Thread: MoreCore Ruleset
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April 5th, 2018, 15:49 #761
Hola rstrahan how does this look?
I dont understand how the second d20 works?
If you get a 1 on either dice is it a critical failure?
Do you add the total of both d20 + any exploding 6s?
This currently rolls 1d20 and if you get a 10 or a 20 it rolls a d6 and continues to explode on 6s.
It subtracts 1 from the dice total for each bonus dice.
It outputs the Modifier result.
If its correct Ill do a /torg10 as well.
torg20.jpg
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April 5th, 2018, 18:26 #762
Wow...quick work!
I think I confused matters trying to explain. The D6 Bonus dice only come into affect for damage rolls. The 20 roll is pretty much a standard exploding d20, except that it always explodes on 10s and sometimes explodes on 20 also. Rolling a 1 is only an automatic failure if it's the first die roll (you also can't use resources to get an additional roll). It might be easier to just quote from the book now that I have it handy:
To this I would add:ATTRIBUTE & SKILL TESTS
* Roll a d20. If you roll a 10 or 20, roll again and keep adding until you roll something other than a 10 or 20. The final result is your die roll.
* Look up the die total on the Bonus Chart at the bottom of the character sheet: Attachment 22874
* Add the bonus to the skill or attribute being tested, and any circumstantial modifiers. This is your action total.
Note that modifiers never change the die roll, only the action total.
* If the test is for a skill, and the character has no adds (i.e.: using it unskilled), then the character doesn't roll again if a die comes up '20'.
* A roll of '1' on the first die roll is an automatic failure on the test. This is usually a Mishap (critical failure) as well.
* A roll of 1-4 on the first die roll is a possible Mishap. The GM determines if a Mishap has occurred, depending on the circumstances (firing a weapon on full auto, being a non-native of a cosm, etc.). The character can attempt to improve the roll to succeed at the test, but if a Mishap occurred, the character must accept it.
* There are resources that allow a character to improve the die roll by granting additional d20 rolls that are added to the die roll total. These rolls also 'explode' on a roll of 10 or 20 the same as the initial die roll.
* In addition to Attribute and Skill Tests, there is another sort of die roll called 'Bonus Dice'. The character rolls 1 (or 2) d6, with a result of '6' adding 5 to the dice total and rolling again (basically, exploding d6, but the '6' only adds 5 to the roll total).
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I think all of that can be accomplished with 2 trait rolls, 2 (perhaps 4 if possibility rerolls are separated) reroll commands, and 1 Bonus Dice command:
* /torg20: A test as per the rules above. On a roll of '1', a message comes up that the test is automatically failed and is a Mishap. If the first roll comes up 2, 3, or 4 then a message comes up that the test is a possible mishap.]
* /torg10: The same as /torg20, but any result of '20' does not roll again.
* /torg20 #: This command would be used when the character triggers a mechanic that allows them to add to the die roll total. It would work the same as /torg20, but '#' is added to the final die result, and the automatic failure message would not apply if the die roll was a '1'. If the final die roll + # is 4 or less, it would still be a possible Mishap. NOTE: This may need to be 2 commands, as the most common way to get additional rolls (spending a possibility) would treat the die roll total as 10 if it was less than 10. Here's an attempt to explain it in psuedo-code:
* /torg10 #: The same as /torg20 #, but without the rerolls on 20.Code:/torg20 #: RETURN {die roll total after explosions} + {#} /torg20P #: IF {die roll total after explosions} < 10 THEN RETURN 10 + {#} ELSE RETURN {die roll total after explosions} + {#}
* /torgBD #: Bonus Dice roll: Roll #d6. On a roll of '6', treat it as a 5 and reroll the die, adding to the total. This repeats until a result other than '6' comes up on the die.
Hope that is clearer. I develop web-based apps for a living, but I kind of suck as a 'customer'. If it helps, I can try to provide pseudo-code examples to questions...most of my experience is with Javascript, PHP, and ColdFusion, but phrasing it using If/Then/Else and variable sets might cut through some of the confusion when I try to use my words.
