Thanks, damned!
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When I asked The Dark Lord Goodman a few years ago, his answer was "not right now". Hope you have better luck.
Seems like passing up free money/sales.
Ruleset updated to v2.4
- If "Two-Weapon Fighting" is selected on the Combat tab, critical hit determination will apply rules for dual-wielding based on primary/off hand and agility score.
- "2W" checkbox in the weapon list indicates that the weapon is wielded in the off hand.
- "[OFF HAND]" message will display in the attack chat message when both "Two-Weapon Fighting" and "2W" are selected.
- When dual-wielding, the attack die will automatically adjust for changes in Agility score from ability damage or effects. For example, if you have a base Agility 16 and gain a bonus of +2 from an effect, your primary hand attack die improves to a d20 (and your offhand remains a d16) according to the Two-Weapon Fighting table.
- Added a label for the "Lost/Not Lost" checkbox in the spell list.
My interpretation of the two-weapon fighting rules for halflings is that they may only score a crit with their primary hand, but the max die roll with that hand (usually d16) is always an automatic hit. There is some confusion about the correct ruling (refer to the Spellburn podcast on Halflings), so I am imposing my personal preference.
Attachment 14588Attachment 14589
No response to my post in the comments of the DCC kickstarter... but, have you seen their latest kickstarter?
https://www.kickstarter.com/projects...cs-rpg-mcc-rpg
Yeah, looks pretty cool. They keep hitting those stretch goals, so I might swoop in at the last minute and pledge depending on what is included. I was going to look at the rules at some point and possibly make an MCC extension to go with the DCC ruleset.
Thanks for posting that by the way. Goodman Games isn't the most responsive to things that are not a priority for them. I originally used their "DCC RPG" logo, and the desktop background was the gold-on-black demon skull, which they were not cool with. I think if it wasn't for that, I probably wouldn't have gotten a reply :)
Updated to v2.5:
- Untargeted roll results dragged from the chat window to a target in the combat tracker generated a script error. Fixed.
- Ability score sequence in the party sheet adjusted to match the character sheet - Str Agi Sta Per Int Luck.
Hi, I've been trying to use this with my group, but we're having a problem with lots of string errors and not being able to delete things from the combat tracker. Am I doing something stupid?
You may have an error in your db.xml file.
You can export your characters and import them into a new campaign or you can (make a backup first) edit the db.xml file and remove everything between the <combattracker> and </combattracker> tags (with FG closed) and this *might* fix your issue.
It happens when I start a new campaign as well. I may just have to use the Core RPG system.
Do you have any other extensions running? Started a completely clean campaign with nothing else?
What version of FG are you running?
What Myrdin and damned said. And, if you're still having issues please provide the errors you're getting - this will help a lot in identifying the issue.
This is what I'm gettting, no extensions turned on. I'm using the latest version of FG.
Thanks for the help btw.Quote:
Script Error: [string "desktop/scripts/desktop.lua"]:15: attempt to call field 'setOptionDefault' (a nil value)
Script Error: [string "scripts/manager_actor2.lua"]:89: attempt to index global 'ColorManager' (a nil value)
Ruleset Warning: stringcontrol: Could not find font (subwindowtitle) for control (header_vis) in windowclass (combattracker_host)
Ruleset Warning: stringcontrol: Could not find font (subwindowtitle) for control (header_labels) in windowclass (combattracker_host)
Ruleset Warning: stringcontrol: Could not find font (subwindowtitle) for control (header_toggles) in windowclass (combattracker_host)
Script Error "scripts/manager_actor2.lua"]:75: attempt to index global 'ColorManager' (a nil value) x 50
Ruleset Warning: stringcontrol: Could not find font (subwindowtitle) in windowclass (combattracker_host)
Ruleset Warning: stringcontrol: Could not find font (subwindowtitle) in windowclass (combattracker_host)
Ruleset Warning: numbercontrol: Could not find font (subwindowtitle) for control (round) in windowclass (combattracker_host)
Delete the DCCRPG.pak and any unpacked copies of this folder from your \rulesets folder and redownload the file and restart FG. It looks like some stuff is missing.
