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Thread: DCC RPG Ruleset

  1. #101
    leozelig's Avatar
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    Ruleset updated...

    I cleaned up some of the conditions in the effects menu. The conditions listed in Table 4-1 (p. 78) of the DCC RPG rulebook automatically apply attack roll modifiers.

    Attachment 13916

  2. #102
    leozelig's Avatar
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    I am focusing on modules for the next update. Since the ruleset is not officially licensed, I cannot share my modules, but I attached a screenshot of a spells module showing what is possible. I am going to create modules for equipment and monsters as well. Let Goodman Games hear from you if you want to have access to these. I don't think they have really embraced the online gaming community.

    I can't think of anything else I want to do with this ruleset after that. Maybe I will try to revive the OSRIC ruleset.

    Attachment 14081

  3. #103
    I am relatively new to FG and absolutely new to DCC. I backed the kickstarter for the 4th printing and am just now reading the rules. I am really looking forward to trying out DCC and am super happy to see this ruleset! Thanks for doing this.

    I have a few questions...
    * Does this ruleset cover the rules from the 4th printing (no idea what, if anything is different from previous printings).
    * I have a number of modules for DCC. Can I use Par5e to create FG modules for those? How are you creating DCC modules? Why isn't Goodman Games working with FG to get this stuff into their store?!?

  4. #104
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    You dont need to use Par5e to create adventures. Just do it fro within FG and use the /export feature. This is how 90% of adventures for FG are created.

    Send GG an email expressing your interest in seeing DCCRPG officially supported on FG. Its another revenue stream for them after all!

  5. #105
    Thanks. I will ping them about getting some of their material into FG. As far as modules go, what I meant was that I have a number of modules in PDF format. If I wanted to create FG modules from those, could I use par5e for that?

    Quote Originally Posted by damned View Post
    You dont need to use Par5e to create adventures. Just do it fro within FG and use the /export feature. This is how 90% of adventures for FG are created.

    Send GG an email expressing your interest in seeing DCCRPG officially supported on FG. Its another revenue stream for them after all!

  6. #106
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    Par5e is not some magic tool that will do all the work for you.
    Par5e is intended to build 5e reference material from very carefully formatted input text - and this is not a trivial task.

    When creating a module to run you need the following:

    Maps.
    NPCs and Monsters.

    Everything else is good but not required.
    In order I would then do -

    Encounters

    and then

    Story
    Other Pics
    Items
    Parcels

    There are quite a few videos on converting and adventure on youtube and possibly in the wiki.

  7. #107
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    Quote Originally Posted by ddaley View Post
    As far as modules go, what I meant was that I have a number of modules in PDF format. If I wanted to create FG modules from those, could I use par5e for that?
    This is what damned is saying - you don't need to use Par5E to create a Fantasy Grounds module, populate the data in Fantasy Grounds and export it to a module - FG is set up to allow creation of adventures within the application. The use the module export functionality: https://www.fantasygrounds.com/wiki/...#Module_Export

    Search for "fantasy grounds module" on youtube, there are quite a few videos showing how to create your own Fantasy Grounds module. A "module" in Fantasy Grounds is a container for custom data - usually "stuff" needed to run an adventure, stuff used to create a character and/or a library of useful information.
    FG Wiki: How to Compile the FG Logs

    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  8. #108
    Thanks. I will do some research on creating modules. I had watched a few videos using par5e, and I realize that, even with that utility, there is still a lot of work involved.

    Quote Originally Posted by Trenloe View Post
    This is what damned is saying - you don't need to use Par5E to create a Fantasy Grounds module, populate the data in Fantasy Grounds and export it to a module - FG is set up to allow creation of adventures within the application. The use the module export functionality: https://www.fantasygrounds.com/wiki/...#Module_Export

    Search for "fantasy grounds module" on youtube, there are quite a few videos showing how to create your own Fantasy Grounds module. A "module" in Fantasy Grounds is a container for custom data - usually "stuff" needed to run an adventure, stuff used to create a character and/or a library of useful information.

  9. #109
    leozelig's Avatar
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    Quote Originally Posted by ddaley View Post
    I am relatively new to FG and absolutely new to DCC. I backed the kickstarter for the 4th printing and am just now reading the rules. I am really looking forward to trying out DCC and am super happy to see this ruleset! Thanks for doing this.

    I have a few questions...
    * Does this ruleset cover the rules from the 4th printing (no idea what, if anything is different from previous printings).
    * I have a number of modules for DCC. Can I use Par5e to create FG modules for those? How are you creating DCC modules? Why isn't Goodman Games working with FG to get this stuff into their store?!?
    Welcome! The 4th printing is not really a new edition, just another print run. They added some art to fill in white space and fixed some typos - no new rules or anything. But the short answer is yes, the FG ruleset is set up for the latest rules. You will need the rulebook for referencing tables (spells, crits and fumbles, etc.) since I do not have permission to link that info within FG.

    I would not bother with any parsing tools for module creation. Goodman Games does not seem interested in promoting their products with Fantasy Grounds, but it's easy enough to make your own. I made a short YouTube video linked in the first post of this thread for DM prep. I just cut-and-paste from the pdf version of the module for story entries (which I often just read from the pdf anyway), enter NPCs, and create the map/handout images.

    My theory about GG and online gaming is that it doesn't fit into that 1970's aesthetic they are trying to capture, so it's mainly live/convention games for them. But who knows...

  10. #110
    Thanks. I watched a few videos last night. So, I think I'll start entering a module today. We'll see how that goes.

    Quote Originally Posted by leozelig View Post
    Welcome! The 4th printing is not really a new edition, just another print run. They added some art to fill in white space and fixed some typos - no new rules or anything. But the short answer is yes, the FG ruleset is set up for the latest rules. You will need the rulebook for referencing tables (spells, crits and fumbles, etc.) since I do not have permission to link that info within FG.

    I would not bother with any parsing tools for module creation. Goodman Games does not seem interested in promoting their products with Fantasy Grounds, but it's easy enough to make your own. I made a short YouTube video linked in the first post of this thread for DM prep. I just cut-and-paste from the pdf version of the module for story entries (which I often just read from the pdf anyway), enter NPCs, and create the map/handout images.

    My theory about GG and online gaming is that it doesn't fit into that 1970's aesthetic they are trying to capture, so it's mainly live/convention games for them. But who knows...

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