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April 5th, 2018, 20:07 #763Crusader
- Join Date
- Jul 2017
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- 27
Are there any plans on extending from DORCore instead of from CoreRPG directly? https://www.fantasygrounds.com/forum...-A-New-Ruleset
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April 5th, 2018, 20:21 #764
Hmm....let me give this a try. This is all pseudo-code, but I hope the intent is clear:
COMMANDS:Code:*** 1d20, increment on 10s *** FUNCTION TorgRoll () DECLARE {rollTotal} integer; DECLARE {dieRoll} integer; {dieRoll} = RANDOM(1,20); {rollTotal} = {dieRoll}; IF {dieRoll} = 1 RETURN "MISHAP: Automatic Failure"; EXIT FUNCTION ELSE IF {dieRoll} <= 4 RETURN "POSSIBLE MISHAP"; WHILE {dieRoll} = 10 {dieRoll} = RANDOM(1,20); {rollTotal} = {rollTotal} + {dieRoll}; END WHILE RETURN {rollTotal}; END FUNCTION *** 1d20, increment on 10s and 20s *** FUNCTION TorgRollUnskilled () DECLARE {rollTotal} integer; DECLARE {dieRoll} integer; {dieRoll} = RANDOM(1,20); {rollTotal} = {dieRoll}; IF {dieRoll} = 1 RETURN "MISHAP: Automatic Failure"; EXIT FUNCTION ELSE IF {dieRoll} <= 4 RETURN "POSSIBLE MISHAP"; WHILE {dieRoll} = 10 OR {dieRoll} = 20 {dieRoll} = RANDOM(1,20); {rollTotal} = {rollTotal} + {dieRoll}; END WHILE RETURN {rollTotal} END FUNCTION *** 1d20, increment on 10s and 20's *** FUNCTION TorgReroll(PARAM:{OriginalRoll} AS INTEGER, PARAM: {Min10} AS BIT) DECLARE {rollTotal} integer; DECLARE {dieRoll} integer; {dieRoll} = RANDOM(1,20); {rollTotal} = {dieRoll}; WHILE {dieRoll} = 10 OR {dieRoll} = 20 {dieRoll} = RANDOM(1,20); {rollTotal} = {rollTotal} + {dieRoll}; END WHILE IF {Min10} = TRUE AND {rollTotal} < 10 THEN {rollTotal} = 10 END IF {rollTotal} = {rollTotal} + {OriginalRoll}; IF {rollTotal} <= 4 RETURN "POSSIBLE MISHAP"; RETURN {rollTotal}; END FUNCTION *** 1d20, increment on 10s *** FUNCTION TorgRerollUnskilled(PARAM:{OriginalRoll} AS INTEGER, PARAM: {Min10} AS BIT) DECLARE {rollTotal} integer; DECLARE {dieRoll} integer; {dieRoll} = RANDOM(1,20); {rollTotal} = {dieRoll}; WHILE {dieRoll} = 10 {dieRoll} = RANDOM(1,20); {rollTotal} = {rollTotal} + {dieRoll}; END WHILE IF {Min10} = TRUE AND {rollTotal} < 10 THEN {rollTotal} = 10 END IF {rollTotal} = {rollTotal} + {OriginalRoll}; IF {rollTotal} <= 4 RETURN "POSSIBLE MISHAP"; RETURN {rollTotal}; END FUNCTION *** 1d6, increment on 6, treating it as a 5 *** FUNCTION TorgBonusDie() DECLARE {rollTotal} integer; DECLARE {dieRoll} integer; {dieRoll} = RANDOM(1,6); IF {dieRoll} <> 6 THEN {rollTotal} = {dieRoll}; ELSE {rollTotal} = 5; END IF WHILE {dieRoll} = 6 {dieRoll} = RANDOM(1,6); IF {dieRoll} <> 6 THEN {rollTotal} = {dieRoll}; ELSE {rollTotal} = 5; END IF END WHILE RETURN {rollTotal}; END FUNCTION
/torg: calls FUNCTION TorgRoll() and displays the dice roll, bonus chart number, and any mishap notes
/torg10: calls FUNCTION TorgRollUnskilled() and displays the dice roll, bonus chart number, and any mishap notes
/torgUp n: calls FUNCTION TorgReroll(n,0) and displays the dice roll, bonus chart number, and any mishap notes
/torg10Up n: calls FUNCTION TorgRerollUnskilled(n,0) and displays the dice roll, bonus chart number, and any mishap notes
/torgP n: calls FUNCTION TorgReroll(n,1) and displays the dice roll, bonus chart number, and any mishap notes
/torg10P n: calls FUNCTION TorgRerollUnskilled(n,1) and displays the dice roll, bonus chart number, and any mishap notes
/torgBD: calls FUNCTION TorgBonusDie() and displays the dice total
/torgBD 2: calls FUNCTION TorgBonusDie() twice, adding them together and displaying the total.Last edited by rstrahan; April 5th, 2018 at 20:27.
