Thanks guys, I appreciate the encouragement! :)
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Where/What do I put languages to make them auto populate? To be more specific, for dwarf is the the entire paragraph that starts "At 1st level," or can you start at "A dwarf" since it looks like it populates from the feature?
Is there an official list of “features” per class?
For spellcasters, does the number of spells per level populate if I use “spellcasting” as the feature?
To give you an example, here is my Warrior features list:
Attachment 21232
Would you include Action Dice for each class as a feature?
For Clerics, Wizards and Elves, is there an equivalent to the 5e "spellcasting" feature that populates spell slots?
This a change inspired me to start entering rules into a "manual" again.
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Incredible. Thank you! As the guy that made the character sheet and API scripts for Roll20 DCC, I can tell you I will never look at that code again and will play DCC in FG from here on out. Great work!
I am now entering all the spells.
What is school and source in the standard spell?
School - Wizard or Cleric?
Source - Core rulebook and page number or where the character got the spell?
And one more question on entering spells.
I want to slowly create rollable tables for the misfire and manifestations and such for the spells. I can drag and drop links into the bottom, unlabeled field (which I also use to put the text for the results table). How come the text boxes for the misfire and such do not accept links?
Ok, onto equipment.
Can you detail what goes into each box for equipment?
If you type Weapon as the type the weapon box opens up.
Range seems to be a small box for short/medium/long.
Damage type? In DCC?
Can you provide a few screen shots or explanation about what the ruleset is expecting?
Thank you for creating such awesome module. Thank you for still improving it.
We're using it with friends that cannot attend phisically to our games and it is great.
Anyone knows what happens to the YouTube video? Did it have to be removed or something?
Also - anyone heard anything on an actively supported (by FG or GG) version of the ruleset? I just don't have enough time to create all the tables (and even if I had, don't know how to !ale them in the awesome format that was shown on the original videos)
Thanks for the work so far and I would be more than happy to contribute $$$ should this ever move forward!
G.
GG isn't interested in our money.
:(. :( That is indeed sad :( :(
Will need to rethink and maybe just adapt the adventures that I already have to 5E :(
You can easily enter the tables into the ruleset using the two table entering extensions. I have a lot of the rules entered and it really did not take so much time.
I am not sure what the advice to use MoreCore is about as this ruleset is quite good for DCC.
I have pinged Goodman Games a few times about FG and no reply. You should email them a polite email and ask.
https://www.fantasygrounds.com/forum...Table-Importer
This is one of them. I will look for the other one as well.
https://www.fantasygrounds.com/forum...Access-release
And the other one.
You do not have to have every table and spell entered. Break the task into smaller pieces and it goes pretty fast.
Working on a small update for CoreRPG 3.3.4:
- Attack dice can be added to NPC attacks (optional): Bite d20-1 melee (1d3).
- Damage and heal actions can be assigned multipliers on stat bonuses.
- Multiple damage types not parsing correctly. Fixed.
- Rolling the hit die from the classes dialog box generates an error. Fixed.
I hope to make some new tutorial videos soon. I have borrowed much of the code from 5E, so when in doubt, check the 5E user guide.
I have created modules for all of the core rules - reference manual, equipment, spells, and monsters... but sadly, I do not have permission from GG to share.
As always, post bugs here.
Always happy yo see improvements and I am getting closer and closer to running a campaign using it. Thanks!
Ruleset updated to 3.0.3
- Range field for weapons changed to string to allow for short, medium, and long range entry (i.e. 10/20/30).
- Armor check penalty button for skills is hidden when penalty not applied and not in edit mode.
- Added size field to Notes tab of character sheet (default = medium) for conditional effects.
- Added size and type fields to NPC record for conditional effects. Space and reach for map tokens are auto-calculated from size (default = 5/5).
- Weights for equipped items were not added to total when 'Variant' encumbrance option enabled. Fixed.
- AC was not recalculating when equipped armor is deleted from inventory. Fixed.
- Weapons remained in the weapon list when deleted from inventory. Fixed.
See post #341 for other changes. Thanks to JPG for helping me understand the last two bugs on the list.
Let me know if you run into any problems.
Thanks for the constant improvements to this.
Excellent turnaround, thanks! :cool:
I uploaded a quick fix for the 'Hand' field in the weapon dialog box. The 'Primary' and 'Off Hand' labels were not displaying in the string cycler.
Having an issue with the attack die field on the actions tab of the character sheet. No matter what I set it to, I get the error message when attempting to test roll-to-hit:
"Script Error: [string "campaign/scripts/char_weapon.lua"]:106: attempt to compare nil with number"
Also, usually I create weapons in the main items tab first, then copy over to a character sheet inventory.
