How do I install this?
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Download file and place it inside of the "ruleset" directory of the Fantasy Grounds Application Data Folder
Okay, I've done that, but it doesn't show in the select ruleset list when I click create new campaign. The FG wiki says "If the ruleset is not appearing on the launcher screen for Creating a New Campaign or Manage Characters, then make sure that a base.xml file exists in the root of the ruleset directory or PAK file." but I have no idea what that means. Little help? Thx
Okay, I've done that, but it doesn't show in the select ruleset list when I click create new campaign. The FG wiki says "If the ruleset is not appearing on the launcher screen for Creating a New Campaign or Manage Characters, then make sure that a base.xml file exists in the root of the ruleset directory or PAK file." but I have no idea what that means. Little help? Thx
Originally Posted by braincabin:
"Okay, I've done that, but it doesn't show in the select ruleset list when I click create new campaign. The FG wiki says "If the ruleset is not appearing on the launcher screen for Creating a New Campaign or Manage Characters, then make sure that a base.xml file exists in the root of the ruleset directory or PAK file." but I have no idea what that means. Little help? Thx"
I just tested loading the updated ruleset. Received this error message: Unable to load ruleset file (base.xml)
This is something that Leo will have to take a look at. Have patience for him to get the chance to do so.
Something was wrong with the .pak file - it should be fixed now. Download the ruleset again, and let me know if it still doesn't work.
Is this working properly with FG 3.2?
Yes, it is perfectly functional, but there are some issues that Leo is working on.
I will post the update with the corrected sidebar icons tonight, but I'm still digging through the rest of it to make sure I didn't miss anything.
I do have one feature request. If this is something that could be done easily at this point, could you see if you can add this:
As I am using some of the new classes, many of them are hybrids. For example, a dwarven priest is a hybrid of a dwarf class and a cleric class; paladin is a warrior cleric etc. The main issue is having both the mighty deed die and be recognized as being a cleric for spell casting. That's the main issue I see so far is the need for a character to be recognized as both a warrior and a cleric simultaneously.
I can include these in the code that checks for the proper class names, but I would need a summary of the classes and abilities since I am less familiar with the hybrid/expansion classes.
We can work on a more comprehensive list later, but the immediate need, because I actually have players playing these classes are:
Dwarven Priest = A Dwarf class (i.e. has mighty deeds) + Cleric (i.e. Personality for casting and deity disapproval range)
Ranger = warrior (i.e. has mighty deeds)
I don't have anyone currently playing this one, but as it's traditionally a popular class:
Paladin = warrior (mighty deeds) + cleric (PER casting and deity disapproval)
Yeah!!! Up and running perfectly so far. Your awesome.
Thanks for the quick update, so far so good. Cheers!
P.S. Decided to just throw XP as a currency type in the parcels to be handed out to characters. They all end in P anyways.
Updated ruleset to v2.6:
- Graphical anomalies caused by the FG 3.2.0 update fixed.
- AC, check penalty, speed penalty, and fumble die are calculated automatically based on what armor is equipped on the inventory list.
- Deed die rolls added for the ranger, paladin, and dwarven priest classes.
- Spell checks for paladin and dwarven priest classes apply the personality modifier.
- Deity disapproval activated for paladin and dwarven priest classes.
- String field for armor removed from the Combat tab*.
- Label added to Saving Throws frame on the Combat tab.
- Weapons frame enlarged slightly.
- CR (challenge rating) field removed from Quest records.
As always, let me know if you encounter any problems...
*Note that armor that is only recorded in the Armor frame on the Combat tab (and not on the inventory list) will no longer be visible on the character sheet. This field can be found in the db.xml campaign file if anyone forgets what was recorded there - open the file in Notepad and search for <armor if you cannot find it. :)
Attachment 16139
Really, Really, hate to do this. But...
AC, check penalty, speed penalty and fumble die are not calculating automatically based on armor equipped on the inventory list.
