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Thread: DCC RPG Ruleset

  1. #191
    leozelig's Avatar
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    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...

    Attachment 16201

    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.

  2. #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.
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  3. #193
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    Trying to get everything in a uniform format and remove that horrid dice string cycler...

    Attachment 16202

  4. #194
    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

  5. #195
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    Quote Originally Posted by vodokar View Post
    You have me to blame for breaking your ruleset.
    I think of it as exposing some weaknesses. It's always a work in progress...


    Quote Originally Posted by vodokar View Post
    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.
    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.

  6. #196
    leozelig's Avatar
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    Quote Originally Posted by Moon Wizard View Post
    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
    I am - thanks for the suggestion, Moon. Those overlapping dice shadows are a little ugly

  7. #197
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    What if Hugh the Barbarian was a Fantasy Grounds frame? Hmm...

    Attachment 16210

  8. #198
    Ha Ha. That's awesome. Be careful about copywrite though. Don't know if you can actually use that.
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  9. #199
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    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.

  10. #200
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    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.

    Attachment 16247
    Attachment 16248

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