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Hmm, I did have some random files knocking about, and its cleared most of the errors on a new campagin, but I still get these
and no option to delete units from the combat tracker.Quote:
Script Error: [string "scripts/manager_actor2.lua"]:75: attempt to index global 'ColorManager' (a nil value)
Script Error: [string "scripts/manager_actor2.lua"]:75: attempt to index global 'ColorManager' (a nil value)
Script Error: [string "scripts/manager_actor2.lua"]:75: attempt to index global 'ColorManager' (a nil value)
Script Error: [string "scripts/manager_actor2.lua"]:75: attempt to index global 'ColorManager' (a nil value)
Script Error: [string "scripts/manager_actor2.lua"]:75: attempt to index global 'ColorManager' (a nil value)
Do the same thing for CoreRPG.pak and any unpacked copies and re-run the Updater.
A double post 15 mins apart... weird.
Deleting the CORERPG unpacked folder did the job! The background changed as soon as I opened it up and I knew things had been sorted.
Thanks very much!
If anyone is interested, the game is being recorded here.
Yeah, don't unpack ruleset files in the FG \rulesets directory and leave the new directory with the same name as the base pak file. This freezes your ruleset version as FG will use the unpacked directory over the .pak file, and you'll soon have incompatibilities after even one FG update.
Thanks for the help, Trenloe and damned! And I will definitely check out the video Grey Hunter. I am planning to record my own session of Tower of the Black Pearl in a couple weeks.
Been digging into this some more with the books coming out soon. Great stuff so far!
Couple things:
-Any chance at adding an XP tab on the Party Sheet? I understand RAW is a pretty small scale for tracking XP, but would be nice to have that feature for divvying out encounter/quest awards.
-Nice being able to add custom dice to the skills tab, however, being able to base each skill off a main ability score (or none) would be cool as well, similar to how Castles and Crusades or AD&D 2E handles skill rolls.
Thanks for the suggestions. Besides the smaller scale, XP is so arbitrary, and level advancement is pretty slow, so I didn't spend much time on it. But I will take another look at it.
On the other hand, I did mess around with the 3.5E Skills tab a little. I like how ability score bonuses and combat tracker effects can be incorporated, not to mention the armor check penalty. I have been a little bit lazy about making time for it. The layout does eat up a fair amount of space, and I want to avoid a separate tab for skills. Currently, a thief can list all of his skills without using the scroll bar, and I like the aesthetics of that. I have not looked at how Castles & Crusades does it, so I will definitely take a look at that.
Yes, 3.5E has a similar setup as well with the ability score bonuses to skills, that would be rad. Maybe minus all the hard-baked skills that exist on that ruleset.
Just starting to wrap my head around the internals of FG myself, seems like a lot of work goes into laying all these rulesets out. Much obliged for what you've already done.
I guess one more thing to gander at when you get time, the way CoreRPG handles attack rolls on the NPC sheets is nice how you can base off something other than a d20 shown here: FG Wiki - CoreRPG NPC Sheet
Maybe it's already in there, and I'm just having trouble figuring out the syntax for dredging up alternate polyhedron from the outer reaches?
I've been using the ruleset a lot and it's been working out great. There are a couple of things I noticed though, that could be added, if possible.
The first area is dealing with secondary attacks which are with dice other than d20. A 5th level warrior, for example, gets two action dice (1d20 + 1d14). Also, many npc's have multiple attacks where some are with d20 and some are not. As far as I can tell, for the pc, you would need to add an extra copy of the weapon with a different action die set up, which is less than an optimal solution. As for an npc, I can figure out no workaround at all for it. I've already had more than one monster entry where I wasn't able to accurately input the creatures attacks due to the issue of different action die for its attacks.
Secondly, I like the way the burn boxes work for luck and other attributes, but wonder if it would be possible to also have a third box out to the side of each attribute which would show the result of the attribute burn. For example, Luck 12 Luckburned 2 Current Luck 10. And that third box be the one that actually is double clickable for the stat check roll and the roll result reports success or failure vs. that third box value.
One can always dream, right? He he.
I wanted the npc attack line to match the format in the rulebook as much as possible, which is very similar to the 3.5E format. The action die field on the npc sheet can specify the die type, but not multiple different dice. I can't think of any monsters that use multiple different action dice, actually, but I know it's possible. Anyway, whatever is specified as the action die is used for the attack roll.
Interesting, I have not seen an npc yet with multiple different action dice - do you remember examples? That is a limitation for sure that I file under "rulesets are built to handle most, but not all, situations at the table."
On the PC side, creating a second weapon entry is probably the best way, unless you click through the string cycler before each attack, which I do not recommend. Maybe set up hot keys for the extra attacks? The action die mechanic was the most difficult to incorporate into the character sheet - I admit defeat on that one. I also did not want to assume that both action dice would be used for attacks. An elf might use one die to cast a spell, for example.
