Thread: DCC RPG Ruleset
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April 7th, 2018, 23:39 #351
Yeah, that's a thought. I will play around with it and see what I can do.
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April 7th, 2018, 23:42 #352
I appreciate you looking into it. Do you have a Patreon or something, by the way? I would love to buy you a beer.
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April 7th, 2018, 23:58 #353
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.
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April 9th, 2018, 11:40 #354
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.
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April 19th, 2018, 03:30 #355
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.
npcs_by_hd.jpgsubtype_ranged.jpgoptions_fumble_crit.jpgLast edited by leozelig; April 19th, 2018 at 03:37.
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April 19th, 2018, 03:49 #356
\o/
Thanks for keeping this getting better all the time.Ultimate License. Running Hyperborea and CoC. Asks lots of questions. Mgpotter.com. PureVPN is a tested solution to run games when traveling. https://billing.purevpn.com/aff.php?aff=33044
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May 1st, 2018, 02:03 #357
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.
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June 12th, 2018, 15:50 #358
- Join Date
- Jul 2016
- Location
- Lincolnshire, England
- Posts
- 6
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
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June 12th, 2018, 15:53 #359
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June 12th, 2018, 16:23 #360
- Join Date
- Jul 2016
- Location
- Lincolnshire, England
- Posts
- 6
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
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