-
August 29th, 2020, 14:03 #331
Leo, I noticed that the group "ability check" roll on the Party Sheet is set for 'roll under the DC' for success. So for example, if I set the DC to climb a wall at 10; a roll of 11 is a failure. The rules are written as roll over equals success except for Luck. Is this intentional or a bug in FG. Having both options available would be nice as I know both styles are popular amongst different Judges.
-
August 29th, 2020, 16:56 #332
Interesting - I will look at the ability check script. The only recent addition I have made is checking whether shift is pressed for a luck check, in which case a success is defined by rolling UNDER the DC and no ability modifiers are included. I would have expected that rolling from the party sheet would still function as a standard ability check. I can add this to the other things I am working on. That's a good suggestion to allow luck checks from the party sheet. I don't often use those functions because I want players to fail the roll themselves
-
August 29th, 2020, 17:19 #333
I find Party Sheet checks and saves most useful when I'm running a funnel with 20+ characters.
-
August 29th, 2020, 19:13 #334
- Join Date
- May 2020
- Posts
- 24
Hello Leo, I have recently run into a problem with DCC in FG. I added my PC's to the combat tracker. Then using the module 'The People of the Pit', I attempted to add the encounter to the combat tracker (using the key for it)...and it came up with a bunch of errors. Maybe I have done something wrong, but it will only add one of the creatures to the encounter? I have tried this with a couple of the encounters and it only adds one. Any help really appreciated. cheers, ryan DCC FG problem.PNG
-
August 29th, 2020, 19:45 #335
DMrabs, I saw this explanation posted on the DCC Rocks Facebook group. I think it is the solution for the problem you are experiencing. If you set the "Add: NPC Numbering" setting to "Random", this is what causes the crash. I switched this on last week so that explains everything. Setting it back to "Off" stops the issue happening.
-
August 29th, 2020, 19:59 #336
- Join Date
- May 2020
- Posts
- 24
Tabarkus!!! That was AWESOME!! thank you so much. i did exactly what you said and i could populate everything. PERFECT! I can't thank you enough. Cheers, ryan
-
August 29th, 2020, 22:20 #337
Yes, thank you (again) Tabarkus, and thank you DMrabs for the bug report. I just uploaded a fix for this bug (see post #323), so as soon as the update goes live (Sept 1?), random NPC numbering will work again.
I also fixed the issue with rolling ability checks from the party sheet. You will be able to roll either type of Luck check, holding SHIFT for the 'roll under' variation. The list of NPC spells in the combat tracker is looking good, and everything seems to be working, so you can expect those updates soon.Last edited by leozelig; August 29th, 2020 at 22:22.
-
August 29th, 2020, 23:41 #338
Cool, glad I could help. It was actually Caledoniaman who figured it out. Leo, is there a way to add damage immunity to mundane weapons to a creature while making it vulnerable to magic or silver weapons? Such as in the 5e ruleset. I know DCC does not have damage types which probably makes this difficult or impossible. I've tried the !magic, !silver effects but they don't work. I don't know the Core syntax well enough. My current work around is to make an effect for the creature that gives Damage Resistance set high, ex. DR: 20; and then make an effect to add to a PC for DMG: 20 so that the normal weapon damage overrides the DR. It's cumbersome but doable.
-
August 30th, 2020, 04:59 #339
Another request: can we get a Crit and Fumble button for NPCs/Creatures; and tie it to the auto crit roll option?
-
August 30th, 2020, 21:41 #340
I have included damage types in the ruleset code even thought the DCC core rules do not officially recognize these. The list of valid damage types includes "magic" and "silver" so it should work. For example, the effect 'VULN:silver' should apply double damage from silver weapons, and 'IMMUNE:!magic' should apply immunity to all non-magical weapons. I am reviewing the damage script to make sure I haven't left anything out.
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks