Awesome thanks I’ll try that!
How do I use the custom disapproval? It would be nice if I could just link an existing table.
For the next update, I'm working on some upgrades to the magic sword generator, including an optional parameter for sword bonus, for example `/sword +2`. I am also adding a table link to the custom disapproval table field. The roll still references the table name, so nothing will change if you don't have a table link.
Update submitted. Most of these are improvements to the magic sword generator. I also added a table link for the custom disapproval table field for clerics. Dropping the table to a blank field will automatically add the table name, and clearing the link (right click on name) will delete the name.
[Fixed] Range effects (medium or long) not reported in attack description.
[Updated] Slash command /sword accepts optional parameter for sword bonus.
[Updated] Magic sword generator avoids duplicate rolls for special purpose and powers.
[Updated] Magic sword generator adds a bane effect for 'slay' special purpose.
[Updated] Magic sword generator reports roll results in chat.
[Updated] Slash command /funnel opens character sheet on character creation.
[Added] Optional table link for custom disapproval table field in Magic Meta window.
Let me know if you have any questions or issues.
Minor update:
[Updated] Dragging 'Table 1-2: Luck Score' roll result from chat to lucky roll field on char sheet automatically appends starting Luck modifier for 0-level characters.
[Fixed] Slash command /sword allowed duplicate special purposes for secondary rolls.
The character sheet doesn't have a field for your starting Luck modifier, so including this in the Lucky Roll description takes care of that. The /funnel command does this automatically, which is really the best way to generate a 0-level character in my opinion.
The magic sword generator is a ton of fun if you haven't tried it. The format is:
/sword <type> <bonus>
Examples:
/sword = a magic sword with random bonus
/sword +2 = a +2 magic sword
/sword battleaxe = a magic battleaxe with random bonus
/sword polearm +3 = a +3 magic polearm
Thanks for the update.
What's the point of the old and new spellburn? Also, the spellburn entries reduce ability scores as expected, but for some reason the modifier isn't affected. This really seems like a bug.
That is a bug. I’ll check it out.
‘New’ spellburn is for the same day, and ‘Old’ is for previous days. It automatically transfers from new to old on an overnight rest, or you can do it manually. You don’t recover ability score loss on days you spellburn, so that’s the relevance of the 2 categories.
Thanks for the quick reply. Now that I know what it's for, the old and new spellburn is quite convenient.
Could you please add an option for grudge tokens, like from the Dying Earth rules. Essentially, when you roll a nat 1 on an attack, spell, skill, saving throw, etc.; you gain 1 token which you can use to re-roll dice. Initiative and luck checks don't count. When you roll a nat 20, you lose all your grudge tokens. I use grudge tokens in all my games, so it would be awesome if rolling would automatically add/remove FLUK.
Also, mercurial magic should still display on a failed check. Since plenty of mercurial magic results have an effect before rolling, RAI seems to be that mercurial magic still affects failed spell checks.
I didn’t realize that about mercurial magic. The grudge tokens would be a good idea for an extension.
Update submitted:
[Fixed] Ability modifier text on char sheet not accounting for spellburn.
[Updated] Mercurial magic effects display in chat regardless of spell check result.
Hey Everyone,
last night i had a session and for the first time, I could not adjust WOUNDS in the combat tracker. Like at all, whether it was a PC or Monster, I simply could not adjust their wound score. I used to have to do it on every session really and had no problems before. Last night a monster was not supposed to be affected by normal weapons, but it still took the DMG. So when this happens, I have simply gone into the combat tracker and adjusted to reflect without any issues. I couldnt adjust any. All the players could adjust there score on there sheet, I as the Gamemaster, could not adjust on the combat tracker NPC's or PC's.
Anyways, figured I'd let you know.
Cheers,
Ryan
I will check it out.
I am not able to reproduce this, and I didn't find any problems with the ruleset code.
Disable extensions if you are running them and see if that fixes it.
If not, deleting PCs from the combat tracker and re-adding them is also worth a try. This can be a little more complicated for NPCs - you would want to add a duplicate NPC first and then manually transfer over any damage and effects from the old entry before deleting.
To get immunity (or resistance) to normal weapons to work in DCC, you need to enter mundane damage types for all weapons on the char sheet, which are not defined by the core rules. In the weapons list on the Actions tab, enter the damage type 'bludgeoning', 'piercing', or 'slashing' for each weapon. For magical weapons, include the damage type 'magic' as well. Then, add the effect 'IMMUNE: bludgeoning, piercing, slashing, !magic' to the monster that is not affected by normal weapons.
Handling this kind of effect manually might be easier unless you anticipate running these types of encounters on a regular basis and the party actually has magic weapons.
Hello Leo,
Thank you SO much for taking a look. I actually tried all of those things during the session. I just didnt shut it down and reboot. But the next day I did and it still wouldnt work in the tracker...I could not do anything. Then i did what you said one more time...i removed everyone from the tracker and tried again! wa la!! it worked. full access back.
thank you again. i am so sorry i wasted your time. Sometimes I should just keep at it a little longer.
I appreciate all your help with this and the ruleset is spectacular to use in FG. Thank you.
Cheers,
Ryan
No problem, definitely not a waste of time. I can’t really explain why that happened. When I was using the ruleset last night, I did have one PC in my combat tracker that locked up like you said. The others worked fine, which is very strange. It worked after I deleted and re-dropped the PC to the tracker.