For ability damage, I don't see enough room for another column to display the current score. It is definitely a little confusing - kind of like tracking wounds and not current hp.
Setting up a hotkey is my only suggestion if it's a regular occurrence. Enter 1d14 in the 'Act' field on the NPC sheet, and drag the attack to a hotkey. Then, change the action die back to 1d20. You can do something similar for the PCs extra attack, changing the attack die on the weapon entry instead of the 'Act' field.
It's not a perfect solution. I chose to avoid rolling an attack for each action die because a) you might target different creatures or perform different actions with each action die, and b) I am terrible at parsing code that creates variables from a text string.
So it is! Another oversight on my part. Worked fine even with a funky die in the action field on the NPC sheet sure enough.
Maybe just split that field into three separate fields? It seems the highest amount of action dice any NPC could have is three with the 10th level warrior, not sure beyond that. Something similar to 'Act' field on the NPC sheet, would be beneficial on the PC main tab as well, where the action dice string field is. It's kind of crowded already, I understand if it's not possible. :D
Edit: Just noticed the ability to set funky die on weapon profiles on the PC combat tab so I guess that somewhat covers what I was saying.
So, basically, if it were possible, you wouldn't know how. That's a perfectly fine and acceptable answer. I have no doubt that these things are exceedingly complex to someone that isn't a professional codemonkey. I'm just very thankful of the effort that has already been made on this fine ruleset.
Perhaps my 2nd request is a little more possible -- at least the extra boxes part, if not the reporting success/failure part?
Thanks for the suggestions guys. I am always trying to think of ways to improve things, so maybe it's time to try a different approach with the action dice. I have definitely wrestled with this issue in the past, and I always seem to run up against limited space on the character sheet or my limited coding abilities. :)
If you haven't read thru the dragon generation tables, it's an eye opener. Goodman Games took the approach that if the Dragon is so iconic to the D&D game that it gets one of the D's, it should be "The" most powerful creature in the game.... and DCCified, it is not just a monster, it is a MONSTER!!!!!!! To the point, a dragon could be generated with as many as 12 to 14 attack dice. It's not a dragon, it's THE DRAGON, unique to your campaign and likely the last creature your group will ever face in the campaign, for good or ill. So, that's not a feasibility to do in a ruleset, regardless.
What I would do in order to simulate that is to make multiple combat tracker entries for the dragon, one with the hitpoints, and the others would be placeholders that could space out the different attacks thru out the initiative order, so that the dragon is making his presence felt thru each pulse of the combat. So, in doing so, the issue of setting different attack die's for each placeholder would be easy to do, as well. So, the dragon really isn't the issue.
The actual issue is mostly with npc's who have pc levels, such as human or demihuman bandits, clerics, magic users etc. so, probably the answer we are looking for is: 3.
Wow, I have to look that up! Giants are bastards in DCC also, but not like that. Maybe I can get the format to 'Sword d20+3 melee (1d8+3)' but you would still need multiple entries for each action die, which is the same as multiple entries for the same weapon on the character sheet. Plus, if you have the pdf, most attacks can be cut and pasted onto the npc sheet, which was a big plus since modules are not allowed for distribution.
The action die also enters into the skills list - thief's cast spell from scroll, luck die (I put that in Skills), and trained/untrained checks. You would need 2 stat columns for cleric skills that include the luck mod. I want to avoid excessive complexity, even if it sacrifices some automation.
I could make an extension to demonstrate. The 3.5e character sheet is very bloated, and I want to avoid that.
Multiple attack entries in the same npc record in one sentence like: Sword d20 +3 melee (1d8 +3) or Shield Bash d14 + 2 melee (1d4) would be useful. Having to enter them in different combat tracker entries would not be useful. And with that type of "or" format, it doesn't matter that you can't just copy/past directly from the pdf without making changes. Your mostly there already from the cut/paste and it's minor to have to make corrections.
For some creatures I do make them into separate combat tracker entries for purposes of spreading them thru the initiative count. For instance, I do that in 5e, for legendary creatures or for creatures such as a black pudding that can get cut into multiple creatures. That is just a useful way of handling those corner case situations and has nothing to do with ruleset features.
As for PC's, I think all you would need is to add two more lines in the weapon drop down with similar buttons for setting the die.
Just a couple quick fixes:
- Luck modifier was not adding to ability checks
- Unconscious condition was not applying the appropriate attack modifier (+1d)
Where are the fixes? New file?