Thread: MoreCore Ruleset
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April 22nd, 2020, 13:56 #2181
you either roll vs 9 or vs a fixed score. if you make a climb check for example a 9 would be success, to see how good you Count the success Levels. Of Course there are possible modifiers too. -1,-2,-3 and so on for how hard it is to climb. If you try to do semething that can be actively avoided like an attack you have to target the enemies muscle score or Brains for example when you want to fool him. This score might be different than 9 but everything below 9 is Always a miss.
So all checks are against 9 unless they arent?
How any modifiers could you possibly add to a roll on top of attribute+skill or attribute+attribute?
And all attacks are against Muscles?
Unless they are against Brains or Combat?
Unless M/B/C is less than 9 then its against 9?
If you beat the M/B/C you measure success not against M/B/C but against 9?
For Checks it sounds like you need:
Each Attribute setup as a Modifier Strength /mod (p1)
and each Skill setup as a Modifier Going Medieval /mod (p1)
and 3 modifiers called Hard/Harder/Hardest (/mod -1/-2/-3)
and a Generic Roll Check /buffy 1d10x(p1) (this roll does not exist at this time)
To make a check of any sort you click the appropriate combination of Attribute/Skill/Modifier and then click Check which will roll 1d10+attr/skill/mod and check it vs (p1) which will 90% of the time be 9.
It will report on the result including the number of successes. The number of successes will need to be drag/dropable.
For Attacks its more complex.
You still have each Attribute setup as a Modifier Strength /mod (p1)
and each Skill setup as a Modifier Going Medieval /mod (p1)
and an Attack Roll Attack /buffyac 1d10 (this roll does not exist at this time)
On the NPC sheets you will need 3 Rolls - Muscle/Brains/Combat and they will use a roll something like:
Muscle /tset (p1) and when you click this roll it will set the NPCs defense to the (p1) value (this roll does not exist at this time AND I need to test of this can work in the CT...)
To make an Attack of any sort you declare the type of Attack, the GM determines the defensive attribute and clicks it, then you roll the Attack which will check the Defense value and calculate the Roll result.
It will report on the result including the number of successes. The number of successes will need to be drag/dropable.
On the NPC sheets you will need a Roll for Armor, or because these are NPCs they probably dont live long enough to need to change Armour values so you could just set the C4 as Armour. This value will be used to modify the Damage roll.
To Roll Damage you will need a new Roll Damage /buffdmg
Scratch that. You need to come up with a consistent formula or expression for damage. I cant guess at all the combinations.
The human mind is incredibly good at handling this type of variable input and rules. Coding this sort of stuff is non trivial.
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April 22nd, 2020, 13:59 #2182
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April 22nd, 2020, 14:05 #2183
Hi there Amesephis
More info required. is it always a d20? How do the skills factor in to the roll?
Please provide two examples each of a simple roll, a medium complexity roll and a complex roll (lots of different inputs)
Example - if my target is 12 and I roll 12 i get a critical success but how many Victory Points?
if my target is 12 and I roll a 10 how many VPs?
if my target is 12 and I roll a 1 how many VPs?
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April 22nd, 2020, 15:30 #2184
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Hi there ^^ and Thanks damned
yeah it's still a D20 for the checks.
When you perform a critical succes it double the Victory Point.
Exemple : if you'r total (carac+skill) is 10 and you roll a 9 on you'r dice : you'll have 4 VP; if you'r total is 9 and roll a 9 you'll have 8 VP.
The table of Victory Point don't move and is still the same for all checks : the fact that you have carac+skill 4 or 18 don't impact the Victory Table : it represents the fact that a weapon master will always be superior to a student on a normal roll, afterwards you're not always at the top of your form...
Only the total of carac+skill will change, at this total you can have a bonus or a malus depending on whether the action is common or heroic. :
+2 simple : sing a famous tune
+4 easy : seducing someone who's already "in the mood"
+6 a piece of cake : world-famous celebrity recognition
+8 it's a snap : walking and chewing gum
+10 unmistakable : hit a bound and helpless opponent
-2 discomfort : long-range shooting
-4 arduous : shooting at maximum range, performing two actions at the same time, see in the fog
-6 difficult: perform three actions in the same round, even in almost total darkness
-8 tricky: climbing a cliff without equipment
-10: heroic: hitting the bull's-eye at 100m with a blindfold on.
