Thanks Damned
Printable View
Thanks Damned
I'm playing Masks of Nyarlathotep using the 7e rules, and my players appear to be able to roll 0-10 on a d10.
https://imgur.com/a/N7fH0sc
Welcome Stolenfires
Way back in the mists of early RPGs there were two standards of rolling d100 on 2d10s.
The original FG developers went with the method that has eventually fallen out of use :bandit:
In many ways this alternate d100 is more logical but its not the one we are used to seeing and does feel jarring sometimes.
FGU be default now uses the more standard method but the coding of advantage dice etc in Call of Cthulhu means we havent updated this ruleset to use the more d100 method. At this time we dont have any plans to do so but that might change.
basically the tens dice rolls
00 10 20 30 40 50 60 70 80 90
and the units dice rolls
1 2 3 4 5 6 7 8 9 10
so 90 + 10 = 100
00 + 10 = 10
00 + 1 = 1
etc
in the more commonly (now) used method you have
tens
00 10 20 30 40 50 60 70 80 90
units
0 1 2 3 4 5 6 7 8 9
and 90 + 0 = 90
00 + 0 = 100
00 + 1 = 1
10 + 0 = 10
the anomaly is 00+0=100
in the old/alt form 90+10=100
which is more correct
Thank you for the reply but if you check the screenshot, my players are rolling both 0s and 10s on the d10. That gives 11 different options for a die that should, in physical space, only have 10 faces. In the first roll, 'Cliff' rolls 10 in the tens place and a 0 in the units place, and FG interprets the result as rolling a 10. You can also see 'Ripp' rolling a 0 in the tens place and a 10 in the units dice, again for a result of 10. I'm all for some non-Euclidean geometry in my Call of Cthulhu game, but this seems excessive.
Ok. Ive found the anomaly...
Dice rolls from the charsheet seem to be correct (correct as in using the 1-10 dice)
Dice rolls from /die 1d100 do the same
But dragging a d100 from the graphical dice on the table uses the FGU version of 0-9...
Ill discuss with Ian but Im not sure that this is a very easy fix.
Thank you! I will let my players know and we'll just pick one method and stick with it!
For the moment if you type /die 1d100 into the chat and then drag that to a hot key and use that hot key rather than the graphical dice. Once I have an answer - either a fix or the bug will be hanging around - ill update this thread.
Attachment 51276 my players are not able to create characters the image error appeared, and also the skill points are being calculated wrong.
Welcome Prob
I just loaded a blank campaign and connected a player instance and was able to create new characters without error.
Are you doing the Character Creation steps in the right order?
https://www.youtube.com/watch?v=AhF1...42QD9p&index=1
yep, when you click on the + sign to add a new player, the error appears
It looks like you or the player have a network error.
Please restart the GM instance and then have the player retry.
Hello there.
I believe there is a problem with extreme damage rolls. I am adding 3 SS on the bottom. I believe it must be max. dmg. of the weapon + (if weapon supports it max. dmg. of the character's dmg bonus) + (if it's impaling, then + dice for the weapon)
As you can see, in the first one (nameless character), it's just a 4, instead of 3+4=7. In the second one (Louis Grunewald), it's just an empty row.
And the last one (nameless character), extreme dmg is correct because the weapon (revolver) does not have dmg. bonus.
I believe it only counts the dmg bonus if the weapon has it.
Both handbook and the rule book are loaded if it's important for the case.
Attachment 51925
Attachment 51926
Attachment 51927
Hello again.
I believe we encountered a problem. It seems like the dice tower doesn't work properly. Whenever we try to use it with any skill (from an NPC or a PC), it only gives a result equal to or less than 10. I believe there is a typo on the ruleset. Also, it seems okay with the dice at the bottom (it doesn't seem random enough, though).
I checked this with other rulesets, it seems like they don't have this problem.
You can see from my screen (there is no extension loaded, it's a fresh campaign save)
Attachment 51951
And, this is what my player sent me from his screen. This one is from our campaign and has some extensions. I can type the list if it's necessary)
You can see, there is a typo, "d10+t100" I believe this is the problem.
Attachment 51952
Both of them has rulebook and Investigator book loaded
Have a nice day.
