I ran Tab's db.xml file on my "workshop" version of the DCC ruleset, and I only see this crit bug when I run from the official ruleset. I must have missed something when I uploaded the changes to Smiteworks. I will post again when I figure it out!
I ran Tab's db.xml file on my "workshop" version of the DCC ruleset, and I only see this crit bug when I run from the official ruleset. I must have missed something when I uploaded the changes to Smiteworks. I will post again when I figure it out!
It looks like the critical hit script did not upload with the rest of the ruleset changes. I will submit these fixes today for the regular Tuesday update.
Here are the updates for the past couple days:
2-3-2022
[Fixed] Script error when opening magic meta dialog box on character sheet.
[Fixed] Critical hit rolls for PCs always use a d4 on table I.
[Updated] Added concentration effects to spell action data. Reparse spell actions to apply.
2-2-2022
[Fixed] Spells and other powers are not using the correct casting table for chat message result notification.
[Fixed] Script error on successful spell check roll when 'Show mercurial magic effect' option is on.
[Fixed] Script error when opening magic meta dialog box on character sheet (first attempt).
Hello to all.
First of all, please excuse my English, I am French.
I'm a beginner on FG, I've only done a few games in a few years. I own the Ultimate version of FG Classics and, because I'm a bit of a freak, I just bought an Ultimate version of FG Unity.
Tonight I just bought Dungeon Crawl Classics (very goooood). I opened it on both versions of Fantasy Grounds, the classic and the Unity. And I spotted a noticeable difference... which bugs me a bit; on Fantasy Grounds Classic, there is a Rule module for the Judge (Dungeon Crawl Classic Roleplaying game) and a module for the players (Dungeon Crawl Classic Roleplaying game - Player). On Fantasy Grounds Unity, I can't find the module for the players.
Is this normal?
Did I make a mistake in the installation?
I am on Steam. When I purchased Dungeon Crawl Classic, it was installed by default on my FG Classic. I copied the file "GGDCCGMG5070T.dat" from the "vault" folder of FG Classic to the vault folder of FG Unity. After searching in all the other folders, I couldn't find anything else about DCC.
I just don't want to encounter any more surprises. Does Unity not recognise the player manual or does it present it differently?
Thanks for your help...
Hi Edgar,
FG Unity has one module for the core rules, same as the printed product. The core rulebook does not designate a specific player section. Even the “judge’s rules” chapter contains patron spells and other rules about magic that players need to access, and splitting that up creates confusion. Since FG Classic is no longer supported with updates, this change only applied to FG Unity. Everything sounds like it’s working as intended on your end.
Cheers,
Leo
Hi there, I'm having trouble with spell tables functioning properly in the DCC RPG ruleset on Fantasy Grounds Unity. When I cast a spell added to a character or NPC directly from Spells window, I always get the error "Unable to find casting table result for '[spell name]'."
Any suggestions on what I can try to fix this issue?
According to the records in the chat window when I first load FGU, it's loading the DCC RPG ruleset (v2022-01-28), the Core RPG ruleset (v2022-01-04), and DCC Desktop Decals. I always check for updates before loading a campaign.
Check to see if you have the Core Rules modules loaded after you have the campaign loaded and open.
The book icon needs to be open with a green check mark.
Players will need to have it loaded on their end too.
Hi,
It sounds like you have the latest version, so no issues there. If you click the shortcut link (brown circle icon in the default theme - see screenshot), does the casting table have the expected results? Typically, you see that error when the roll result does not match up with a result range in the casting table. If you're using spells from the core rules, everything should be set up properly. Let me know if the casting table checks out for you, and we'll see if we can figure this out.
Cheers,
Leo
Attachment 51659
Spell tables don't require the module to be open. The casting table becomes part of the char sheet database (and therefore part of the campaign) when you add the spell. On the other hand, crit/fumble and disapproval rolls often reference tables from a module, and those of course do require that the source module is open for whoever is initiating the roll, as RaSepReTep mentioned.