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April 5th, 2018, 21:48 #765
Combining dice roll functions and adding some functions to describe display:
Code:/*** /torg: Standard Torg trait roll: FUNCTION TorgRoll(1) /torg10: Unskilled Torg trait roll: FUNCTION TorgRoll(0) PARAMS: Reroll20 is used to identify rolls that explode on 20's ***/ FUNCTION TorgRoll(PARAM: {Reroll20} AS BIT: Default 1) DECLARE {rollTotal} integer; DECLARE {dieRoll} integer; DELARE {mishap} integer; {dieRoll} = RANDOM(1,20); {rollTotal} = {dieRoll}; WHILE {dieRoll} = 10 OR ({Reroll20} = TRUE AND {dieRoll} = 20) {dieRoll} = RANDOM(1,20); {rollTotal} = {rollTotal} + {dieRoll}; END WHILE {rollTotal} = {rollTotal} + {OriginalRoll}; IF {rollTotal} = 1 {mishap} = 1; ELSE IF {rollTotal} <= 4 {mishap} = 2; ELSE {mishap} = 0; END IF RETURN DisplayTorgResult({rollTotal}, {mishap}); END FUNCTION ============================================================ /*** /torgUp #: Standard Torg bonus roll added to #: FUNCTION TorgReroll(#,1,0) /torg10Up #: Unskilled Torg bonus roll added to #: FUNCTION TorgReroll(#,0,0) /torgP #: Standard Torg bonus roll (minimum of 10) added to #: FUNCTION TorgReroll(#,1,1) /torg10P #: Standard Torg bonus roll (minimum of 10) added to #: FUNCTION TorgReroll(#,0,1) PARAMS: OriginalRoll is the dice roll of the original roll. Reroll20 is used to identify rolls that explode on 20's Min10 indicates that a possibility was used for the roll, so it must return a minimum of 10 ***/ FUNCTION TorgReroll(PARAM:{OriginalRoll} AS INTEGER: Default 0, PARAM: {Reroll20} AS BIT: Default 1, PARAM: {Min10} AS BIT: Default 1) DECLARE {rollTotal} integer; DECLARE {dieRoll} integer; DELARE {mishap} integer; {dieRoll} = RANDOM(1,20); {rollTotal} = {dieRoll}; WHILE {dieRoll} = 10 OR ({Reroll20} = TRUE AND {dieRoll} = 20) {dieRoll} = RANDOM(1,20); {rollTotal} = {rollTotal} + {dieRoll}; END WHILE IF {Min10} = TRUE AND {rollTotal} < 10 THEN {rollTotal} = 10 END IF {rollTotal} = {rollTotal} + {OriginalRoll}; IF {rollTotal} <= 4 {mishap} = 2; ELSE {mishap} = 0; END IF RETURN DisplayTorgResult({rollTotal}, {mishap}); END FUNCTION ============================================================ *** Check a provided number (die roll total) agains the Torg Bonus Chart *** FUNCTION TorgBonusNumber(PARAM:{rollTotal} AS INTEGER) DECLARE {bonusNumber} integer = 0; DECLARE {tempRollTotal} integer = 0; IF {rollTotal} = 1 THEN {bonusNumber} = '-10'; ELSE IF {rollTotal} = 2 THEN {bonusNumber} = '-8'; ELSE IF {rollTotal} <= 4 THEN {bonusNumber} = '-6'; ELSE IF {rollTotal} <= 6 THEN {bonusNumber} = '-4'; ELSE IF {rollTotal} <= 8 THEN {bonusNumber} = '-2'; ELSE IF {rollTotal} <= 10 THEN {bonusNumber} = '-1'; ELSE IF {rollTotal} <= 12 THEN {bonusNumber} = '0'; ELSE IF {rollTotal} <= 14 THEN {bonusNumber} = '1'; ELSE IF {rollTotal} <= 