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Thread: DCC RPG Ruleset

  1. #81
    Excellent stuff. Much appreciated.

  2. #82
    sturtus's Avatar
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    Great work! Showing it off to my DCC group.

    I built out the DCC character sheet for Roll20 and made a set of scripts for API users to use in their DCC game, including a mechanic to manage spell duels. Maybe you can find some inspiration for spell duel management in my script.

    https://gist.github.com/sturtus/8626618

  3. #83
    leozelig's Avatar
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    Quote Originally Posted by sturtus View Post
    I built out the DCC character sheet for Roll20 and made a set of scripts for API users to use in their DCC game, including a mechanic to manage spell duels. Maybe you can find some inspiration for spell duel management in my script.

    https://gist.github.com/sturtus/8626618
    Awesome, thanks! I will see what I can do to make this work. I'm trying to clean up some of the code for a few features that don't work great but probably aren't used much, if at all. This would be great to have in there, though.

  4. #84
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    Here is update v1.9


    • Strength and agility bonus effects in the combat tracker were not applying to attack/damage rolls. Fixed.
    • Added the following attack modifiers (click desktop button to access): Medium Range (-2), Long Range (-1d), On Higher Ground (+1), Firing a Missile Weapon into Melee (-1), and Target Behind Cover (-2).
    • Added "HALF" and "DOUBLE" damage modifiers.
    • Added several conditions (click desktop button to access), many just for tracking purposes:
      • Attack roll modifier auto-applied when present on the attacker: Invisible (+2 melee), On higher ground (+1), Squeezing (-1d), Entangled (-1d).
      • Attack roll modifier auto-applied when present on the target: Behind cover (-2), Blinded (+2), Entangled (+1d), Helpless/Paralyzed/Sleeping/Bound (+1d), Kneeling/Sitting/Prone (+2 melee, -2 ranged).

    • Adjusted the IMMUNE, RESIST, and VULN effects:
      • "IMMUNE: {dmg type}" or "IMMUNE: all" = no damage taken from the relevant damage type.
      • "RESIST: # {dmg type}" = decreases damage by the specified # amount.
      • "VULN: {dmg type}" = doubles damage (not +50%).

    • Fixed the DMGO (ongoing damage) and REGEN (regeneration) effects:
      • "DMGO: #" = applies the specified # amount as damage at the beginning of each round.
      • "REGEN: #" = heals the specified # amount at the beginning of each round.


    Damage resistance for this ruleset does not really work by the book. The ruleset reduces damage by the specified amount for each damage roll (like 3.5E), rather than per round which is usually how DCC does it. I do not have the coding skills or time to make that work, unfortunately.

  5. #85
    Looking forward to testing the new version out. Thanks for all of your hard work.

  6. #86
    leozelig's Avatar
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    You're welcome! Let me know if you encounter any problems. I try to test everything, but inevitably something slips through the cracks.

  7. #87
    I got to check this out, but in the meantime- when do we play?

  8. #88
    Quote Originally Posted by leozelig View Post
    You're welcome! Let me know if you encounter any problems. I try to test everything, but inevitably something slips through the cracks.
    So just a couple of things:
    --The combat tracker has a display bug. When you toggle the "offense" button with any of "defense," "space," or "reach" the boxes overlap.
    Attachment 13156

    --A modifier field for the Crit Die and Fumble Die would be useful. This isn't really bug, more of a feature request. When you roll on table 1-2 (pg 19 of the rules) if you get "warrior's arm" or "Broken Star" you are supposed to double your luck modifier and it would be helpful to have a way to automatically adjust the roll.

    Beyond that, I haven't really encountered anything I can think of. You've done a helluva job. Thanks a bunch.

  9. #89
    leozelig's Avatar
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    Quote Originally Posted by FlightlessScotsman View Post
    So just a couple of things:
    --The combat tracker has a display bug. When you toggle the "offense" button with any of "defense," "space," or "reach" the boxes overlap.

    --A modifier field for the Crit Die and Fumble Die would be useful. This isn't really bug, more of a feature request. When you roll on table 1-2 (pg 19 of the rules) if you get "warrior's arm" or "Broken Star" you are supposed to double your luck modifier and it would be helpful to have a way to automatically adjust the roll.
    I noticed that myself - the attack and defense sections are overlapping, and only for PCs. I didn't know if anyone would notice, since you can't roll PC attacks from the combat tracker. It should be easy enough to fix.

    I will look at the crit tables. The modifier is easy to add - I did it for the deed die. If it's a case of doubling the luck mod on a specific roll result, but that is not known ahead of time, then maybe I should automate that in the roll script. I'll check it out.

  10. #90
    The rolls for "warriors arm" and "broken star" being "Lucky Rolls" would stay static based on the initial Luck score even as Luck gets burned. I leave it up to you how best to implement it, but a simple manual entry box would be completely sufficient from my perspective.

    Thanks again.

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