Thread: MoreCore Ruleset
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April 24th, 2017, 05:35 #311
Ok so version 1.39 has been posted with a whole slew of new rolls.
https://www.fantasygrounds.com/forum...l=1#post299288
Valid Dice Strings are:
/bane #d# (roll #d# and add the highest value as a -mod to the modifier tool)
/boon #d# (roll #d# and add the highest value as a mod to the modifier tool)
/blackcrusade 1d100x# (hash is difficulty, results in degrees)
/conan 2d20x#y# (roll 2d20+skill+specialisation, each dice equal or under skill is a success, each dice under specialisation is an additioanl success, modifiers increase the number of dice
/champions # (use OCV for # to determine DCV success)
/ckill #d6 (roll #d6 for Body damage + 1d6 to determine additional body damage)
/cskill c# (roll equal or under 9+characteristic/5+skill on 3d6)
/cstun #d6 (roll #d6 for Stun and Body damage)
/die #d#+# (roll #dice and add #) r
/dsr 1d20+# (roll 1d20+modifiers - 15 or better is success, 11 or better is a near miss)
/edie #d# (roll #dice and explode)
/edies #d#x# (roll #dice and explode, count results above # as successes)
/harn 1d100x# (checks for success and criticals)
/heal #d#+# (need to ctrl-drag to apply negative damage)
/hitos # (roll 3d10, the middle number must equal or beat #)
/orderresult #d# (roll #d# and order results)
/pbta #d#+# (roll #dice and add #)
/pendragon 1d20 # (roll 1d20 equal or under target, equal target is Critical Success, 20 is Fumble)
/qin (Qin Yin/Yang dice)
/rolld #d#x# (roll #dice drop # lowest)
/rollover #d#x# (roll #dice and count #-, accepts extra dice from modifiers)
/rollunder #d#x# (roll #dice and count #-, accepts extra dice from modifiers)
/rnk #k# (roll #d10 explode and keep highest #)
/rnkd #k# (exploding dice doing damage)
/rnkdk #k# (exploding dice on 9 and 10 doing damage)
/rnke #k# (re-roll 1s once and then explode 10s)
/saving #d#+#<># (roll dice and equal or higher/lower for success)
/sfdice #d#s#f# (roll #dice, count #s[Success] and #f[Fail])
/successes #d#x# (roll #dice and count #+)
/symb 1d20x# (roll equal/under target)
/talislanta 1d20+# (roll 20+ Critical Success, 11-19 Full Success, 6-10 Partial Success, 1-5 Failure, 0 or less Mishap, accepts multiple modifiers)
/thac0 1d20+#x# (roll 1d20+mod, x# is characters THAC0 value)
/trav 2d6+# (Traveller roll 2d6+mod)
/woddice #s# (roll #d10, count dice above #, subtract 1s, use Modifier box for additional Difficulty modification)
/ability (description only)
/cleric (description only)
/mtrait (description only)
/spell (description only)
/trait (description only)
/mod # (adds entry to the Modifier box, accepts negatives)
/rollon [table name] <-c [column name]> <-d [NdN+N]> <-hide> (rolls on table)
/followon [rollname] rollon [tablename] (registers an event that will roll on the [tablename] any time that character does the [rollname] roll. /followon [rollname] without further arguments to unregister.)
Attachment 18660
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April 24th, 2017, 05:44 #312Grand Patriarch
- Join Date
- Feb 2014
- Location
- Australia
- Posts
- 725
Nice work Damned.

Can see use for several of these like /mod, /followon and /rollon.Server License: Ultimate. Anyone can play for free.
Server Address: Cold Thief Bold Luck
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April 24th, 2017, 05:49 #313
Lots of rolls accept /mod and /boon and /bane actually roll #dd6 and place the highest value into modifiers (so if you need dice examples for modifiers use these) and you need to be aware that /followon only works with those scripts in the /scripts format - the ones in /desktop/scripts dont follow the newer standard.
So there are lots of great rolls there already and lots of examples to work from in building new ones.
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April 24th, 2017, 15:28 #314
Can any Champions players load this extension in a BRAND NEW MoreCore campaign and provide some feedback...
https://www.fantasygrounds.com/forum...1&d=1493043999
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April 24th, 2017, 21:17 #315Warrior-Priest
- Join Date
- Mar 2017
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- Italy
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Is there a way to add a bonus or penalty die to a pbta roll/Dungeon World move?
If (and only if) a bonus die is "checked/selected" (advantage): roll 3d6, drop the lowest, add the Ability Score, return pbta result (Failure with hard choice, Success with Cost or Success).
If a penalty dice is "checked/selected" (disadvantage): roll 3d6, drop the highest, add the Ability Score, return pbta result.
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April 25th, 2017, 00:10 #316
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April 25th, 2017, 08:25 #317
Damned,
I haven't downloaded this yet, but the Coriolis roller, is it still there? I dont see it on the list.
Jolly.
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April 25th, 2017, 08:56 #318
As soon as i saw you post on the thread I thought crap I cant remember adding a /coriolis roll in my screenshot but it is in there! I also didnt add it in the /dicehelp file!
So for anyone reading - its
/coriolis #d6
and it adds dice based on modifiers - eg a +2 modifier adds two dice.
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April 25th, 2017, 09:28 #319Warrior-Priest
- Join Date
- Mar 2017
- Location
- Italy
- Posts
- 35
Hi Damned, thank you for your suggestion.
I think the problem is the Bonus/Penalty die is applied only on special circumstances, so probably it would require a sort of "flag" to check/uncheck (a sort of D&D5e ADV and DIS near the modifier box, bottom left; or COC7e +1B/+1P). Currently beyond my programming skills :-)
It's a House Rule we are using for Dungeon World. Barbarians of Lemuria has a similar mechanics (If you have a boon, you roll 3d6 instead of 2d6, and discard the lowest).
I discovered More Core only a few days ago (I was looking for a Dungeon World ruleset), but i think it's really great!!! Thank you very much for it!
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April 25th, 2017, 10:12 #320
Hi alessandro here is a script that will allow you to create a second roll for each attribute - replace the one in the current ruleset. Ill include it in the next update.
/pbta 3d6+#
and it will keep the 2 highest die. you can even do 2d6+1d8+#
the dice will still roll and display the sum of all dice rollled (you could do many more dice) but the message will report the sum of the 2 highest+mods and the result.
I use MoreCore for Dungeon World and for another PbtA game City of Mist.
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