15 THEN {bonusNumber} = '2'; ELSE IF {rollTotal} <= 16 THEN {bonusNumber} = '3'; ELSE IF {rollTotal} <= 17 THEN {bonusNumber} = '4'; ELSE IF {rollTotal} <= 18 THEN {bonusNumber} = '5'; ELSE IF {rollTotal} <= 19 THEN {bonusNumber} = '6'; ELSE IF {rollTotal} <= 20 THEN {bonusNumber} = '7'; ELSE IF {rollTotal} <= 25 THEN {bonusNumber} = '8'; ELSE IF {rollTotal} <= 30 THEN {bonusNumber} = '9'; ELSE IF {rollTotal} <= 35 THEN {bonusNumber} = '10'; ELSE IF {rollTotal} <= 40 THEN {bonusNumber} = '11'; ELSE IF {rollTotal} <= 45 THEN {bonusNumber} = '12'; ELSE {bonusNumber} = '13'; END IF IF {rollTotal} > 50 THEN {tempRollTotal} = {rollTotal} - 50; {bonusNumber} = {bonusNumber} + FLOOR({tempRollTotal} / 5); END IF RETURN {bonusNumber} END FUNCTION ============================================================ FUNCTION DisplayTorgResult(PARAM:{rollTotal} AS INTEGER, {mishap} AS BIT) DECLARE {displayText} TEXT; {displayText} = "Dice Roll: " & {rollTotal} & " [Bonus: " & FUNCTION TorgBonusNumber(PARAM:{rollTotal} AS INTEGER) & "]"; IF {mishap} = 1 THEN {displayText} = {displayText} & "MISHAP AND FAILED TEST"; ELSE IF {mishap} = 2 THEN {displayText} = {displayText} = "POSSIBLE MISHAP"; END IF RETURN {displayText}; END FUNCTION ============================================================ *** /TorgBD: 1d6, increment on 6, treating it as a 5 *** FUNCTION TorgRollBD() DECLARE {rollTotal} integer; DECLARE {dieRoll} integer; {dieRoll} = RANDOM(1,6); IF {dieRoll} <> 6 THEN {rollTotal} = {dieRoll}; ELSE {rollTotal} = 5; END IF WHILE {dieRoll} = 6 {dieRoll} = RANDOM(1,6); IF {dieRoll} <> 6 THEN {rollTotal} = {dieRoll}; ELSE {rollTotal} = 5; END IF END WHILE RETURN {rollTotal}; END FUNCTION ============================================================ *** /Torg2BD: Roll 2 Bonus Dice and add the results *** FUNCTION TorgRoll2BD() DECLARE {rollTotal} integer; DECLARE {dieRoll1} integer; DECLARE {dieRoll2} integer; {dieRoll1} = FUNCTION TorgBonusDie(); {dieRoll2} = FUNCTION TorgBonusDie(); RETURN {dieRoll1} + {dieRoll2}; END FUNCTION
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April 5th, 2018, 23:45 #766
I hate to say it but why does it vary mechanics?
Why do exploding 20s not decrement by 1 and only d6s do?
Why is the quote from the book different to your description? eg the book says Attribute and Skill tests explode on 10s and 20s but you say there is a distinction between skilled and unskilled?
You mention Damage Dice but dont come back to explain them.
Why are Bonus Dice not fully exploding (eg 6s are 5s) but 20s get full value?
So the modifier modifies the total value not the bonus value? Can modifiers be negative?
Your torg20 # roll confuses me again.
You add modifiers and they can avert critical failures but you also talk about possibilities that make the roll a minimum of 10.
