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  1. #531
    damned's Avatar
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    In the Clocks you will want to look for some code that (IIRC) uses isHost() - that is how you allow different rights for the GM to interact/use the tool.
    As you will be doing this on the CharSheet which is a node the player owns they will be able to manipulate the track (which is what you want).
    If changing the track value should be kept secret then nothing else needs doing.
    If changes should be broadcast to everyone have a look at HeroPoints or SpellPoints and see how they write to the ChatWindow -or- look at the Party Sheet and add another Tab there and each player would have a track there and all players tracks would be on the same page for everyone to see.

  2. #532
    Quote Originally Posted by damned View Post
    Hi joeblack1863 are there ever modifiers applied?
    Basically you would like it to say something like: JoeBlack uses Longlife: 3 Successes
    How do you determine how many dice to roll?
    Is there a target success number or does that modify the story - lots of successes mean you succeed in more fun ways?
    Modifiers are only in die. So you modify your roll by increasing or decreasing your die pool.

    The example you give is perfect.

    Ubiquity is quite simple in this way the number of successes above that required just make the success greater for skills:
    Successes vs. Difficulty Degree of Success or Failure
    +5 or more Amazing Success
    +4 Exceptional Success
    +3 Major Success
    +2 Complete Success
    +1 Simple Success
    0 Minor Success
    -1 Simple Failure
    -2 Complete Failure
    -3 Pitiful Failure
    -4 Dreadful Failure
    -5 or more Abysmal Failure
    (Taken from the HEX rules)

    In combat it creates more damage (1 point for every success above that required).

  3. #533
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    How do I know how many dice to roll?
    Do I have (example) a strength of 3 and I roll 3 dice?
    Do I have (example) a strength of 3 and an item that grants +1 dice so I roll 4 dice?
    Do I have (example) a strength of 3 and an item that grants +1 dice and a situational advantage granting me another so I roll 5 dice?

    How do you get negative successes?
    Are you counting the number of successes against a difficulty/target number?
    Target #2, roll 5 dice, 1 success actually means a Simple Failure?

    If you want something like this built you have to provide all the information.
    Providing half the info and then having me build something incorrect frustrates me a lot...

    MoreCore has no opposed rolls or ability to measure against a moving/floating/variable target.
    This means it is not possible to report the outcome using those descriptions above.
    If I dont know whether the Target # is 1 or 4 I cant declare the final result.

    Does that make sense?

  4. #534
    Hi Damned,

    I think this has veered off track. I think you believe you need more detailed information and I have to say I have not helped by my replies.

    The ubiquity die roll is really simple. If I were able to create it the format would be:

    /ubi nd6, where n = the number of die to roll.

    Inside the code, I would then simply roll the number of die indicated and count all those that rolled a even number. That is the number of successes to present in the text.

    There is no crit or fumble. I should not have sent the table in the last post as that confused things.

    JB

  5. #535
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    Hi joeblack1863 sorry to labour the point.
    I understand that part of the roll.

    How do I know how many dice to roll?
    Do I have (example) a strength of 3 and I roll 3 dice?
    Do I have (example) a strength of 3 and an item that grants +1 dice so I roll 4 dice?
    Do I have (example) a strength of 3 and an item that grants +1 dice and a situational advantage granting me another so I roll 5 dice?

    How do I record this on the Character sheet?
    Do you have Attributes?
    Are they rollable?
    Do you have equipment that is used to make rolls?
    Does the equipment have its own roll or does it modify the attribute roll?
    Skills?
    Situational Modifiers?

    These are important questions.
    Eg if you want to roll from your character sheet or NPC sheet or combat tracker you dont want to be typing /ubi 4d6
    You want to click on Attack and have it roll /ubi 4d6 for you
    You want to click on Pulse Weapon and have it roll /ubi 6d6
    You want to click on Marksman and have it add +1 modifier and then click on Pulse Weapon and then it will roll /ubi 7d6
    You want to click on Marksman and have it add +1 modifier and then click on Surprise and have it add +1 modifier and then click on Pulse Weapon and then it will roll /ubi 8d6

  6. #536

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    Quote Originally Posted by joeblack1863 View Post
    Inside the code, I would then simply roll the number of die indicated and count all those that rolled a even number. That is the number of successes to present in the text.
    This die roll can be accomplished with "/die nd2-n" for any number of n.

  7. #537
    Absolutely. Check back to my previous posts and you will see I already use this and recommended it as an alternative. Also using this method, the number of successes is displayed as the die result (the little grey number after the die) if you use it raw in Fantasy Grounds.

  8. #538
    Hi Damned,

    1. How do I know how many dice to roll?
    Skills - The same number as your skill level in the appropriate skill. If my skill level is 3 in athletics then I roll 3d6.
    Combat - Same level as your combat skill (Ranged attack= Athletics (Throw), Firearms, Gunnery), Brawl Attack = Brawl, Melee Attack = Melee. The weapon you use will add bonus die to this.
    Example: Patrick Steele has a base skill of 7 in Firearms. He is firing a heavy revolver which gives him a bonus of 3. Ignoring range, visibility or wound modifiers he would roll 10d6 (7 for skill plus 3 for weapon).

    2. How do I record this on the Character sheet?
    I just use your Rolls for adding the Skills, weapons rolls and drop them on the Morecore sheet.
    To be honest, all those other questions I was not thinking about as everything works off the same die pool system. I actually added a set of Basic Rolls to the MoreCore sheet. Roll 1d6 to 14d6 so I can just calculate out the die and then press the appropriate roll (using my /die nd2-n method).
    I don't bother with the Attacks section, I personally don't find a need for it for Ubiquity.

    3. Do you have Attributes?
    Yes, skills are made up from that base attribute plus any level obtained in the skill. So Firearms has a base attribute of Dexterity plus the skill level. In the example above Patrick Steele has a Dexterity of 3 and 4 levels of Firearm skill. His skill level in Firearms is 7.

    I would add a picture of the Patrick Steel character showing the entries I use, but I don't seem to find an option to upload pics any more (used to be able to in the past).

  9. #539
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    Quote Originally Posted by damned View Post
    I am sorry but I have not implemented Effects in any way in MoreCore so they have no mechanical value but they may still be used to apply labels like Poisoned, Entangled etc but there is no support for modifying rolls via effects. Effects would require additional coding and checking on every roll so it is unlikely to ever get implemented in MoreCore.
    Hmm, that's a big obstacle but the ability to use an Effect label is definitely helpful for reference purposes.

    Is there a way then to make modifiers semi permanent (toggleble Off when they 'expire') so that a player/GM does not have to keep manually re-applying all the different modifiers they could conceivably have each time they need to make a roll to simulate an Effect being in place? If not, any idea on how to best simulate this with the least amount of manual involvement?
    FG:Unity Ultimate License Holder: Meaning anyone can join my games, even those with just the Demo . . .
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  10. #540
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    Quote Originally Posted by GunnarGreybeard View Post
    Hmm, that's a big obstacle but the ability to use an Effect label is definitely helpful for reference purposes.
    Effects would need to be programmed into each individual dice roll handler - so if you have a specific set of effects you wanted, for a specific dice roll handler, then you could look into setting that up yourself.

    Damned already has his work cut out trying to keep up with all the different dice rolls people want without trying to then cater for effects for all of those dice rolls.
    FG Wiki: How to Compile the FG Logs

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