Hey leozelig Ive got a slightly older version and the drag and drop of different dice to Skills works but it doesnt under the current version.
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Hey leozelig Ive got a slightly older version and the drag and drop of different dice to Skills works but it doesnt under the current version.
Ok thanks, i will test it out. I was trying to get thief and cleric skills to auto-apply ability modifiers, and I thought everything was working but maybe not.
Ok, try downloading the ruleset again. I think I fixed the problem - I had removed the OnDrop function from the skills list.
The ruleset is set up to recognize and automatically apply an ability modifier (and possibly an armor check penalty) to the following skills:
- turn unholy
- lay on hands
- divine aid
- sneak silently* (also "move silently" or "sneak")
- hide in shadows
- pick pocket
- climb sheer surfaces* (thief skill, agility)
- pick lock
- find trap
- disable trap
- forge document
- disguise self
- read languages
- cast spell from scroll
- find construction (dwarf ability)
- climb* (general skill, strength)
- jump*
- balance*
- swim*
- break down doors
- bend bars
- lift gates
- listen
- search
- spot
(* armor check penalty)
I am auto-applying the modifiers for two reasons: 1) convenience, and 2) so that combat tracker effects (i.e. ability score bonus/penalty) will apply to skill checks. It's tough to find the right balance between giving the player full control over his character sheet and cutting down on bookkeeping.
Let me know if you have any more trouble!
I should add, it's currently a little confusing how the ability score modifier is included in the skill check roll but does not display in the bonus field. I wanted a thief to be able to enter the modifiers right out of the table in the book without accounting for ability score mods and armor check penalty.
Ultimately, I think I should either go back to a less automated skill list, or build it closer to the 3.5E structure. Any opinions on this?
I'd say less automated as well. Lots of people I know (including myself) are fond of houseruling certain aspects of DCC and it makes it easier to do that.
Yeah, less automated is probably the correct answer for DCC RPG skills. I keep all the old rulesets, so if someone wants the more automated skill list, I can always turn it into an extension or something. I will post the non-automated skills version tonight - thanks for the feedback and bug report!
I reverted back to the old skill setup - type in a name and adjust the modifier. If you want to make it rollable, then drag dice onto it. If it's just the modifier, then you can double-click or drag to add the it to the modifier stack, and it will be applied to the next dice roll. If you want to add an armor check penalty, you can double-click or drag that to the modifier stack as well before making your roll.
The link above (#73) and on the first page will take you to the latest version.
Attachment 12727
I started a YouTube channel with a couple of DCC RPG ruleset tutorials. I am going to make a few more soon...
Working on a few things for update 1.9...
I added some modifiers and effects. I keep finding random bugs, so I'm fixing those along the way - nothing major, thankfully. I still have some testing to do, but here is a screenshot:
Attachment 12914
Overkill on the effects? Maybe...
Higher = On higher ground
Into Melee = Firing a missile weapon into melee