When d possibilities occur?
Being that a roll of 4 is now 10 and 10 explodes what happens?
Also - plain english is easier for me to follow...
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April 6th, 2018, 02:04 #767
Well, the d6 are only used for damage, while the d20 roll is used for everything else.
The thing about unskilled rolls not exploding on 20s is only in the skills section of the book, and isn't mentioned in the rules that explain dice rolls. I'm not sure why they did that, as it can be easy to miss on first read-through. Probably the easiest way to think of it is that 'rolls don't explode on 20' is the penalty for an unskilled roll in Torg.
I probably mis-spoke (-wrote?)...Damage is a flat number based on the weapon used, with the option of 0, 1, or 2 Bonus Dice added to that, based on the success level of the attack roll. Making the target number by 4 or less is base weapon damage, beating the target number by 5 - 9 grants a Bonus Die, beating the target number by 5 or more grants two Bonus Dice.
Modifiers are always to the bonus, and they can be negative. All tests are {attribute} + {bonus chart result} + {skill add, if any} + {modifiers}. If I'm making an average (difficulty 10) driving test, I would add Dexterity + the number from the bonus chart after all dice are rolled and totaled + any modifiers to the roll. For a character with Dexterity 8, Driving 2, and a -2 penalty from wet roads, the total would be 8 + the number from the bonus chart. To succeed, my dice roll (after all exploding dice are checked, and after any resources for UP or POSSIBILITY roll additions) would have to be 15 or better to get a +2 or higher bonus. If my roll was 20 or more (for a +7 bonus), I would have a GOOD success (beating the target number by 5), and if I managed to get at least 41 on the combined dice roll, my bonus would be +12 and I'd have an OUTSTANDING success (for beating the target number by 10).
To make this easier, let's call a roll of 1d20 that explodes on 10 (and on 20's if it's not an unskilled roll) a 'Torg Die', and a critical miss/fumble a 'mishap'. A 'Possibility' is what Torg calls 'hero points'.
First the bonus rolls: In Torg there are situations where a character may get bonus dice for a roll. There are several ways this can happen, but mechanically there are only two types: an 'Up' roll and a 'Possibility' roll. Both give an extra 'Torg Die' to the roll (added to the dice total BEFORE the results are checked on the bonus chart). The difference is that for a 'Possibility' roll, if the die rolls less than 10, then 10 is added to the die pool rather than the number rolled. This does not give a reroll (as the die didn't actually roll a 10). For example...I roll and get a total of 12, and I get a bonus die that comes up 4. If the bonus die was for an 'Up' roll, my new die total is 16. IF the bonus was for a 'Possibility' roll, then my total is 22. Possibilities are very powerful.
Now for the critical failures: First of all, if the initial die roll on a check comes up '1', the test fails, full stop. IN ADDITION, if first die total (before exploding dice and bonus dice are added) is 4 or less, then there MAY be a mishap. Since not all rolls result in mishaps, the GM must decide if one occurs and if so, what affect is has on the game. As you can see, a roll of 1 is always a failure, but may or may not be a mishap, and a roll of 2-4 may be a mishap, but may still succeed if the character is very skilled, has good bonuses, or is able to use bonus dice. This can result in something like your gun jamming, but you still hit your target.
Hope that helps!
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April 6th, 2018, 02:35 #768
Yes. More info is always good.
I still dont understand the rationale for exploding 6s to be worth only 5 but exploding 20s to be worth 20, but thats not on you
Ok it makes sense on Skills. Its also not unusual for RPG books to be poorly presented in terms of rules!
How many Skills are there? What are their names and what are their min/max/starting values? Do Skills improve over time?
Same for Attributes please.
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If "Damage is a flat number based on the weapon used, with the option of 0, 1, or 2 Bonus Dice added to that" where does the d20 come in? Is damage actually exploding d6s + base damage rather than d20 + exploding d6s?
Can you give some weapon examples please?
The successes then are from the previous attack roll?
Should attack rolls add a bonus to the modifier window maybe?
