Hi Mask_of_winter - what issue are you seeing? You may have to update your City of Mist Theme - changes in 3.2.2 affected the Sidebar Icon setup.
Thanks LordEntrails
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Damned,
Does MoreCore (or Fantasy Grounds for that matter) have the ability to link damage rolls to a table in the dicestring? So for example:
Roll damage dice and it would also roll on a hit location table?
Jolly
MoreCore is really amazing, guys, great job!
Do you think it would be possible to include a dicestring imitating Ars Magica's basic stress roll mechanic? This is a variation of the exploding mechanic, where you roll a d10. If you you roll a 1, you can roll the die again and multiply the result by two. If the second roll is also a 1, you roll again and multiply by 4, and so on. I don't think this is possible with CoreRPG, but maybe it could be done with MoreCore?
Thanks in advance!
Hi Teotimus is that the only function of that exploding dice?
Is it always one die?
/stress 1d10
You only re-roll 1s?
Do other results not count?
Only 1s count as stress?
1s and any additional 1s and the multiplied 1s?
If you roll a 1 and you explode and roll a 6 is that a stress of 7 or 1?
If you roll a 1 and you explode and roll another 1 and then you roll a 8 is that 3 or 11?
etc...
Please be as specific as possible.
Thanks for your quick answer, Damned.
Yes, Ars Magica only uses this exploding mechanic for stress rolls. You always roll one die, and it's always a d10. Only 1s explode, and every other result is counted as normal except 0, that is considered a possible fumble.
("Stress rolls" are opposed to "simple rolls", where 1 reads as 1 and 0 as 10).
The main difference with stress rolls is that exploding does not add but multiplies the next roll by a factor of two (stackable).
So, following your examples, if you roll a 1 (explodes) and then a 7, it would 14 (2 x 7).
If you roll a 1 (explodes) and then another 1 (explodes) and then an 8, it would be 32 (2 x 2 x 8).
(If you rolled three straight ones and a 10, it would be... 80 (2 x 2 x 2 x 10).
Shotgun,
I would think that you would have to grab the dice in the damage manager script and run them through the table there. basically how in DH I handle the hit roll finding the hit location.
Damned:
You can forget what I talking about.. After thinking more about it, there are way to many variables for that to work as smoothly as I was hoping for in the Conan Mechanic. Its just simpler to do a dice string like this:
(SWORD)1d6 dmg+1d20 Hitlocation; and just look at chart. As I do not care about the totals, as long as I can see each dice.
Paul:
Thanks! Yeah, I was going to try and see if it could be done that way. But I didn't want to modify it on my end, as the next time morecore updates, I would loose my own changes as I am running it through an extension. Unlike what I was doing before with DH.
Shotgun,
You wouldn't lose the changes if you had the functions called form a file that was in your extension. Say Manger_Damage2.lua or something like that. I use that in DH for quite a few things so when Core updates I don't need to as well.
Could Conan 2d20 Combat roll be added to show damage rolls? Damage on 2d20 system is always a xd6 roll where 1 and 2 are damage points, then 3 and 4 are blank no damage, and 5 and 6 are 1 damage + effect. Effect is just to activate some weapon properties.
Also could initiative order be removed from Combat Tracker? It will be like Star Wars Edge of the Empire where there is no real initiative but each player or master decides when to act. So there is no real number values but each turn they can decide who acts.
Thank you! Just joined this ruleset to use Conan 2d20 and I am very happy, your job here is amazing!