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  1. #331
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    Quote Originally Posted by Andraax View Post
    You don't need to do all that. Since MoreCore is based on CoreRPG, you can open CoreRPG modules directly.
    Quote Originally Posted by Trenloe View Post
    You only need step 1. MoreCore has <acceptfrom ruleset="CoreRPG" /> in the base.xml file, so it can read modules exported from CoreRPG without editing.
    Close Andraax!
    Rulesets don't import modules for their base rulesets unless specified as mentioned by Trenloe. MoreCore does include the accept from statement.

    I would do it differently though if it's a campaign that wolfheart is wanting to test... Make a copy of the campaign and add MC to the folder name. Go in and edit the ruleset tag in the new campaign folder. That way you can test and if ok you can continue to edit and update that campaign content. You will lose CoreRPG comparability once you use any MoreCore features though.

  2. #332
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    Quote Originally Posted by Andraax View Post
    You don't need to do all that. Since MoreCore is based on CoreRPG, you can open CoreRPG modules directly.
    Quote Originally Posted by Trenloe View Post
    You only need step 1. MoreCore has <acceptfrom ruleset="CoreRPG" /> in the base.xml file, so it can read modules exported from CoreRPG without editing.
    Quote Originally Posted by Wolfheart View Post
    Hello Damned and thanks for all the good work.

    Two questions after putting the latest MoreCore.pak in the ruleset folder but not starting up FG just yet.

    1) I have a few self-converted RPG rule systems for which I use CoreRPG (latest, vanilla) to open. No modifications to anything except background art. Will I face any torment opening this stuff with MoreCore as ruleset?

    2) To be honest I haven't read it all thoroughly so I might be asking a dumb question. Does MoreCore support Star Wars D6's "wild die" mechanic in some way? (I know I can just roll a d6 separately, but since FG's dice can't have different colors *Unity gimme this gimme gimme* it's a bit of a hassle).

    3) If I understand what I did read correctly, I can now use MoreCore/FG to simulate the following, am I right?
    Roll 6d10 against Target Number 7. All rolls of 7 or higher count as successes.
    1. Answered
    2. You can use the d1006 dice too add a red dice to the pool. What is the actual mechanic? If you explain the mechanic in enough detail we can write a roller for it.
    3. Yes. Use Imiri's answer.

  3. #333

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    Quote Originally Posted by damned View Post
    Thanks xazil can I have your permission to rework it into morecore for the next release?
    Of course, no problems at all. I tried to do it in the more up to date fashion, but I did strip out all the extra dice support since its function is explicitly for 1d100 and of course edie and edies fill in other games needs better.
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  4. #334
    is it possible to put two AC? and make if the roll surpass the highest value of the AC i will deal a % of the damage?

    EX: I have one AC 14 and another is 16, i roll 16 so i will give X damage + Y% of X

  5. #335
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    Welcome victorsena13
    Where do people get all these different dice mechanics from...?
    Theres no current roll for that but you could code a roll that does that.

    However - MoreCore has no opposed rolls. As it is a generic ruleset it doesnt know how you will use different fields. To do what you want you would need to input the two AC in your dice string. I suspect that would be rather limiting trying to build out all the common AC combinations.

  6. #336
    My system use this two features XD, its easy to code this?

  7. #337
    Could anyone point me in the direction of a Dungeon World ruleset for this? or FG in general?

  8. #338
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    Hi Ninefingers

    There is a Dungeon World ruleset in development but for now use MoreCore.
    Create rolls with syntax /pbta #d#+# and you can also create modifiers using /mod +#.

    You would setup attributes twice - Strength 14 /pbta 2d6+1 and Strength Mod /mod+1
    You might hardcode Hack and Slash to use Strength - eg /pbta 2d6+1 so you can roll it as is or you might leave it as /pbta 2d6 and click Strength Mod and then Hack and Slash and it will add the modifier and then roll.
    You can Stack modifiers, just keep clicking the appropriate /mod buttons and then the roll button.

    Weapons would look like Snaga [forceful messy close] 1d10,

  9. #339
    Not sure if there is an actual MoreCore Theme, but you can certainly play Dungeon World with MoreCore, as that is one of Damned's favorite go-to systems. He ran Dungeon World on MoreCore at FG-Con and it went very smoothly.
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  10. #340
    Quote Originally Posted by damned View Post
    Hi Ninefingers

    There is a Dungeon World ruleset in development but for now use MoreCore.
    Create rolls with syntax /pbta #d#+# and you can also create modifiers using /mod +#.

    You would setup attributes twice - Strength 14 /pbta 2d6+1 and Strength Mod /mod+1
    You might hardcode Hack and Slash to use Strength - eg /pbta 2d6+1 so you can roll it as is or you might leave it as /pbta 2d6 and click Strength Mod and then Hack and Slash and it will add the modifier and then roll.
    You can Stack modifiers, just keep clicking the appropriate /mod buttons and then the roll button.

    Weapons would look like Snaga [forceful messy close] 1d10,
    Thank you for responding. I'll attempt to figure this out!

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