This is from a new change that was made to the underlying system last week.
Its going to take some time to unpick as the t100 was quite important in the Bonus/Penalty mechanic.
Out of curiosity why do you use the Tower?
I have some fixes I’m working on for CoC7 with regards to this.
JPG
Hi all, the fix for extreme damage will probably be delayed as some other fixes are being checked before it can be released. I'll post again when it goes into TEST. Apologies for the confusion.
Bugged behaviour from the Add X Skills buttons (these: Attachment 52318)
Background
I have created a custom era: 1600s Japan
In the options, I have set the era to be 1600s Japan.
I've confirmed this to work, as when I create a new character, the skills tab displays all the skills I've added to the custom era
Issue
If I lick the Add Firearm Skill button, and I don't have a skill called Firearm in the 1600s Japan era, nothing happens.
This is fine, I expected this behaviour, however...
If I click the Add Firearm Skill button, and I do have a skill called Firearm in the 1600s Japan era, it ignores the 1600s Japan Firearm skill, and adds the default 1920s Firearm skill instead.
I would expect it to add the 1600s Japan skill, since there's obviously a check for if the skill exists in the active era.
Further issues
Before anyone mentions "Just add it as a custom skill instead", this part seems bugged as well.
Adding anything as a custom skill seems to add the skill name as a string instead of a reference - you can't click it to read more about it.
Hi HeckoX
The existing Firearms skill is required for the Automation to work.
You can change it if you wish but it will break some automation.
For any of the skills that have subskills - like Fighting, Firearms, Science etc just edit the Subskills.
If you edit the parent skill the buttons that load the skill/subskill cant find the subskill.
The best way to do this is probably:
New Campaign
Clone an existing Era and rename it.
Adjust any skills and subskills - with the above caveat.
Then reload the table.
Then in Setup set the new Era as the campaign Era.
If you are then going to do any custom Occupations create those.
[Then export the Occupations and Eras to a module.
I think you should be able to load that module in a new game and you wont have to redo those customisations in that new campaign so you have them as backup.]
Then do your character creation.
If you were doing 1600s and you had Muskets (example) you would in your Era, go to Firearms, unlock and then remove things like Flamethrower, machinegun, Handgun etc and add Musket with a default skill value.
Thanks for the workaround.
I'll likely make use of it since... well... I don't really have much choice in the matter.
But I understand if it's considered to cumbersome a fix for too niche a use case.
I did some further testing today; automation works just fine, and - as far as I can see - completely as intended. The only thing screwy is the skill description, and only when the blue Add X Skill button is used.
I did as described in my previous post: I created a custom "firearms" skill with custom subskills (instead of editing the default) and added said custom skill to a 1600s era.
- When I add the custom firearm skill by dragging and dropping the open skill window, the automation for the custom skill works just fine. When I click the reference, it shows the custom firearms skill description as it is supposed to.
- When I add the custom firearm skill by using the "Add custom skill" button, the automation for the custom skill works just fine. When I click the reference, it shows the custom firearms skill description as it is supposed to.
- When I add the custom firearm skill by using the "Add Fireams skill" button, the automation for the custom skill works just fine. When I click the reference, it shows the default firearms skill description, which is unexpected behaviour
While I personally have little need to this to be fixed anymore - I found a far simpler work-around than what was described - it seems fairly obvious that what I was trying to do is meant to be a supported functionality, so it would be great to have it work as intended. That the skill description reference is overwritten by something hardcoded when using the Add X Skill button seems to be the mistake, considering the automation works correctly.
Hy guys,
I found some small graphical problems:
1) In the Character Sheet on Inventory TAB I found this weird denied symbol over the MOV field Attachment 52420
2) In the Character Sheet on Inventory TAB if a text is too long (this is Shadow over Providence standar text) the text is unreadable and is not possible to increase width of Character Sheet Attachment 52421
3) In the Character Sheet on Inventory TAB there are some label not clear readable overlapped by modify/add buttons and is not possible to increase width of Character Sheet Attachment 52422
4) In the Character Sheet on Personal TAB the label of fields in any case overlap the text field Attachment 52423 by the way I notice this also in the Spell Entry Attachment 52424
After these I found a weird behavior of spell group.. I am able to create a local campaign copy of an item, npc and so on but I am not able to copy to local campaign a spell neither if I create it as new item (I use drag & drop)..
