Excellent stuff. Much appreciated.
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Excellent stuff. Much appreciated.
Great work! Showing it off to my DCC group.
I built out the DCC character sheet for Roll20 and made a set of scripts for API users to use in their DCC game, including a mechanic to manage spell duels. Maybe you can find some inspiration for spell duel management in my script.
https://gist.github.com/sturtus/8626618
Here is update v1.9
- Strength and agility bonus effects in the combat tracker were not applying to attack/damage rolls. Fixed.
- Added the following attack modifiers (click desktop button to access): Medium Range (-2), Long Range (-1d), On Higher Ground (+1), Firing a Missile Weapon into Melee (-1), and Target Behind Cover (-2).
- Added "HALF" and "DOUBLE" damage modifiers.
- Added several conditions (click desktop button to access), many just for tracking purposes:
- Attack roll modifier auto-applied when present on the attacker: Invisible (+2 melee), On higher ground (+1), Squeezing (-1d), Entangled (-1d).
- Attack roll modifier auto-applied when present on the target: Behind cover (-2), Blinded (+2), Entangled (+1d), Helpless/Paralyzed/Sleeping/Bound (+1d), Kneeling/Sitting/Prone (+2 melee, -2 ranged).
- Adjusted the IMMUNE, RESIST, and VULN effects:
- "IMMUNE: {dmg type}" or "IMMUNE: all" = no damage taken from the relevant damage type.
- "RESIST: # {dmg type}" = decreases damage by the specified # amount.
- "VULN: {dmg type}" = doubles damage (not +50%).
- Fixed the DMGO (ongoing damage) and REGEN (regeneration) effects:
- "DMGO: #" = applies the specified # amount as damage at the beginning of each round.
- "REGEN: #" = heals the specified # amount at the beginning of each round.
Damage resistance for this ruleset does not really work by the book. The ruleset reduces damage by the specified amount for each damage roll (like 3.5E), rather than per round which is usually how DCC does it. I do not have the coding skills or time to make that work, unfortunately.
Looking forward to testing the new version out. Thanks for all of your hard work.
You're welcome! Let me know if you encounter any problems. I try to test everything, but inevitably something slips through the cracks.
I got to check this out, but in the meantime- when do we play?
So just a couple of things:
--The combat tracker has a display bug. When you toggle the "offense" button with any of "defense," "space," or "reach" the boxes overlap.
Attachment 13156
--A modifier field for the Crit Die and Fumble Die would be useful. This isn't really bug, more of a feature request. When you roll on table 1-2 (pg 19 of the rules) if you get "warrior's arm" or "Broken Star" you are supposed to double your luck modifier and it would be helpful to have a way to automatically adjust the roll.
Beyond that, I haven't really encountered anything I can think of. You've done a helluva job. Thanks a bunch.
I noticed that myself - the attack and defense sections are overlapping, and only for PCs. I didn't know if anyone would notice, since you can't roll PC attacks from the combat tracker. It should be easy enough to fix.
I will look at the crit tables. The modifier is easy to add - I did it for the deed die. If it's a case of doubling the luck mod on a specific roll result, but that is not known ahead of time, then maybe I should automate that in the roll script. I'll check it out.
The rolls for "warriors arm" and "broken star" being "Lucky Rolls" would stay static based on the initial Luck score even as Luck gets burned. I leave it up to you how best to implement it, but a simple manual entry box would be completely sufficient from my perspective.
Thanks again.
Ah of course, now I know what you mean. The fumble die field has plenty of room for a number modifier, but the crit die is a little more crowded. I will see how it looks. It shouldn't be a problem for the crit/fumble roll to check the birth augur and apply the lucky roll modifier, but maybe that's too much going on behind the scenes. I think there is always a balance between convenience and confusion when it comes to the automated bookkeeping.
For now, you can drag the lucky roll modifier to a hotkey, but then you just have to remember to click the hotkey before making a crit/fumble roll. Or just double-click or drag the lucky roll modifier each time. Not ideal, but it works.
I finally got around to fixing the combat tracker display. Download the ruleset here for the latest version.
Thanks for picking that up, FlightlessScotsman....
Hey Leo,
Just curious... on trying to use custom dice, all I see are a d14 and a d16, the rest are missing. Are we just supposed to roll those with a /die command?
Thanks in advance!
No need to use the /die command - they should be linked to the other dice. The funky dice are distributed according to the workaround suggestion posted on the Goodman Games forums. Here is the breakdown:
d20 - d16, d14
d12 - d24
d10 - d30, d5
d8 - d7
d6 - d3
Here is the link to post on the GG forums...
Dice: generating "Zocchi results" using "normal" polyhedrons
Updated to v2.0
- Fixed alignment of help button for multiple windows.
- Critical hit rolls add lucky roll modifier for "Warrior's arm" birth augur.
- Fumble rolls subtract lucky roll modifier for "The broken star" birth augur.
Join me if you can for FG8 on April 8 at 9:00 pm EDT (UTC -4) for The Jeweler That Dealt in Stardust!
I wanna bump this post - the inestimable leozelig is running a one shot at FG Con!
Dont be shy - this is a great ruleset and its a fun system.
https://www.fg-con.com/wp-content/up...-banner-02.jpg
FG Con 8 – Invite A Friend April 8-10th 2016
Register at www.fg-con.com for all the latest info.
I added an attack bonus field for items.
Attachment 13698
Updated to v2.1
- Added attack bonus field to the item record for weapons
- Added short range option to the modifiers, which adds your strength bonus to ranged damage (for dagger, dart, handaxe, etc.)
Attachment 13756
I rearranged the buttons in the modifiers window so that [Short Rng] is listed under Damage. I had it grouped with the Attack buttons - it works the same either way, but technically, it is a damage modifier. Re-download the ruleset if your modifiers window does not look like the screenshot in post #100...