Another point is : I don't know if it's possible to automate a dice roll based on the use of a skill:
If a starship pilot wants to fly through an asteroid field the Han Solo way: Dexterity + piloting skill.
If he wants to save fuel and cross the solar system while taking advantage of the principle of gravitational acceleration: Intelligence + piloting skill.
And Thank you very to help me ^^ doing it while taking care of my child (2years old) + learning new coding language + learning FGU : my check skill will be tricky +8Last edited by Amesephis; April 22nd, 2020 at 22:50.
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April 22nd, 2020, 17:49 #2185
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- Feb 2012
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April 23rd, 2020, 13:26 #2186
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- Feb 2012
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(rolld10+Attribute+Skill) compare to target (combat, brain or muscle) if >= hit else miss
if hit do (((attribute+1)*2) damage +1 per success level(type slash/Stab, bullet or blunt)) if target armour has matching type(type slash/Stab, bullet or blunt) reduce damage by y if target has no matching armor type -z) to target.
If target is living and attack is bullet or slash/stab, double the damage.
This should be the needed dice roll. The damage is just an example. If something like this is possible I would be happy to try and figure it out by myself. Or if you can provide a hint or a line of code it would help a lot.+1 per success levelLast edited by amanwing; April 23rd, 2020 at 14:31.
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April 23rd, 2020, 14:30 #2187
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(rolld10+Attribute+Skill) compare to target (combat, brain or muscle) if >= hit else miss
if hit do (((attribute+1)*2) damage +1 per success level (type slash/Stab, bullet or blunt)) if target armour has matching type(type slash/Stab, bullet or blunt) reduce damage by y if target has no matching armor type -z) to target.
If target is living and attack is bullet or slash/stab, double the damage.
This should be the needed dice roll. The damage is just an example. If something like this is possible I would be happy to try and figure it out by myself. Or if you can provide a hint or a line of code it would help a lot.
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April 23rd, 2020, 15:48 #2188
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- Jul 2018
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- 65
Hey Damned. I posted this in the SotDL thread but didn't get a response from SuperTeddy ... not sure if it needs to be in that thread or this one:
When opening an ability in the Talent box on the character sheet, it now shows the word "Feature" under the name of the Talent. Unlocking the ability box doesn't allow access to edit a new field called Feature - the word just hangs out there.
Screenshot (99).jpg
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April 24th, 2020, 13:30 #2189
Hello all,
Im new to FGUnity and to be honest the only reason im still here is because of MoreCore. Im strictly HB and dont really have much interest in using set systems anymore. As I have been down that road for many decades and to be honest, got bored with DM the same old archetypes and i find 90% of them very railroady and stale. We started our HB project around D&D 3.5 and has been a labor of love for many years until it became a finished product.
Anyways, what im getting at is when COVID hit, it basically fragmented our weekly group and we all were looking for a way to get our HB system playable online with a VTT. Those other guys had xml/html scripting which me nor my group had much experience with (plus i discovered some social drama from competition). Anyways, we were frustrated as we were all starting to think we would have to go back to core systems (urrgh, no offense peeps) but all that work was going to be for naught. And plus we love what we have designed. I was in charge of FG research and after lots of exploring i thought the CoreRPG system was a good as we could get.
Boy was I wrong. "Hmmm, whats this MoreCore thing" the noob pondered one morning at 4am. I was about to uninstall FG as its not what i wanted, a fantastic piece of software, just not for me. Oh well i thought, lets read up.
It took a bit for it to click but once it did, man am i impressed. This MoreCore system is amazing for HB. An absolute must have. Im so impressed with all the hard work and thought that went into this. It was like it was built for me and our HB. I can do it all. Everything i could do at a real table.
So basically this whole rambling post is a sincere ty to the MoreCore team and their wonderful .PAK. You all saved my group, my table and my game. I still haven't discovered all the MoreCore potential, everyday i mess around and read the forums i discover a new feature. Incredible. Ill be honest if MoreCore gets pushed to the back burner i will no longer sub to FG. I subbed to FG because of MCore and will probably never use the other systems it comes with.
Ty MoreCore team!
Rocksfall.
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April 24th, 2020, 14:25 #2190
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