Aha, looks like that might be the issue. My spell table for Comprehend Languages is showing up differently than yours.
Attachment 51660
Check your modules folder and make sure you don't have a duplicate copy of the core rules in there. That is an older format for the spell record, but since you're running the latest ruleset version, there must be another copy of the core rules module hiding somewhere.
That did the trick, thanks!
Hi everybody !
I've had the following message when dropping an occupation on a character sheet :
Attachment 52020
Something can be done about that ?
Hi again !
I've also got this message when clicking on the attack button of the Party Sheet.
Attachment 52021
Just pushed a fix for the character sheet occupation drop. I'll have to look at the other one with the DLC developer.
Regards,
JPG
I’ll take a look at the other script error. Thanks for the report Galadur!
I submitted a fix for the 'manager_action_attack.lua' script error.
Pushed the hot fix to Live.
Regards,
JPG
I've found another strange issue : I've started to play last evening with some friends the Portal Under the Stars DCC adventure and the token were vanishing during their movement (instead of stopping) when they were coming in contact with a wall !
I was using the Player Map.
The forcasted movement :
Attachment 52046
The PC is there after his movement :
Attachment 52047
Quite far away from his friends and the map (he's in the red circle) :
Attachment 52048
I believe that is a CoreRPG issue rather than the DCC ruleset. I don’t know enough about it to offer a solution, but maybe another forum can help.
Hey, there are a couple of things that I noticed looking at the NPC's:
formating: for example the damage on the fire elemental's attack reads (3d6) on the fire elemental it should be (3d6 fire) to trigger the type. I notice this on other creatures as well. unfortunately they gave the creature the 'burning touch' special quality in the book instead of formatting it to be more friendly to the FG format.
'water' should be added to the damage type list to allow the effect to trigger
DCC is all over the place with damage types. Sometimes they say lightning, sometimes electricity, and there are weird damage types like arcane. I don’t mind the unconventional stuff, but there is no official list which makes coding a VTT ruleset very difficult. I ended up using a combination of 3.5E and 5E dmg types rather than every dmg type mentioned in the rules, opting for 5E if there is overlap (thunder not sonic). A few years ago, I made a list of dmg types mentioned in the core rules, and it’s just a mess.
That said, I will review the NPCs and add damage types when appropriate. I have been considering adding special attacks like poison and disease as powers to include the saving throw and effects, so this might be a good opportunity for that. Thanks for the suggestion rathen45 - I appreciate the feedback!
The other frustrating thing with DCC from a ruleset design perspective is the lack of damage types for mundane weapons. Some of the adventure modules contain NPCs with resistance to mundane weapon types (or all non-magical weapons), but the core rules don’t include dmg types for mundane weapons, so it’s sometimes a thing and sometimes not. I did not include damage types like bludgeoning, piercing, and slashing on item records, but those are recognized by the ruleset in case you want to run things that way.
Yeah, Goodman games made the game fun but playing in person is awkward with all of the tables (especially for casters) and playing on a VTT if awkward because with the inconsistent formatting there's a lot to be interpreted...
I uploaded a fix for the save effects not recognizing filters.
I'm working on improving damage type functionality for the next major update, particularly as it pertains to normal weapons. The core rules do not explicitly define basic damage types for weapons (or natural attacks), but in true DCC fashion, Goodman Games' larger DCC library includes random references to them on a semi-regular basis. At higher levels, monsters with immunity to non-magical weapons are common, which is coded in 5E as 'IMMUNE: bludgeoning, piercing, slashing, !magic'. The question then is how to define these without an official entry in the core rules - use the latest Systems Reference Document (p.66)? This works for most weapons, but not polearm (assume halberd?) or garotte. You can also make the argument that DCC has more in common with 3.5E, which has subtle differences from the SRD 5.1.
