Thread: MoreCore Ruleset
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April 2nd, 2020, 02:06 #2061
Is there an infinite number of variables then that can affect your roll? Is there a limit to the number of items you can use to effect your roll? is it possible you could have
/mothership 1d100#(stat+skill+weapon+biogloves+exoskeleton+amp hetamines+skittles)
This is further exacerbated in that you could roll 15 and 33 and while 15 is lower, 33 is better. This might be best handled by rolling twice.
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April 2nd, 2020, 02:37 #2062
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April 2nd, 2020, 02:40 #2063
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April 2nd, 2020, 02:43 #2064
- Join Date
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Sorry. I guess i was kind of "thinking out loud" which isn't very helpful in text.
At most i believe we'd have stacking: stat + skill bonus + tool item + stimulant item + situational bonus.
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April 2nd, 2020, 08:33 #2065
Yes that helps a great deal and having now run an encounter, I can see my Attack and damage DC rolls referencing the target PC/NPC in the chat window and CT. That said, I now see I had some preconceptions of how the CT actually functions and was expecting something like the Savage Worlds CT. This seems much simpler; at least how it's functioned in my tests. I believe I'm still doing somethings wrong though, as I can only target PCs/NPCs by either drawing a targeting box around them or dropping a weapon Attack on their token from the PC's/NPC's Attacks box. I can't drag & drop the [target] icon in the CT entry to an enemy entry in the CT, or a token on the map?
I figured it might be easier if I attacked a blank character sheet I created for my campaign, with the combat steps circled & numbered. Unfortunately It's quite difficult to describe in words.
https://www.dropbox.com/s/7jiap8aw653nive/True20_Combat.png
The combat steps are as follows:
1. 1d20 + Attack Bonus Rolled
2. Attack roll result compared against the target's Defense.
3. If equal or higher than Defense, a Toughness save DC is determined based upon the weapon. For this weapon it's DC 16 on standard attack success, DC 19 (crit) if a natural 20 is rolled.
4. A Toughness save is made against the weapon damage DC. If equal or higher no damage occurs.
5. If the result is less than the damage DC, a damage box on the Damage Track is checked off based upon the degree to which the Toughness rolled under the DC: 1-4, 5-9, 10-14, 15+
My damage track differs from the True20 core rules, as the official track has 2 sets of horizontal tracks; 1 for non-lethal, 1 for lethal damage. The houserule I use, combines them into a single track with a "\" placed in a box when non-lethal occurs and "/" placed in one when it's lethal. There's also no limit to the number of checks that can be in the 1-4 & 5-9 damage bands in the core rules; each adding to an accumulating penalty. My houserule has a limit of -3, with damage overflowing rightward to the next group of checkboxes.
I'm not sure I want to go to trouble to code an extension that implements such a Damage Track. Since the 1st 2 groups of checkboxes only increase an accumulating penalty as they're checked off; they could probably just be a number box with a penalty of -1 to -3 entered manually. The other single checkboxes equate to conditions, that vary in the severity/degree to which they debilitate the target. Last checkbox is self explanatory and is only possible with lethal damage.
Anyhow, after doing some testing I'm not as concerned about attack rolls and damage DC generation. I'm still however struggling with the best way to implement something that can serve the function of the True20 True Damage Track. Any feedback would be much appreciated.
[Edit] BTW, how can one embed graphic files from a Dropbox share into the body of a reply here? I tried using the Insert Image button, but it didn't work. Failing that, I instead just linked a URL to the file.Last edited by damned; April 2nd, 2020 at 10:21.
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April 2nd, 2020, 11:44 #2066
Try creating 5 trackers
Bruised min/max 0/3 (or reverse)
Dazed min/max 0/3 (or reverse)
Staggered min/max 0/1 (or reverse)
Unconscious min/max 0/1 (or reverse)
Dead min/max 0/1 (or reverse)
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April 2nd, 2020, 16:46 #2067
Many thanks for the suggestion. Such trackers would need to be created from code - that correct?
[Edit]BTW after more testing, all features of the CT are working. I can now see why creating attacks and there damage in the Attacks window is the preferred approach, as they're now accessible on a character's entry when the attack [sword] icon is pressed. Don't know why that wasn't working before, but for some reason it wasn't.Last edited by kronovan; April 2nd, 2020 at 16:53.
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April 2nd, 2020, 22:54 #2068
Kronovan
In all Fantasy Grounds rulesets it is expected that players attack and do stuff from their Character Sheet. They have (usallly) only 1 character to manage.
The GM is expected to do their thing from the Combat Tracker.
So NPCs add more stuff to the CT than Players do.
My recommendation is NOT to use Attacks.
Rolls do everything (and far, far more) than Attacks do.
And Rolls are accessible from clicking on the d6/roll icon in the CT.
When you create a Roll one of the options is to Enable Trackers - do that INSTEAD of filling out the rolls parameters and stuff.
Set a Min/Max value, Set the direction Down or Reverse (Up) and click to set the icon it outputs to chat - probably Heart for these ones.
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April 3rd, 2020, 01:34 #2069
Damned,
I’ve got a question for ya if you don’t mind. I can drag dice rolls from chat to wounds. I’m the GM.
But my players are complaining they can’t. Is this normal?
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April 3rd, 2020, 01:42 #2070
Standard Fantasy Grounds behavior.
Players cannot change data on objects they dont own.
It requires OOB messaging which is code written to handle the specific situation.
You need to use one of the Damage Rolls that I mentioned in this thread to someone else yesterday and the players need to target their enemies using FG targetting.
If you are playing Dungeon World then they should use the /damagedr roll which will reduce the damage inflicted by the value in defense.
If you check my video on creating Dungeon World in MoreCore you will see how to do it.
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