitely send me any bugs or feature requests... Hope you have fun!
Updated ruleset to v1.6 with a couple of bug fixes:
- Critical hit range was not calculating correctly for warriors and dwarves when rolling an attack die other than d20.
- Effects that raise or lower the attack die (entangled, squeezing, etc.) were not functioning.
You can download the updated ruleset here.
A couple more fixes for v1.6:
- Spell description (linked by shortcut) generated a script error when opened and did not display fields.
- Critical hit and fumble dice results were incorrectly set to a minimum value of 1.
Updated to v1.7 with a bug fix and a couple minor enhancements:
- [BUG FIX] Deed die bonus not applying to the damage roll.
- Added action die description to attack and spell check rolls: [ATTACK (M)] Longsword [d20]...
- Created a modifier for the deed die, which applies for warriors and dwarves at levels 7-10.
- Removed [DEED +#] from the attack/damage roll messages for warriors and dwarves to reduce clutter.
- Simplified code for automatic adjustment of the attack die based on effects.
- Added a few tooltips on the character sheet for clarification.
Most of these fixes are related to automating the "mighty deed of arms" bonus a couple versions back. Then, when I fixed the critical hit determination code, I somehow removed the code that stores the result of the deed die roll for application to the damage roll. I guess it's a good thing in the end, because I did not realize that higher-level warriors and dwarves actually have a fixed number modifier to the deed die, which was easy enough to include.
If anyone actually uses this ruleset besides me, let me know if I have missed anything. :)
Updated to v1.8
- Moved the luck ability score to the bottom row of the character sheet below intelligence, which seems to be the convention for most printed character sheets (but not the sheets created by Goodman Games).
- Fixed critical hit calculations for action dice below d20.
- Thief skills and other class abilities from the rulebook automatically apply the appropriate ability score modifier(s) and armor check penalty.
- Added SKILL modifier for the combat tracker.
- Language list moved to the abilities tab of the character sheet.
- Several languages added for the language feature in the chat window.
- Armor check penalty now applies to the spell check roll for wizards and elves.
* For those intrepid souls who have been running previous versions of this ruleset, the language list for existing PCs will be empty. The host can find these in the db.xml file for each PC as <languages> if players do not remember what they are. I was not motivated enough to write a script for the conversion, sorry...
I have not updated the user guide in awhile - post here if you have any questions.
I hope to be poking around in this a lot more once I get my rulebook. For now I have little clue how this system really works.
I want to make some video tutorials if I can find the time. I think you get the current edition pdf right away - I will probably organize a one-shot in December, maybe you can take it for a spin!
I've been messing with the ruleset some already. Did you want me to PM you with any bugs/issues I encounter or post here?
I've been having issues getting characters to "understand" languages. I added the language spoken to the character sheet that matches what's setup on the Settings panel. However, when attempting any chat, "understood by:" is always blank. Anyone having better luck getting this functionality to work and could nudge me along on setting it up proper? Thanks.
It works for me too, but only if I connect as a PC (server 'localhost'). Thanks for the assist, Trenloe and Gunnar :)
Yeah, that was the issue I was having, had a client connect, selected a character, and then it worked for that character. I thought the language function was tied to the current chat "voice" used as well as the characters selected.
I probably should've posted this over on the language extension thread, I'm all over the place this week, woops. Thanks for all of your help with using these great tools, keep up the great work! @leozelig & @Trenloe
The update to v1.8 created a script error for items - now fixed. You will need to re-download the ruleset if your initial download was between 11/21-11/28.
I just got my copy of DCC printed out so once I get through it a little I can poke around with this some more.
Kinda OT: I love the roll 3d6, assign in order, that's old school awesomeness!
Yep, that's one reason I have the digital version!
Gunnar, I am also a big fan of the 3d6 in order method. Playing a low ability score can be just as fun, but of course you can always reroll. Some players are turned off by that... The monsters in the published modules are mostly unique, so you don't really know how tough it is or what exactly it's all about. DCC is not afraid to send a low level party into another plane or dimension, and it has been known to mix genres at times, so the weirdness of it all is really great.
