DMsGuild Classic
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  1. #271
    leozelig's Avatar
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    Quote Originally Posted by CaptainBeikoku View Post
    Hi,

    I run a Dungeon Crawl Classics game and I've noticed that the armor check penalties do not apply correctly to my thief or hafling skills. I've read a bit on the forums and folks suggested updating to the new ruleset but my version is totally new and was installed well after said posts were made.

    Any ideas?
    Hi Captain Beikoku,

    The rules are a little vague about which skills apply an armor check penalty as I recall. Climbing does of course, and I think based on 3.5E, you could assume some others. I have tended to not automate these things if the rules are not explicit about them.

    But I am always willing to change it based on feedback. If anyone else feels this should be automated, please let me know...

  2. #272
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    Quote Originally Posted by Baufrin View Post
    Is there effects coding available in the DCC ruleset? If so can we get a link to the effects available?
    Hi Baufrin,

    I will look that up and post them here. The user guide states that attack modifiers are applied per Table 4-1 (page 78), so that would mean...

    Modifiers Menu ('+/-' button in upper right corner)
    Medium Range = -2
    Long Range = -1d
    Firing into Melee = -1

    Effects on Attacker:
    Invisible = +2
    On Higher Ground = +1
    Squeezing = -1d
    Entangled = -1d

    Effects on Defender:
    Behind cover = -2
    Entangled = +1d
    Helpless, Paralyzed, Sleeping, Bound, Grappled, Restrained, Stunned, Unconscious = +1d
    Kneeling, Sitting, Prone = +2 melee, -2 ranged

    The one exception from the table is 'Blinded' because there are so many different applications of that effect described in the rules. If you feel this should apply the +2 modifier as described in Table 4-1, post your thoughts.

    Another possibly overlooked function is the 'Short Range' button in the modifiers dialog box. This applies your STR modifier to damage for a ranged attack. The item description states whether this rule applies to a specific weapon (typically thrown weapons like handaxes).

    Hope this helps!

  3. #273
    leozelig's Avatar
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    I finally identified the issue with effect duration units! It's amazing how a simple error can elude you for so long, even when you've looked right at it a dozen times... So, you should get an update on the Test channel soon. I also cleaned up some of the spell actions; right-click for existing spells on your char sheet and select 'Reparse' from the radial menu to apply these.

    Let me know if you find any other issues. Otherwise, I will ask to push this to the Live channel in the next week or two. Thank you for your patience!

  4. #274
    While on the Live FGC I noticed the "heal" action for Powers does not work. When I add a heal Action for an ability (Lay on Hands) on the Actions Tab it creates a button as usual but when I apply that action I receive the following error: Script Error: [string "scripts/manager_action_damage.lua"]:966: bad argument #1 to 'pairs' (table expected, got nil); and nothing happens. This results in the Judge having to manually change characters hit points when they are healed.

    I also checked FGU; the heal action has no effect there either but there is no error displayed.

  5. #275
    leozelig's Avatar
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    That clearly needs to work. I will look at it.

  6. #276
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    I fixed the healing issue - apologies for my amateur coding

    This should download with the next update on the Test channel...

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