Dwarven Priest deed die not rolling.
and now for the bad news:
Opening any "Item" causes this:
Ruleset Error: window: Control(itemtype_label) anchoring to an undefined control (controlframe) in windowclass (item)
Ruleset Error: window: Control(itemtype_label) anchoring to an undefined control (controlframe) in windowclass (item)
Ruleset Error: window: Control(itemtype) anchoring to an undefined control (controlframe) in windowclass (item)
Ruleset Error: window: Control(itemtype) anchoring to an undefined control (controlframe) in windowclass (item)
Ruleset Error: window: Control(itemtype) anchoring to an undefined control (controlframe) in windowclass (item)
Ruleset Error: window: Control(itemtype_label) anchoring to an undefined control (controlframe) in windowclass (item)
Ruleset Error: window: Control(itemtype_label) anchoring to an undefined control (controlframe) in windowclass (item)
Ruleset Error: window: Control(itemtype) anchoring to an undefined control (controlframe) in windowclass (item)
Ruleset Error: window: Control(itemtype) anchoring to an undefined control (controlframe) in windowclass (item)
Ruleset Error: window: Control(itemtype) anchoring to an undefined control (controlframe) in windowclass (item)
Ruleset Error: window: Control(itemtype_label) anchoring to an undefined control (controlframe) in windowclass (item)
Ruleset Error: window: Control(itemtype_label) anchoring to an undefined control (controlframe) in windowclass (item)
Ruleset Error: window: Control(itemtype) anchoring to an undefined control (controlframe) in windowclass (item)
Ruleset Error: window: Control(itemtype) anchoring to an undefined control (controlframe) in windowclass (item)
Ruleset Error: window: Control(itemtype) anchoring to an undefined control (controlframe) in windowclass (item)
Ruleset Error: window: Control(itemtype_label) anchoring to an undefined control (controlframe) in windowclass (item)
Ruleset Error: window: Control(itemtype_label) anchoring to an undefined control (controlframe) in windowclass (item)
Ruleset Error: window: Control(itemtype) anchoring to an undefined control (controlframe) in windowclass (item)
Ruleset Error: window: Control(itemtype) anchoring to an undefined control (controlframe) in windowclass (item)
Ruleset Error: window: Control(itemtype) anchoring to an undefined control (controlframe) in windowclass (item)
Ruleset Error: window: Control(itemtype_label) anchoring to an undefined control (controlframe) in windowclass (item)
Ruleset Error: window: Control(itemtype_label) anchoring to an undefined control (controlframe) in windowclass (item)
Ruleset Error: window: Control(itemtype) anchoring to an undefined control (controlframe) in windowclass (item)
Ruleset Error: window: Control(itemtype) anchoring to an undefined control (controlframe) in windowclass (item)
Ruleset Error: window: Control(itemtype) anchoring to an undefined control (controlframe) in windowclass (item)
Weird, I will check it, but it was working fine for me earlier. I don't know if I will get to it before tomorrow.
Ok, I think I fixed everything - try again.
I've just been playing my first couple of DCC sessions in a cool event for Halloween (and beyond). I just want to give lots of respect to leozelig for this ruleset. This is a cut above the rest of community rulesets and plays very well. Great work - give it a go for lots of DCC old-school goodness!
I was browsing through the Mighty Deed of Arms rules last night, and I noticed the following little tidbit under the warrior class description...
Unlike other classes, warriors do not receive a fixed attack modifier at each level. Instead, they receive a randomized modifier known as a deed die. At 1st level, this is a d3. The warrior rolls this d3 on each attack roll and applies it to both his attack roll and his damage roll... The warrior always makes a new roll with this die in each combat round. When the warrior has multiple attacks at higher levels, the same deed die applies to all attacks in the same combat round.
and this...
Prior to any attack roll, a warrior can declare a Mighty Deed of Arms, or for short, a Deed. This Deed is a dramatic combat maneuver within the scope of the current combat... The Deed does not increase damage but could have some other combat effect: pushing back an enemy, tripping or entangling him, temporarily blinding him, and so on.
In other words, the deed die is only rolled once per round, and if a combat maneuver is performed as your deed, this effect (pushing, blinding, etc.) takes the place of the bonus to damage. Sooo... I am going to dissociate the deed die from attack and damage rolls. This requires a little more activity by the player (dragging the deed die result to the modifier stack), but the ruleset needs flexibility to run this mechanic correctly, unfortunately at the cost of a minor automation.
Other ideas for the character sheet:
- Create additional fields for multiple action dice in a single weapon list entry
- Allow the player to specify the ability score modifier for spell checks
I think the deed die does the extra damage, but a roll of 3 or higher triggers the mighty deed if it was declared.
So one roll per round that applies to all attacks and damage.
On a 3 or higher, if a hit and if one was declared then a Mighty Deed happens.
The Mighty Deed does not do extra damage is what that rule is saying, not that the deed die does not.
Your interpretation is what most people seem to do in the games I have played, so I won't disagree with that. Some deeds might deal extra damage - precision shot, for example. It's all up to the judge ultimately.