Just a quick fix - the SHORT RANGE modifier button was not applying the bonus for NPC strength. Most NPCs don't really have ability scores, but they might, so this should be working now. It seems to be applying any "STR" effects from the combat tracker without any issues.
Ruleset updated...
I cleaned up some of the conditions in the effects menu. The conditions listed in Table 4-1 (p. 78) of the DCC RPG rulebook automatically apply attack roll modifiers.
Attachment 13916
I am focusing on modules for the next update. Since the ruleset is not officially licensed, I cannot share my modules, but I attached a screenshot of a spells module showing what is possible. I am going to create modules for equipment and monsters as well. Let Goodman Games hear from you if you want to have access to these. I don't think they have really embraced the online gaming community.
I can't think of anything else I want to do with this ruleset after that. Maybe I will try to revive the OSRIC ruleset.
Attachment 14081
I am relatively new to FG and absolutely new to DCC. I backed the kickstarter for the 4th printing and am just now reading the rules. I am really looking forward to trying out DCC and am super happy to see this ruleset! Thanks for doing this.
I have a few questions...
* Does this ruleset cover the rules from the 4th printing (no idea what, if anything is different from previous printings).
* I have a number of modules for DCC. Can I use Par5e to create FG modules for those? How are you creating DCC modules? Why isn't Goodman Games working with FG to get this stuff into their store?!?
You dont need to use Par5e to create adventures. Just do it fro within FG and use the /export feature. This is how 90% of adventures for FG are created.
Send GG an email expressing your interest in seeing DCCRPG officially supported on FG. Its another revenue stream for them after all!
Par5e is not some magic tool that will do all the work for you.
Par5e is intended to build 5e reference material from very carefully formatted input text - and this is not a trivial task.
When creating a module to run you need the following:
Maps.
NPCs and Monsters.
Everything else is good but not required.
In order I would then do -
Encounters
and then
Story
Other Pics
Items
Parcels
There are quite a few videos on converting and adventure on youtube and possibly in the wiki.
This is what damned is saying - you don't need to use Par5E to create a Fantasy Grounds module, populate the data in Fantasy Grounds and export it to a module - FG is set up to allow creation of adventures within the application. The use the module export functionality: https://www.fantasygrounds.com/wiki/...#Module_Export
Search for "fantasy grounds module" on youtube, there are quite a few videos showing how to create your own Fantasy Grounds module. A "module" in Fantasy Grounds is a container for custom data - usually "stuff" needed to run an adventure, stuff used to create a character and/or a library of useful information.
Welcome! The 4th printing is not really a new edition, just another print run. They added some art to fill in white space and fixed some typos - no new rules or anything. But the short answer is yes, the FG ruleset is set up for the latest rules. You will need the rulebook for referencing tables (spells, crits and fumbles, etc.) since I do not have permission to link that info within FG.
I would not bother with any parsing tools for module creation. Goodman Games does not seem interested in promoting their products with Fantasy Grounds, but it's easy enough to make your own. I made a short YouTube video linked in the first post of this thread for DM prep. I just cut-and-paste from the pdf version of the module for story entries (which I often just read from the pdf anyway), enter NPCs, and create the map/handout images.
My theory about GG and online gaming is that it doesn't fit into that 1970's aesthetic they are trying to capture, so it's mainly live/convention games for them. But who knows...
Good luck! Feel free to post any questions on the forums - the community is pretty helpful. If you run some DCC, let me know. I was thinking about organizing some games myself if I can stop messing around with the ruleset, but I would be interested in playing if the time works (EDT for me) :)
Well, I need to get more familiar with DCC and FG before I try to GM/DM a game in general. I may try to run a module for my family this weekend. The more I read the rules, the more excited I get about DCC. It sounds like it'll be a blast. I am not 100% sold on every part of the rules (like alignments not having the good/neutral/evil component and only chaotic/neutral/lawful and the dwarf/elf/halfling is a race + class), but I am willing to give those a chance. The rest of the rules (that I have read) seem well thought out and interesting.
I started reading one of the modules (Starless Sea), but then started reading the rules. So far, overall, this seems quite promising.
Here is another screenshot of the modules I have been building for personal use. I blurred the details because I wasn't sure about copyright limitations. The next logical step seems like core rule book monsters. If you want them, email Goodman Games and tell them to support Fantasy Grounds! :)
Attachment 14146
Update coming soon. In the meantime, I am putting the finishing touches on the monster module. I also am going to make a YouTube video featuring tables, in which I have a little fun crafting some magic swords using the tables from the DCC rule book.
Attachment 14184
Ruleset update v2.3
- NPC attack line was not parsing correctly for descriptions starting with "+" (i.e. magic weapons).
- Improved critical hit range was not working for NPCs.
- Critical hit notification was not triggering in some cases (e.g. d24 attack die with crit range 20-24).
- Shortcut links in the weapon list were not working for weapons dropped into inventory from the item list. (Note: Weapons created directly in the weapon list will now display an empty link.)
- NPC attacks now use the action die defined on the NPC sheet (default d20). Only one attack per roll is made, even if multiple action dice are specified.
- Module formats were created for items and spells. These can be dropped into the appropriate lists on the character sheet.
I attached a module template for spells in case you find yourself compelled by Sezrekan to make your own.
I added a modifier to the crit and fumble dice fields. The chat message for the crit die will also display the crit table. See screenshots below.
Attachment 14273Attachment 14274
I just finished making a bunch of modules for my DCC ruleset. They contain everything but the spell check tables, but unfortunately I cannot share them with you. If this is something you would like to see for Fantasy Grounds, I would encourage you to send an email to Goodman Games and let them know :)
Attachment 14454
Can we post this ruleset in the community rulesets section of the wiki?