Thread: MoreCore Ruleset
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April 10th, 2017, 23:39 #291
Hi Bernard,
No I would not use MoreCore for running most game systems that have their own ruleset already. Maybe for some older community rulesets that are now buggy as they havent been maintained. Castles & crusades is a solid ruleset and provides a wealth of information and resources too. I use the Castles&Crusades ruleset and am very happy with it.
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April 10th, 2017, 23:44 #292
Hi yako2020 - thanks

No - CoreRPG provides a big chunk of the functionality for all the CoreRPG rulesets. And I mean a big chunk. CoreRPG stops where it does because those next features overlap/conflict with the other rulesets built on top. If you layered 5e on top of MoreCore you would get some very strange results as they change many of the same things (but 5e changes many, many more).
MoreCore is also a community developed ruleset with me doing a fair chunk of the work and my coding is very much a trial by fire and nowhere near as smart or tight as something written by the Moon Wizard.
I do think that for game systems that dont have a ruleset MoreCore is going to give you way more features and functionality than CoreRPG but it doesnt replace the need for CoreRPG.
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April 11th, 2017, 00:11 #293
I understood, as I said it was only theoretical and rhetorical ... it's that I always get excited about the good materials produced and always aim for things with them ...
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April 17th, 2017, 08:02 #294
Hey Damned, how difficult would it be to do vehicle combat using MoreCore?
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April 17th, 2017, 08:19 #295"I am a Canadian, free to speak without fear, free to worship in my own way, free to stand for what I think right, free to oppose what I believe wrong, or free to choose those who shall govern my country. This heritage of freedom I pledge to uphold for myself and all mankind."
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April 17th, 2017, 08:32 #296
As a good as MoreCore may be (and it is), the C&C Ruleset is designed specifically for use with C&C, is as up-to-date as any SmiteWorks-supported Ruleset could be, and has had a long time to "mature".
MoreCore, on the other-hand, is designed for those RPGs that don't have a dedicated Ruleset, nor the personnel to maintain such a Ruleset.
(Personally, I'd use MoreCore under any circumstances except when I had a dedicated, supported, up-to-date specific Ruleset - or one of my own generic Core-based Rulesets like DORCore)
Can you play C&C with MoreCore - yes, of course you can. Would you - not when the C&C Ruleset exists.
Just my $0.02 worth
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April 17th, 2017, 10:16 #297
MoreCore doesnt know anything about vehicles or about most things. Im sure you could run vehicle combat in MoreCore but the real question is what are the mechanics (in detail) for your combat example? If you explain the required mechanics (rolls) in detail then I can answer your question properly
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April 17th, 2017, 17:23 #298
Thats makes sense, let me re read and get to the point i understand these vehicle rules back and forth and i will let you know...
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April 21st, 2017, 04:42 #299Acolyte
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Exploding die with counting successes in MoreCore
I am pretty new to FG and really, really new to MoreCore. Loving it so far! I am still having some trouble figuring out the dice rolling options for MoreCore. I know I can /edie to get exploding dice and /successes to have it count a roll above X# so how would I go about getting it to do both with a single expression?
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April 21st, 2017, 05:23 #300
Welcome Dman101
Unfortunately the current FG engine does not have anywhere near the dice rolling macros of the other 2 big tabletops.
The additional rolls in MoreCore are manually coded (edie was largely coded by ikael and updated to fit into MoreCore for example) and can only do exactly what they were coded to do.
You cant chain rolls together like that with this implementation. We would have to write a new roller - maybe something like /edies #d#x# where the final # is the number to beat to count as a success
Its possible to do for sure - but it will mean you (or someone) diving in under the covers and checking out the LUA scripts that drive that roll...
If you do go down that route - dont make any changes today - as I have (coutesy of Sibelius) some /rnk variations that share that same script file to be uploaded with 1.39 real soon now.
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