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  1. #811
    damned's Avatar
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    There is a MoveDice.ext I uploaded somewhere... try in the CoreRPG extensions thread.
    And have a look at gameelements.xml and do something like this:

    <die name="d8" merge="delete">
    <icon>d8icon</icon>
    </die>

  2. #812
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    The problem with removing dice from the desktop is that you remove the dice definition from the ruleset. So the dice model is not available if you need to roll it - like on tables for random encounters, etc.. I'm not exactly sure how FG will react to not having the dice model available for things like tables, etc..

    EDIT: I've just done some testing - FG looks to replace the dice with a random number generator (at least in CoreRPG this is what happens). You still won't be able to drag dice to fields that need dice. But, in general, you can probably survive.
    Last edited by Trenloe; April 13th, 2018 at 13:32.
    FG Wiki: How to Compile the FG Logs

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  3. #813
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    Quote Originally Posted by Trenloe View Post
    The problem with removing dice from the desktop is that you remove the dice definition from the ruleset. So the dice model is not available if you need to roll it - like on tables for random encounters, etc.. I'm not exactly sure how FG will react to not having the dice model available for things like tables, etc..

    EDIT: I've just done some testing - FG looks to replace the dice with a random number generator (at least in CoreRPG this is what happens). You still won't be able to drag dice to fields that need dice. But, in general, you can probably survive.
    I believe he just wants to remove the dice that are not used in Torg and not remove them all.

  4. #814
    Hi all !
    I want to use MoreCore for playing Equinox and Age of Legend (from Vagrant Workshop). The mechanics are from FU (Free Universal) and there's two "parts" in it :

    First, the core : you roll 1D6, and the number shown indicate the result -> 1-No and ; 2-Yes but ; 3-No ; 4-Yes ; 5-No but ; 6-Yes and. Is there a way to show the result in the chat when a die is rolled ?

    Second, the bonus/malus. It uses Fudge Dices : when you have a bonus, you roll a Fudge Dice with your D6. If your D6 show a negative result, you can increase your result by 1 to have a positive result if your bonus dice show "+". Exemple : you roll 1d6 and 1dF and obtain 5 and +. The result of d6 is 5 (Yes but) and the + modify it by 1 : 6 (Yes and). When you have a malus, it's the opposite : you roll an additionnal Fudge Dice, and if your die has a positive result and your Fudge dice show "-" you decrease your result by 1.

    I think this second part is a little harder to integrate in FG, but maybe there's a way for the first part ?

  5. #815
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    trobadork I think both of those should be relatively easy to code rolls for.

    I need some clarification...

    Roll 1 - odds are a No and evens a Yes?
    Are there any +1s etc that can ever apply?
    What should the output say?
    Just a simple Yes or No?

    When do you roll a Bonus dice?
    Do you roll it at the same time as the first dice?
    Do you roll it afterwards?

    So the fudge dice really... does what?
    Does it actually alter the probabilities of any particular outcome?
    I think your wording of Yes and and Yes but is important but not fully explained?

  6. #816
    Ok I'll try to be clear (but my english can be murky)

    The core mechanic is known as "Beat the odds", so your statement is true : odds are no and evens are yes, but with grades. The result is a straight one : you roll a D6 and the score tells the consequence :

    6 = YES AND (success and another good thing happens)
    5 = NO BUT (failure but a good thing happens)
    4 = YES (simple success)
    3 = NO (simple failure)
    2 = YES BUT (success but a bad thing happens)
    1 = NO AND (failure and another bad thing deteriorate the situation)

    On this core mechanic, there's a very simple system of bonus/penalty. Your PC have some "descriptive" stats known as "TAGS". Tags is quite free : you can be "Strong", "Nice looking", "Restless" and so on. When a tag is appropriate on a roll, it creates a bonus dice or a penalty dice (depending on the situation). In this version of the FU system, bonus or penalty dices are Fudge dices.

    Bonus and penalty dices cancel each others. You roll 1D6+bonus dices or 1D6+penalty dices. Currently I use the Dice Pool to roll the D6 and the DF simultaneously, with the dices from the tray ; there's no need to automatize the character sheet because it's mainly descriptive.

    A bonus die count if it scores a "+" and when the D6 is an odd. For example, if you want to smash a door and you are "Strong" you roll 1D6 + 1DF. A 3 on the D6 should result in a "NO", but if you score a "+" on the DF it becomes a 4, a "YES".
    A penalty die count if it scores a "-" and when the D6 is an even. For example, if you want to smash a door and you are "Weak" you roll 1D6 + 1DF. A 6 on the D6 should result in a "YES AND", but if you score a "-" on the DF it becomes a 5, a "NO BUT".

    When you roll multiple penalty or bonus dices, there's only one increase/decrease. If you score a 1 and two "+" on bonus dices, your result becomes a 2 (YES BUT) not a 3 or a 4. Still, when you scores two "+" on your bonus dices or two "-" on your penalty dices you add a "AND" in the final statement. So with this example the result is 2 : YES BUT... AND (success, a bad thing happens, another good thing happens).

    ----------
    Okay, now more example...

    I try to climb this wall, but it's raining and I'm "Ponderous". The GM announce that I have to roll with two penalty dices. I roll 1D6 + 2DF. Result is :



    5 is a "NO BUT", a failure. Penalty dices don't alter the score but I've got two "-" so the final sentence is "NO BUT... AND" : I can't climb the wall, BUT I can see another way to pass over, AND I fall and twist my ankle.