In that process, the damage type doesn't transfer over to the weapon window on the actions tab of the character sheet. Minor inconvenience on that one though since I can easily type that in or copy it over from the item.
Edit: I think I figured it out the first issue. I didn't notice the little magnifying glass on the top of the actions tab for setting weapon meta info, and once I set the crit die, that seemed to clear the above error!
Suggestion: Maybe move that magnifying glass down a notch next to the Fumble/Crit/Deed die roll buttons so it's a little more visible?
I guess my eyes are beginning to exhibit signs of aging, must've been from reading the 5pt font in the Chivalry & Sorcery red book. :cry:
The ruleset is awesome. Thanks a ton for this.
Question: Is there a way to autoroll on the created tables (for monsters and PCs) when a crit happens? Or, for PCs, when clicking on the "Crit" button on the character sheet?
I could set up auto-roll for crits and fumbles, but I didn't know if that would take away the fun of rolling. I didn't want to over-automate things, if that makes any sense.
If there were an option, I would use it (both as a DM and a Player). Maybe make it an option?
Thanks for the reply, btw!
Yeah, that's a thought. I will play around with it and see what I can do.
I appreciate you looking into it. Do you have a Patreon or something, by the way? I would love to buy you a beer.
No Patreon, I don't want to ruin the fun by getting paid for this. I would take a beer though :)
I am updating the ruleset for CoreRPG 3.3.5 which is set to release the week after FG Con, so I will try to put something together by then.
Somehow I missed your post, benjihad...
This will be fixed in the next release, which should be sometime next week. Currently, it only happens until you open the weapon meta dialog box, as you mention.
I don't know if I follow. I recommend creating item records (accessed through the 'Items' icon in the sidebar) and dropping them into the inventory, which will auto-create a weapon entry on the Actions tab. I think that's what you are doing if I understand correctly, so of course, the damage type is supposed to transfer. By design, only the first damage clause transfers to the weapon list and only one range type - so a dagger will create a ranged entry but not melee. I will take a look and hopefully have it fixed for the next release.
I was blind to the magnifying glass button on the 5E character sheet also, but it became much more obvious once I realized it was there. I want the buttons to be consistently placed across tabs, but if I have time, I will experiment with a different button icon/color to make it more visible.
Updated to version 3.0.4:
- Compatibility with CoreRPG 3.3.5.
- Script error when rolling deed/crit/fumble before opening weapon meta dialog box for first time. Fixed.
- Improved sort 'by HD' for NPC list (button at top, not filter at bottom). See screenshot below.
- Damage type field removed from weapon record. Damage type should be entered in the damage clause (e.g. 1d3 nonlethal) and will parse correctly for drops to inventory.
- Weapon record requires subtype to include 'ranged' or 'missile' in order to parse correctly for drops to inventory. See screenshot below.
- Added option to auto-roll crit die and/or fumble die. NPCs that do not specify a crit table/die using the format for monster crits in the rulebook (e.g. M/d6) will roll a d4. See screenshot below.
- Party sheet rolls will be placed in tower, if hidden rolls enabled.
- Class and level combined into a single field on the party sheet and will now populate correctly.
- Script error for party sheet attack rolls. Fixed.
- Results of tower rolls will always be hidden.
- Skill checks, ability checks and saving throws made by GM will be hidden based on combat tracker visibility of creature, if creature in combat tracker.
Download linked in post #1.
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\o/
Thanks for keeping this getting better all the time.
Updated to 3.0.5:
Added XP tab to the party sheet and XP fields to encounters/quests.
This is a minor feature but has been on my list for a long time. :)
Hi guys,
This maybe a stupid question but...
If I were to download this module, does it include a version of the rules equivalent to those I already have ?
Also, does it included character sheets etc.
Finally, does this module rely on having any other materials (e.g. core rpg) ?
Thanks
I love DCC. I have loaded this up and without creating a bunch of characters and creating NPC's I cannot see yet what this module can do.
Is there a way to create your own NPC's in Fastasy Grounds ? Thinking of maybe remaking a DCC module for example, how to I get the creatures in ?
Thanks
This is just like any other FG ruleset, but without any premade material (due to copyright). You can add your own record (NPCs, etc.) via the buttons down the right side of the desktop.
I’d recommend reading through the first few pages of the User Guide in the Wiki and also watching some of the getting started videos (also isn’t the Wiki) to get the basics regarding using Fantasy Grounds.
This is also worth a read:
https://www.fantasygrounds.com/forum...ruleset-update!
but I cant find any of leozeligs videos.
We need a good user guide for this. I have been putting it off for quite some time. My videos were from the older version and no longer relevant, so I removed them.
Are videos preferable to a text document? I don’t see myself doing both.