Here's what I am working on now...
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We can always ask them on the rules. I think they have a G+ group or something similar.
They have a forum.
The way that I have always interpreted the rule and still do after reading your post carefully is: the deed, in and of itself, doesn't always add any damage; it has some effect. In practice though, it sometimes does add damage. It just depends on what the deed was that was attempted, how the deed was written up, and what number was rolled. The same could be said about critical hits. Critical hits don't, in and of themselves, mean that you did more damage. But, sometimes they do.
To the point, though, none of this means that you don't add your Deed Die result to your damage roll when you do a Mighty Deed. It isn't an either/or thing. You always add your deed die result to both attack and damage. It just sometimes also can be used to declare a Mighty Deed.
Technically speaking, it is correct, that you would only roll the Deed die once each round and add that to all attacks, no matter how many the warrior (or warrior hybrid) made. However, I don't think this is practical to do in the software ruleset. I like the way it works now. Please don't change it just to make it more like pen and paper play.
Also, technically, you are indeed supposed to declare the Mighty Deed you want to perform before your roll your attack. However, in practice, I feel it slows play down by making the player choose a mighty deed that he might not even get to perform. That is why I wait to see the roll first and then ask what Deed they wanted to do if they succeeded. Mere practicality, that is all.
Oh, and that screenshot looks awesome.
This is what I am doing with spell checks. I eliminated any requirements for a specific class, so anyone can set up spells however they want. There are magic weapons out there that grant spells, so I needed to free things up a bit in that respect. I might move the Base Spell Check frame to the top...
Attachment 16201
I was thinking about making the disapproval range completely manual again so I don't have to worry about keeping up with all of the third party classes out there. Like the deed die, I know FG users have a general aversion to manual entry :)
My problem with the deed die is that the ruleset runs the game incorrectly with multiple attacks per round. I could store the value of the mighty deed roll. But what if someone is just messing around and rolls a deed die for their wizard - when is that stored value deleted? Or is it only stored if they are a warrior, dwarf, etc. (like the current version), which means that GMs who want to run custom classes cannot do so.
You have me to blame for breaking your ruleset. :pirate:
I would leave the dissaproval as automatic, because otherwise, it is too easy for the player to forget about. I know it's more work to account for the extra classes, but really, you've already got that work done. I don't know of any right now that use the cleric spell mechanic that we haven't already addressed. Likely there will be a small addition when MCC comes out or if we try to incorporate some from Crawling Under a Broken Moon or CrawlJammer. But, they apparently weren't that tough to add. Magic items don't follow the normal mechanisms, so we don't have to account for that.
Breaking the spell check off as separate is a good idea though.
If there is a way to make the deed die roll separately and store the value for only one round and one round only regardless of how many attacks the character made, then that would be best, however, I think that would be too difficult to try to code. So, it's best that we just leave it. It would also cause issues with some classes that actually use the Deed Die for things alternate than attacking ex. thief luck die; barbarian damage resistance die.
Trying to get everything in a uniform format and remove that horrid dice string cycler...
Attachment 16202
You're probably using the "basicdice" template from CoreRPG, which provides the decal of the dice shadows in the middle of the field. You might want to switch to using "simpledice" template, and define your own frames for default frame and drophilight frame.
Cheers,
JPG
I think of it as exposing some weaknesses. It's always a work in progress...
Currently the ruleset stores the deed die result until damage is rolled, after which it is deleted. If you have multiple attacks and roll both attacks before rolling damage, only the second deed die roll is stored, and this is deleted after the first damage (and before the second damage) is rolled. If I separate the mighty deed roll from the attack roll but save the result for subsequent attacks/damages, then ideally it should be deleted at some point - maybe when the character sheet is closed, for example, assuming I can figure out how to do that.
Thanks for the suggestions, I will try to figure out a decent compromise.
What if Hugh the Barbarian was a Fantasy Grounds frame? Hmm...
Attachment 16210
Ha Ha. That's awesome. Be careful about copywrite though. Don't know if you can actually use that.
I am not going to use it - I just posted it for fun.
I think I am going to change the deed die to a basic setup but make the current automated deed die an extension since most games do not involve PCs with multiple attacks.
Here is my solution to the automatic deed die - I created an option that you can toggle on|off, and I created a list in the DataCommon file for classes that use the deed die and deity disapproval so I only have to update one file for new classes.
I also cleaned up the diefield frame and removed some of the ability cyclers (saving throws and initiative) that will most likely never be used.
Attachment 16247
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