I am working on a small update that allows you to drag a table link to the custom crit/fumble table fields. It's not high priority, but I'll probably upload it in the next week or two.
Thanks for the update Leozelig! The more I look at other rulesets the more I realize what a top notch job you've done with the DCC ruleset here. It is much appreciated!
Aww, thanks Tab. You’re the best!
Ruleset update 05-30-2024:
[Updated] NPC record dimensions increased.
[Updated] Character Selection window displays class (or occupation at level 0) for each character.
[Updated] Enhanced duplicate tracking for auto-population of random languages on char sheet.
[Updated] Alignment tongue language converted to proper alignment language for auto-population of random languages on char sheet.
[Added] Slash command '/scroll' with optional parameter for source (wizard or cleric) generates a random magic scroll as outlined in the core rules.
[Added] Slash command '/demon' with required parameter for type (1 to 6) generates a random demon NPC as outlined in the core rules.
I forgot to post an earlier update...
Ruleset update 05-24-2024:
[Added] Optional table links for custom crit and fumble tables in weapon meta window of character sheet.
[Added] Patron taint table name and optional shortcut to patron details on char sheet Notes tab.
[Updated] Automatic roll for patron taint if table name is specified.
Another small update:
[Fixed] Divine aid only applying +10 to disapproval on failed check.
[Updated] 'Patron spell' result ignored for scrolls generated with /scroll slash command.
[Updated] Spells sorted alphabetically for demon spellcasters generated with /demon slash command.
Is there any chance we might get support for the alternative armor system used by the DCC setting "The Umerican Survival Guide?" in the future?
No Umerica content planned. That sort of thing would be best for an extension, but the bigger issue is finding someone with the motivation and skills to work on it ;)
I submitted an update:
[Fixed] Hafling gypsy renamed to halfling wanderer for 10th printing.
[Added] NPC importer converts stat block and optional description to campaign record.
I posted a bit more about the NPC importer on the Discord server, including a screenshot. I will work on a tutorial video, but it's very simple to use.
Here are a few things to know about the importer:
- When you cut-and-paste to the text fields from a PDF, you need to remove any line breaks. Use Ctrl-A to select all and Ctrl-J to quickly join text blocks.
- Most published modules use the plural name if multiple monsters are present - the importer does not convert to singular. It does ignore the number in parentheses though.
- The importer does not identify humanoids with weapons for purposes of crit table/die.
- The importer does not add powers for special abilities or spells.
FG slows down and freezes whe loading DCC People of the Pit
Hi!Im having trouble Playing this adventure , because it freezes the program whe I try to navigate through the chapters on the included reference manual. It takes almost 1~2 minutes to load every chapter. It does not happen with other Ruleset. I tried to delete and create a new adventure, but it keeps freezing. It's almost unplayable.
Attachment 61648
Thanks for the report! I believe another module was doing that recently. I’m guessing the person who did the conversion is no longer maintaining it, so you might want to email support for a response on this one. I do not have access to the files, and I suspect it has something to do with file size and/or format.
A fix for this issue was just pushed (the image format itself is slow to be processed; images updated to modern format). Please run a new Check for Updates to get the updated version.
Regards,
JPG
great! thanks! I think the problem is solved :)
Scratch that; I saw the update on the NPC Importer, very cool thanks. That will save me lots of time!
How does one set a custom base speed for an occupation? Currently it seems that all custom occupations default to 30' with no option to change that.
Updates:
[Updated] Improved parsing for NPC importer.
[Updated] Dragging result for Table 1-2: Lucky Roll from chat window to char sheet modifies appropriate field and generates chat message.
Specifically, the NPC importer was having trouble parsing names with text in parentheses. Crit table matching was only parsing the first digit of HD (i.e., HD 12 treated as HD 1).
The lucky roll update uses the code from the /funnel command to determine what modifier field to update on the char sheet. This should eliminate any guesswork for those who prefer the more "hands-on" approach to character creation.
That is correct. Are you looking for a faster or slower speed?
If you give the occupation the feature Slow, the ruleset will auto-apply a speed of 20'. You can drag this from an existing dwarf or halfling occupation, or just create it from scratch. The ruleset only reads the feature name, so the descriptive text does not matter.
If you're looking for a more customized speed, this is something I can add to the ruleset easily enough, so just let me know ;)
Update 2024-09-16:
[Updated] Format of custom crit, fumble, and disapproval table fields.
[Updated] Core rules module for compatibility with new class record format (see below).
[Added] Customizable class advancement table with representation of all existing char sheet fields.
[Removed] Previous class advancement table with options limited to core rules class stats.
I will work on catching up the MCC ruleset with recent the recent changes (NPC importer and class advancement table). I also need to update the Lankhmar/Urban Adventures extension and DCC Annual class formats, so expect those in the near future as well.
Hey Leo, I noticed that Ability Score effects are not additive; both penalties and bonuses. See attached image. Are these intended not to be additive?Attachment 62183
Hi Tab,
The effects are lowering the Strength score 8 points, from 14 to 6. This reduces the modifier from +1 to -1, hence the [EFFECTS -2] notification. I think that’s working properly.
Apparently, my brain can't do math today.
All good, Tab! For all the testing you have done for this ruleset over the years, you can request a math check any time ;)