I wonder if there is any purpose to have such a wide value of bonuses when they seem to actually get used in much larger increments - eg 1-4, 5-9, 10+ anyway thats not relevant to this discussion...
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So when I do a Torg Roll and get a 25 or a bonus of +8 Im actually only part way there?
I then have to add my Attribute, my Skill (if Any and the Skill has already given me 2x the odds of an exploding dice? double dipping?) any Modifers and the Bonus from above?
Then I compare that to a variable target number?
And again I get scaled (by larger increments) success levels based on how much I beat the variable target?
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How many UP or Possibility Dice can you conceivable have?
Is it only the specific Possibility Dice that gets scaled up to a 10 minimum? eg I rolled 3 + 12 my possibility bonus does not kick in?
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I can see why this game is destined for widespread success...
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April 6th, 2018, 04:57 #769
There are 5 Attributes (Strength, Dexterity, Mind, Spirit, and Charisma) and 40 skills currently. I don't know if any might be added down the line, but there are skills that can be taken multiple times with different areas of focus (such as Language and Profession). That makes the number theoretically infinite, but in reality no character is likely to ever have more than 40-45 on their sheet, even including everything that can be used unskilled. They'll probably have half that many skills with a score other than 0. Here's an image with a list (also shows which attribute they are generally associated with and which can't be used unskilled): Skill List.jpg
All skills start out at 0, and can be raised to 8 over time. Attributes can be no lower than 5 and the max is currently (and likely to remain) 15. I haven't checked to see if any monsters or NPCs have attributes higher than 15. Both attributes and skills can be increased with experience points, and can also be lowered under certain circumstances.
The potentially complex d20 roll is when you are making your attack check. If you fail, you miss. If you did very well on the attack (a Good or Outstanding result), then you do additional damage. Pretty much the same as if you roll a critical in other systems.
In Torg, there's not a damage roll as such because weapons have a static damage rating. For Melee and Thrown weapons, this is a bonus (+1 to +4) to your Strength score. For guns, bows, and explosives this is a simple integer. For example, a dagger has a damage rating of '+1' (meaning Strength +1), while a longbow has a damage rating of '12'.
The only time you roll for damage is if your attack test was 5 or higher than your target number. If you beat it by 5 (a Good success) you get 1 Bonus Die to add to the base damage, if you beat it by 10 or higher, you get 2 Bonus Dice to add to the base damage.
Some Examples:
Code:Dagger - Damage: +1 Great Axe - Damage: +4 Chainsaw - Damage: 14 (one of the few melee weapons that has a numeric damage instead of a strength modifier) Boomerang - Damage: +1 Frag Grenade - Damage: 16 Longbow - Damage: 12 Uzi - Damage: 13
Yep, that's pretty much it. Think of it like a skill check in d20, but the part where you do your die roll is much more complicated:
D&D: [1d20] + Base Attribute + Skill + Modifiers vs. Difficulty
Torg: [Exploding Dice and Bonus rolls checked against a chart] + Base Attribute + Skill + Modifiers vs. Difficulty
The 3 success levels means that there is a practical limit to how many re-rolls and bonuses it's worth applying, as once you've beaten your target by 10, you've reached the limit. Works almost exactly like Raises in Savage Worlds (which has a lot of other resemblances to original Torg as well as Torg Eternity).
One Up and two Possibilities is the hard limit. Yes, it's just the possibility roll itself that has a minimum of 10. Basically, if you spend a possibility point, you know you're going to add at least 10 to the roll.
You should have seen the original Torg rules from the 80's...Torg Eternity has simplified a LOT of stuff. The only reason they really kept the bonus chart and the odd dice mechanic was because, well, it's a Torg thing.
In practice it's not really that complex. It's a lot like skill rolls in other systems, but replace the die roll with strange exploding dice and a check against a chart...okay, so yea, pretty complicated. But hella fun in practice (when you roll a 60+, you can actually cause a permanent effect on the game world).
If you want to see it how it all works together, there is a free demo of the basic rules here: https://www.drivethrurpg.com/product...PG-Day-Special
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April 6th, 2018, 07:17 #770
This is how Im feeling about Torg!
torg.jpg
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