    I've got to sneak past the guard. I am "Stealthy", the guard is "Drowsy" and the "Darkness" surrounds us. I roll 1D6 and 3DF (3 bonus dices). Result is :



    1 is a "NO AND", a failure. But I've scored two "+" so the 1 become a 2 "YES BUT" and I've got another "AND" : YES I sneak past the guard, BUT I made a sound (he is no more Drowsy), AND I'm now too far for him to see me. Note that the "-" doesn't matter cause it's bonus dices.
    ----------

    Thanks for your replies !
    Last edited by trobadork; April 14th, 2018 at 16:17.

  7. #817
    Quote Originally Posted by damned View Post
    Looking good superteddy57

    At the moment the Spell tool reports that:

    Spell name is using a
    Where as it should report
    Character is using spell Spell name

    You probably also want to create this as a new data type.
    Yup, I'm working on it and allowed some testing with the group to see if any other things would break. I'll continue with this and post an updated version with the fix once I figure it out lol

  8. #818
    Quote Originally Posted by trobadork View Post
    Hi all !
    I want to use MoreCore for playing Equinox and Age of Legend (from Vagrant Workshop). The mechanics are from FU (Free Universal) and there's two "parts" in it :

    First, the core : you roll 1D6, and the number shown indicate the result -> 1-No and ; 2-Yes but ; 3-No ; 4-Yes ; 5-No but ; 6-Yes and. Is there a way to show the result in the chat when a die is rolled ?

    Second, the bonus/malus. It uses Fudge Dices : when you have a bonus, you roll a Fudge Dice with your D6. If your D6 show a negative result, you can increase your result by 1 to have a positive result if your bonus dice show "+". Exemple : you roll 1d6 and 1dF and obtain 5 and +. The result of d6 is 5 (Yes but) and the + modify it by 1 : 6 (Yes and). When you have a malus, it's the opposite : you roll an additionnal Fudge Dice, and if your die has a positive result and your Fudge dice show "-" you decrease your result by 1.

    I think this second part is a little harder to integrate in FG, but maybe there's a way for the first part ?

    I think you might be able to accomplish that first part using a table for your 6 options, then use the /rollon command. I'm not sure how you'd tie in the fudge dice to that without a script, though.

  9. #819
    damned's Avatar
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    Quote Originally Posted by trobadork View Post
    Ok I'll try to be clear (but my english can be murky)

    The core mechanic is known as "Beat the odds", so your statement is true : odds are no and evens are yes, but with grades. The result is a straight one : you roll a D6 and the score tells the consequence :

    6 = YES AND (success and another good thing happens)
    5 = NO BUT (failure but a good thing happens)
    4 = YES (simple success)
    3 = NO (simple failure)
    2 = YES BUT (success but a bad thing happens)
    1 = NO AND (failure and another bad thing deteriorate the situation)

    On this core mechanic, there's a very simple system of bonus/penalty. Your PC have some "descriptive" stats known as "TAGS". Tags is quite free : you can be "Strong", "Nice looking", "Restless" and so on. When a tag is appropriate on a roll, it creates a bonus dice or a penalty dice (depending on the situation). In this version of the FU system, bonus or penalty dices are Fudge dices.

    Bonus and penalty dices cancel each others. You roll 1D6+bonus dices or 1D6+penalty dices. Currently I use the Dice Pool to roll the D6 and the DF simultaneously, with the dices from the tray ; there's no need to automatize the character sheet because it's mainly descriptive.

    A bonus die count if it scores a "+" and when the D6 is an odd. For example, if you want to smash a door and you are "Strong" you roll 1D6 + 1DF. A 3 on the D6 should result in a "NO", but if you score a "+" on the DF it becomes a 4, a "YES".
    A penalty die count if it scores a "-" and when the D6 is an even. For example, if you want to smash a door and you are "Weak" you roll 1D6 + 1DF. A 6 on the D6 should result in a "YES AND", but if you score a "-" on the DF it becomes a 5, a "NO BUT".

    When you roll multiple penalty or bonus dices, there's only one increase/decrease. If you score a 1 and two "+" on bonus dices, your result becomes a 2 (YES BUT) not a 3 or a 4. Still, when you scores two "+" on your bonus dices or two "-" on your penalty dices you add a "AND" in the final statement. So with this example the result is 2 : YES BUT... AND (success, a bad thing happens, another good thing happens).

    ----------
    Okay, now more example...

    I try to climb this wall, but it's raining and I'm "Ponderous". The GM announce that I have to roll with two penalty dices. I roll 1D6 + 2DF. Result is :



    5 is a "NO BUT", a failure. Penalty dices don't alter the score but I've got two "-" so the final sentence is "NO BUT... AND" : I can't climb the wall, BUT I can see another way to pass over, AND I fall and twist my ankle.

    I've got to sneak past the guard. I am "Stealthy", the guard is "Drowsy" and the "Darkness" surrounds us. I roll 1D6 and 3DF (3 bonus dices). Result is :



    1 is a "NO AND", a failure. But I've scored two "+" so the 1 become a 2 "YES BUT" and I've got another "AND" : YES I sneak past the guard, BUT I made a sound (he is no more Drowsy), AND I'm now too far for him to see me. Note that the "-" doesn't matter cause it's bonus dices.
    ----------

    Thanks for your replies !
    Getting much closer

    Whats the maximum number of bonus or penalty dice?
    Can you confirm if I have two bonus dice and one penalty dice I just roll 1 bonus?

    Can you confirm I roll the bonus/penalty dice at the same time as the first dice?

  10. #820
    Quote Originally Posted by damned View Post
    Getting much closer

    Whats the maximum number of bonus or penalty dice?
    Can you confirm if I have two bonus dice and one penalty dice I just roll 1 bonus?

    Can you confirm I roll the bonus/penalty dice at the same time as the first dice?
    In order :

    - There's no maximum, but if we need one I'll say there's little chance to roll five bonus or penalty dices.
    - Yes, bonus and penalties cancel each others.
    - Yes again

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