I just recently discovered DCC and am happy to see a ruleset for FG. Cheers!
Updated to v1.85 with a very small addition:
- Added "Action Dice" text field to the Main tab of the character sheet.
Have fun!
Thanks so much for taking the time to build this ruleset and keep improving it.
I was going to add one note on Skills. It looks like you have a d20 hardcoded. If you note on pg 66 of the rules untrained skills are made with a d10 and trained/occupation skills are with a d20. Maybe I just missed something and don't know how to change it?
You're welcome, we need more DCC players here!
You can drag a die onto the skill, and a die field will appear. When you double-click or drag the modifier, the roll will use that die. If no die is specified, then it defaults to a d20. I should really make some video tutorials :)
Hmmm . . . This is what I see in the skills section of the character sheet (under the 'Abilities' tab), it doesn't exactly square up with your description.
Attachment 12679
I've tried dragging and dropping a die (d10) to the area circled in the image and onto the text line just in case, but it doesn't seem to take. I'm not sure what I'm missing.
Hey leozelig Ive got a slightly older version and the drag and drop of different dice to Skills works but it doesnt under the current version.
Ok thanks, i will test it out. I was trying to get thief and cleric skills to auto-apply ability modifiers, and I thought everything was working but maybe not.
Ok, try downloading the ruleset again. I think I fixed the problem - I had removed the OnDrop function from the skills list.
The ruleset is set up to recognize and automatically apply an ability modifier (and possibly an armor check penalty) to the following skills:
- turn unholy
- lay on hands
- divine aid
- sneak silently* (also "move silently" or "sneak")
- hide in shadows
- pick pocket
- climb sheer surfaces* (thief skill, agility)
- pick lock
- find trap
- disable trap
- forge document
- disguise self
- read languages
- cast spell from scroll
- find construction (dwarf ability)
- climb* (general skill, strength)
- jump*
- balance*
- swim*
- break down doors
- bend bars
- lift gates
- listen
- search
- spot
(* armor check penalty)
I am auto-applying the modifiers for two reasons: 1) convenience, and 2) so that combat tracker effects (i.e. ability score bonus/penalty) will apply to skill checks. It's tough to find the right balance between giving the player full control over his character sheet and cutting down on bookkeeping.
Let me know if you have any more trouble!
I should add, it's currently a little confusing how the ability score modifier is included in the skill check roll but does not display in the bonus field. I wanted a thief to be able to enter the modifiers right out of the table in the book without accounting for ability score mods and armor check penalty.
Ultimately, I think I should either go back to a less automated skill list, or build it closer to the 3.5E structure. Any opinions on this?
I'd say less automated as well. Lots of people I know (including myself) are fond of houseruling certain aspects of DCC and it makes it easier to do that.
Yeah, less automated is probably the correct answer for DCC RPG skills. I keep all the old rulesets, so if someone wants the more automated skill list, I can always turn it into an extension or something. I will post the non-automated skills version tonight - thanks for the feedback and bug report!
I reverted back to the old skill setup - type in a name and adjust the modifier. If you want to make it rollable, then drag dice onto it. If it's just the modifier, then you can double-click or drag to add the it to the modifier stack, and it will be applied to the next dice roll. If you want to add an armor check penalty, you can double-click or drag that to the modifier stack as well before making your roll.
The link above (#73) and on the first page will take you to the latest version.
Attachment 12727
I started a YouTube channel with a couple of DCC RPG ruleset tutorials. I am going to make a few more soon...
Working on a few things for update 1.9...
I added some modifiers and effects. I keep finding random bugs, so I'm fixing those along the way - nothing major, thankfully. I still have some testing to do, but here is a screenshot:
Attachment 12914
Overkill on the effects? Maybe...
Higher = On higher ground
Into Melee = Firing a missile weapon into melee