Thread: MoreCore Ruleset
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January 22nd, 2017, 07:10 #171Celestial Paragon
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The general mechanic is 2d6 + skill level + attribute modifier +/- situational modifiers >= 8 for success (and amount of success or failure should be reported - if the total was 10, then an "effect" of 2 should be reported; or if the total was 5 an "effect" of -3 should be reported). Effect is not always used, but it shouldn't matter if it's always reported - it's used as a situational modifier if you have "chains" of skill checks. If you could make it so that dropping the result roll onto the modifier box adds the "effect" as modifier instead of the total that would be great, too.
Sometimes the skill level or attribute modifier is not used.
If the character has -no- ranks in the skill (this is different than a skill of "0" - a skill of "0" means that they have *some* familiarity with the skill and adds 0 to the die roll), a modifier of -3 is used.
Attribute modifiers normally range -3 to +3 for most cases, though things like powered armor can drive a strength modifier up (or other situations). While a skill has a "typical" attribute assigned to it, the GM can over-ride this on a case by case basis. For example, an Engineering check to build something from spare parts could use the Education attribute (if you're going "by the book" and building something you learned how to build) or the Intelligence attribute (if you're doing a "MacGyver" type build where you make something from totally unrelated stuff).
Combat is a skill check against the appropriate weapon skill for "to hit". Armor, range, aiming, cover, etc are all applied as situational modifiers. If the target is hit, damage is rolled as some number of d6 (depending on weapon) +/- modifiers and totaled. Damage is then taken from the three attributes Endurance, Strength, or Dexterity (first against End until End is reduced to 0, then subsequent damage from either of the other two, player's choice). When two attributes are reduced to 0, then the character is unconscious and all further damage is applied to the remaining attribute. If all three are reduced to 0, he is killed. The only kink in this is firing an automatic weapon in full auto mode (single shot and burst follow the same pattern, burst adds a modifier to damage if the the target is hit). When firing a full auto weapon in full auto mode, a number of dice equal to the "auto" rating of the weapon are rolled, and the player then groups the dice into pairs as he wishes, and each pair is resolved as a separate attack, and the skill for the weapon is capped at 1 (even if the character has a skill greater than 1, you only add 1 to the attack roll for the skill).
Sometimes, a natural 2 is always a failure and a natural 12 is always a success, though no automation should be applied to this, it only applies in a few situations.
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January 22nd, 2017, 07:18 #172Celestial Paragon
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Forgot to mention...
Attributes range from 0 to 15 for typical races, with attribute modifiers ranging from -3 to +3 (though as I did mention, some things can cause those numbers to exceed 15 and +3; those numbers are for an "unaugmented human").
Skills range from "untrained" (-3), then go from 0 up. There is no technical maximum, but I have never seen a character with greater than 6 in any skill. A skill level of 4 would be someone who is world famous in that skill - Medic 4, for example, would be a renowned physician or surgeon. If the skill is greater than 4, then they're not only famous among their peers, but famous outside of their normal group. Stephen Hawking would probably have a "Physical Sciences (Physics)" skill of 5 or 6, as he is known world wide for his knowledge of physics even among those people who have little knowledge of the subject themselves.Last edited by Andraax; January 22nd, 2017 at 07:29.
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January 22nd, 2017, 13:49 #173
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January 22nd, 2017, 14:51 #174Celestial Paragon
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Looks fine. Everything else needed can be added via modifiers.
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January 22nd, 2017, 20:17 #175Adept
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Awesome stuff!!!!
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January 22nd, 2017, 21:48 #176
Looks really fantastic!
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January 22nd, 2017, 21:55 #177
That is by far more than what I have expected as I asked for d66...so thanks a lot damned
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January 22nd, 2017, 22:03 #178
You can roll d66 and d666 using these commands
/die d600+d60+d6
/die d60+d6
The dice are also draggable from the d6 custom die radial menu.
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January 22nd, 2017, 22:55 #179
I dont know how you look like - but it might be love
Ok, just kidding - it's late.
Thanks and gn8!
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January 23rd, 2017, 17:23 #180
L5R Extension
First of all, thank you for your hard work. Yes, I had found the fantastic extensions available for MoreCore --learning a lot from them to set up the L5R extension. I will try to get an English and a Spanish-localized one done.
About XenophageX's excellent idea of showing the portrait when using /rnk, I had done that change myself using the CreateBaseMessage function, as Trenloe suggested to me some days ago in the main Workshop forum. An example of the code would be:
local rMessage = createBaseMessage()
rMessage.text = draginfo.getDescription()
rMessage.dice = aDieResults
rMessage.diemodifier = draginfo.getNumberData()
Comm.deliverChatMessage(rMessage)
Let me know if you want a file with the code and I can PM it to you.
Sibelius
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