The alternative is to continue using 'untyped' damage for all non-magical physical attacks, in which case the FG effect for immunity to non-magical weapons becomes 'IMMUNE: untyped'. This is simple enough, but if a GM wants to use basic damage types (which are recognized by the ruleset but require manual entry due to their omission from the core rules), then the effect is the same as 5E. Deviating from the syntax of the most popular rulesets generates confusion, and niche rulesets need all the help they can get! I would also need to classify untyped spell damage as 'magic' to differentiate it from a physical attack, which is easy enough from a coding perspective.
If you have any comments on this, feel free to share.
I think the inclusion of damage types in the FGU version of DCC is useful and only adds to the benefits FGU brings to the table (pun intended). It allows for the increased use of functionalities such as RESIST, IMMUNE, VULN, !magic, !silvered, etc. Currently I haphazardly add damage types to my game via character sheets and NPC sheets, or on the combat tracker as I come across them. Creatures with these types of abilities are being written into official Goodman Games material so it only makes sense to me to include these functionalities in DCC/FGU since we have the ability to do so.
My goal is always to avoid building any of my own interpretations into the ruleset. Since Goodman Games is often lax on details, that means fewer opportunities for auto-pilot features and more legwork for GMs ;)
Haha, yes; work for Judges is what I was trying to avoid! What I should do is copy all the weapons, NPCs, etc. and edit them to include the details I want. That way I only have to do it once.
Looking at damage types for the next update... I found a couple more passing references to weapon damage types in the NPC descriptions:
Page 423: "Slimes suffer half damage from slicing and piercing weapons (swords, daggers, arrows, axes, etc.), as their primordial mass quickly re-knits such wounds."
Page 426: "Shroomen hides are so dense that they take only half damage from any bludgeoning weapon (club, mace, stave, etc.)."
Energy damage types (fire, cold, etc.) are even more ambiguous and confusing. I want to do something with damage types for the next update, but I'm finding it very inconvenient that Goodman Games did not bother to outline these in a more deliberate way.
I just realized that ruleset already supports changing (edit: I should say 'adding' as it doesn't remove any existing damage type) Damage Type with an effect - e.g. DMGTYPE: slashing. While it certainly has limitations I'll find it useful during games when I'm adding mobs to the combat tracker that I haven't set their damage type yet.
Using the latest SRD as a guide, I can configure the ruleset to provide a damage type for most cases when necessary. DCC spells rarely include an energy type in the damage clause, which is sometimes a problem. Scorching ray is obviously fire damage, but choking cloud creates an acidic, poisonous cloud. So, is this acid or poison damage?
Both? You can multitype but then resistance or immunity to either type is fully effective, so... IRL the damaging types of acid are consider poisonous but the reverse is not true. :) I love the "rulings not rules" aspect of DCC but it does make it challenging to translate into code.
Yeah, there's no reason it couldn't be both. I thought it as like mustard gas. Suffocating toxic and burning
I think the truest representation of DCC is to leave them out of the base ruleset but allow GMs and players to add them if they want. The damage type effects are there if you want them and harmless if you don’t. It feels too heavy-handed for me to decide for everyone.
Optional extensions that you sell for $$millions$$? :))
Yes, definitely! :D
I could make a module for weapons with basic damage types, but players can easily enter these in their weapons list. Goodman Games wanted a system that "plays like a 1974 game" (Appendix R, page 447). They would probably call this a "blank" space on the map for GMs to fill.
Hey, I just bought the Hubris PDF and was wondering if it was possible to modify and add to the occupations table so that it works with r/funnel and how to do it. Or would it be possible to make an extension so that a custom command like '/customfunnel' can be used?
It’s possible to make an extension. I can share the script that runs the /funnel command if you decide to try. You would need to create the occupations table for Hubris and link everything to that (occupations and items).
In Bneath the Well of Brass, clicking on any Story links in the Player Map - Beneath the Well generates an empty New Story link... Attachment 52671