And one last question.. On Inventory I try to add a Vehicle on proper space but after added it I am unable to remove/clear it (I have no radial delete and also if I remove the text the link remain) Attachment 52425
Thank you guys..
Hi redba
The first 3 look like they are caused by the Inventory updates. Ill work on a fix.
Im not sure what caused the next 2 but Ill get them fixed up.
For the Vehicle you would use that (\) icon to clear it but it might not be clickable in its current position.
Stay tuned.
Ive patched (you might see it this Tuesday)
#1 - that weird symbol is the answer to your second un-numbered question.
#2 - this wont be changed sorry
#3 - fixed - I think this was caused by a change in CoreRPG default fonts some time ago
#4 - fixed - as per #3
#5 - first un-numbered question - I can replicate but I have to bounce this one to Ian
#6 - fixed - see #1
Thanks for the reports.
As always thank a lot @damend.. I promise to stay tuned!!!
There seems to be some bug with the Bonus die roll, see first example in the attached screenshot. Wrong die was eliminated. We didn't run into the problem again, so perhaps an edge case.
Also, 7E rules call for rolling only the tens-die twice. But in the second example both the tens and singles die was rerolled.
Attachment 52426
Hi Magnimost,
I took a look and I think it is working correctly, but in the edge cases it is not intuitive.
The first roll you showed was 60 dropping 50. The first number shows the total accepted roll and the second shows the discarded 10s die. In this case, both 10s dice were 50 and the units die was 10, giving a result of 60. If the other 10s die had been discarded, the result would still have been 60.
In the second roll shown the results are 32 and 80 meaning that the dice rolled were 30, 80 and 2. The 80 was discarded and the 30 and the 2 kept to give a result of 32.
I hope that makes sense.
Ian
Again here..
Character Sheet >> Personal TAB >> the first text field [Personal Description] permit to user to manage all text related functions (text, link, list and so on) but all the remaining ones no so I am here to ask if this behavior is expected or not..
By the way some of this text field have a checkbox and other not.. so can someone explain me how is used it?? (probably I am missing somethig)..
PS: also in the Main tab of Character sheet is a truncated word (Armour aside of related field box) but maybe this could be just solved of @damded notified patch..
As always thank you guys for your precious support
Ok queued in the SmiteWorks system is also an update to Spells as per redba bug post.
Once you see build 2022-04-18 in chat you will have the bug fixes as discussed above.
Ill look into the new ones just posted.
Hah! ianmward did the tricky one.
I cannot replicate your issue - i just connected to a clean campaign and created a character (as a player) and filled out all the details.
The checkbox is to track which is your key connection as per step 8 in chargen.
its not a significant rule!Code:8 Create a Backstory
Think about your investigator and write in a few pithy entries for three to six for: Personal Description, Ideology/Beliefs, Significant People, Meaningful Locations, Treasured Possessions, and Traits. It’s not essential to have an entry for each category, but the more you are able to define, the more your investigator comes to life. Use the tables on pages 53–56 for inspiration. Pick one entry and underline or star it (*) to show that it is your investigator’s key connection (see page 45).
Note that the entries for the other categories are filled in during play.
Ive also added Armor fix to the queue - hopefully they might sneak into Tuesdays patch.
I create a new test campaign without anything loaded except for ruleset and for me the weird behavior remain..
First Textbox selected and all Text related functionality in mouse right-click radial menu are ok
Attachment 52448
Other Textbox selected and all Text related functionality in mouse right-click radial menu are missing
Attachment 52449
Is not a big issue but just to report
Thank you damned and also ianmward
Thanks for the explanation. Nitpicking and rules lawyering follow, so feel free to ignore :)
In the first case, shouldn't the UI show two 60s, and just drop the other one?
In the second case, shouldn't the UI show 32 and 82, and that 82 was discarded rather than 80?
I get what you described is happening under the hood, and neither has any impact on the outcome of the roll, but would be correct from rules-perspective and less confusing.