Thread: DCC RPG Ruleset
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November 9th, 2016, 21:10 #191
This is what I am doing with spell checks. I eliminated any requirements for a specific class, so anyone can set up spells however they want. There are magic weapons out there that grant spells, so I needed to free things up a bit in that respect. I might move the Base Spell Check frame to the top...
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I was thinking about making the disapproval range completely manual again so I don't have to worry about keeping up with all of the third party classes out there. Like the deed die, I know FG users have a general aversion to manual entry
My problem with the deed die is that the ruleset runs the game incorrectly with multiple attacks per round. I could store the value of the mighty deed roll. But what if someone is just messing around and rolls a deed die for their wizard - when is that stored value deleted? Or is it only stored if they are a warrior, dwarf, etc. (like the current version), which means that GMs who want to run custom classes cannot do so.Last edited by leozelig; November 9th, 2016 at 21:19.
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November 9th, 2016, 22:25 #192
You have me to blame for breaking your ruleset.

I would leave the dissaproval as automatic, because otherwise, it is too easy for the player to forget about. I know it's more work to account for the extra classes, but really, you've already got that work done. I don't know of any right now that use the cleric spell mechanic that we haven't already addressed. Likely there will be a small addition when MCC comes out or if we try to incorporate some from Crawling Under a Broken Moon or CrawlJammer. But, they apparently weren't that tough to add. Magic items don't follow the normal mechanisms, so we don't have to account for that.
Breaking the spell check off as separate is a good idea though.
If there is a way to make the deed die roll separately and store the value for only one round and one round only regardless of how many attacks the character made, then that would be best, however, I think that would be too difficult to try to code. So, it's best that we just leave it. It would also cause issues with some classes that actually use the Deed Die for things alternate than attacking ex. thief luck die; barbarian damage resistance die.Ultimate License Holder GM
Games currently Playing: AD&D, DCC RPG and D&D 5e
Finished Projects: AD&D Ruleset
New School NPC Maker 5E
New School NPC Maker PFRPG - 3.5E
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Current Projects:
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4) Basic Fantasy Ruleset
5) Metamorphosis Alpha Ruleset
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November 9th, 2016, 22:45 #193
Trying to get everything in a uniform format and remove that horrid dice string cycler...
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November 9th, 2016, 22:49 #194SmiteWorks
Supreme Deity
- Join Date
- Mar 2007
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- 23,489
You're probably using the "basicdice" template from CoreRPG, which provides the decal of the dice shadows in the middle of the field. You might want to switch to using "simpledice" template, and define your own frames for default frame and drophilight frame.
Cheers,
JPG
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November 9th, 2016, 23:00 #195
I think of it as exposing some weaknesses. It's always a work in progress...
Currently the ruleset stores the deed die result until damage is rolled, after which it is deleted. If you have multiple attacks and roll both attacks before rolling damage, only the second deed die roll is stored, and this is deleted after the first damage (and before the second damage) is rolled. If I separate the mighty deed roll from the attack roll but save the result for subsequent attacks/damages, then ideally it should be deleted at some point - maybe when the character sheet is closed, for example, assuming I can figure out how to do that.
Thanks for the suggestions, I will try to figure out a decent compromise.
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November 9th, 2016, 23:02 #196
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November 10th, 2016, 02:57 #197
What if Hugh the Barbarian was a Fantasy Grounds frame? Hmm...
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November 10th, 2016, 03:28 #198
Ha Ha. That's awesome. Be careful about copywrite though. Don't know if you can actually use that.
Ultimate License Holder GM
Games currently Playing: AD&D, DCC RPG and D&D 5e
Finished Projects: AD&D Ruleset
New School NPC Maker 5E
New School NPC Maker PFRPG - 3.5E
Old School NPC Maker
Current Projects:
1) Adventure Module.
2) Maintaining and improving released projects.
3) C.O.O.L. Beasts
4) Basic Fantasy Ruleset
5) Metamorphosis Alpha Ruleset
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November 10th, 2016, 12:11 #199
I am not going to use it - I just posted it for fun.
I think I am going to change the deed die to a basic setup but make the current automated deed die an extension since most games do not involve PCs with multiple attacks.
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November 11th, 2016, 02:12 #200
Here is my solution to the automatic deed die - I created an option that you can toggle on|off, and I created a list in the DataCommon file for classes that use the deed die and deity disapproval so I only have to update one file for new classes.
I also cleaned up the diefield frame and removed some of the ability cyclers (saving throws and initiative) that will most likely never be used.
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