Thread: MoreCore Ruleset
-
May 12th, 2018, 02:45 #911Templar
- Join Date
- Apr 2015
- Location
- Denver, CO
- Posts
- 101
No need for the opposed rolls part. The only thing I feel would benefit from a die roll is the Challenge aspect of the system.
Yes, it's evens grant a success, but each 6 grants an extra success. I was basing the y6 part on the Conan extension code. I didn't realize you could do a constant for the same result, but, duh, yeah, I see when you're doing the loop through the dice rolls, you're just checking the variable and why not just put 6 there. Sorry about that.
Modifiers and Building Dice Pools
Yes, there are ways to bump up the dice pool. One example: You can go "all out" to get +2d6. Cover can provide +/- 2d6 or 4d6. Tactics can +/- 1-3d6. There's an Adversity/Resolve mechanic that's a lot like the Conan Doom/Momentum system; you can burn Adversity (villains) or Resolve (heroes) on a 1 pt = +1d6 scale. That means the dice pool has a pretty major swing to it.
Rating Traits, Powers
Lightning Lad had a 12d6 and Hulk had a 14d6 as a hypothetical to represent ranges. Characters are represented by Traits (Inherent Traits = attributes; Acquired Traits = skills) and by Powers & Perks (to include gear). All of those are rated in d6. The campaign usually sets a ceiling (12d6 would be a sort of typical Marvel setting). But villains don't have to stick to that ceiling. So a Hulk-type character (as an NPC) could have a Might 16d6 and an Armor of 14d6, for example. If the campaign was defined as a Standard power level (12d6), then a PC could at most have three Traits and Powers at 12d6. Everything else has to be 11d6 or lower. Again, not applicable to villains.
-
May 12th, 2018, 03:02 #912
So... what are the core things that dictate the roll?
Are they attributes, equipment or other?
The way Im thinking this would work is -
Might /pnp 5
Electro Gloves /mod 2
All Out /mod 2
Resolve /mod 1
Player does something role playing wise and the GM throws them another dice.
Player types 1 in modifier (rp bonus), clicks Resolve (another option would be an extension to Hero Points that adds +1 to modifier when clicked, and reduces its value by 1), clicks All out, clicks Electro Gloves - and now has a bunch of applied modifiers, +1/+1/+2/+2 and then clicks Might and it rolls 11(5+6)d6 and counts all evens and then counts all 6s.
Need another roll for unskilled...
/pnp0 with no modifiers/arguments that rolls 1d6 and counts 6s.
-
May 12th, 2018, 03:53 #913Templar
- Join Date
- Apr 2015
- Location
- Denver, CO
- Posts
- 101
Wow, that's a lot more detailed and comprehensive than I was expecting. Nice! It does look like it covers the sort of variables that could come into play.
The core things that dictate the roll are its base rating (for the character below, Agility 6d would be the starting point for dodging and such). Then the modifiers--the "All Out" option, or spending Adversity/Resolve (that's the mechanism that handles payout for roleplaying ... you start each session with a set amount, but roleplaying, situations, ingenuity, etc. all can add to it), and miscellaneous modifiers (cover, maybe improvised gear, etc.). Ideally, the player would build out the character sheet with the base elements. But even having some basic macros typed up speeds play up immensely (once there's a syntax).
Here's an example character from the rulebook (sort of a Batman type).
DETECTIVE
COMBAT VALUES
Edge 12
Health 6
INHERENT TRAITS
Agility 6d
Intellect 6d
Might 6d
Perception 6d
Toughness 6d
Willpower 6d
ACQUIRED TRAITS
Academics 6d
Charm 6d
Command 6d
Covert Ops 9d
Crime 6d
Driving 6d
Investigation 9d
Medicine 6d
Piloting 6d
Science 6d
Survival 6d
Technology 9d
POWERS & PERKS
• 6d Armor (Item (costume))
• 9d Danger Sense
• 9d Evasion
• 9d Strike (blunt) (Weapon Mastery)
• Blind Fighting
• Contacts (business, criminal, police)
• Disguise
• Languages (Languages: Arabic, Chinese, French, Japanese, Russian, Spanish)
• Low-Light Vision (Item (costume))
• Swing Line (Item (grappling line))
• Wealth
FLAWS & WEAKNESSES
• Two flaws and one weakness
MUNDANE GEAR
A variety of mundane gear and melee weapons including a collapsible staff that can split into a pair of escrima sticks (+1d)
-
May 12th, 2018, 04:31 #914
Ok Ive done a /pnp roll for Prowlers and Paragons: https://www.drivethrurpg.com/product...ons-Core-Rules
Ive also done a /tiny roll for Tiny Dungeons and Tiny Frontiers
A standard roll is 2d6 but it could be 1d6 for unskilled or rolls with disadvantage or 3d6 for mastered skills or rolls with advantage.
Any result of 5 or 6 is a success.
Tiny Dungeon: https://www.rpgnow.com/product/23029...Second-Edition
Tiny Frontiers (PWYW): https://www.rpgnow.com/product/188485/Tiny-Frontiers
These will be available whenever the next MoreCore version is released...
-
May 13th, 2018, 04:08 #915
A couple of people have requested that XP tracking be added to the Party Sheet.
Ive done that - well its in the next build anyway - but I dont actually have any XP fields on the MoreCore character sheets.
So...
What XP fields should we have?
Current XP
XP Required
Level
Any others?
How many games that you are using MoreCore for actually care about this stuff?
And finally... where should I store this on the Character Sheet?
I normally try and keep everything on the MoreCore tab (hence it has flip panels etc to store moar!) but really... it is already full.
I could swap it out for fields like Height/Weight but some of you might already be using those...
I could Make the Name field smaller...
I could put it on the Notes tab...
I could move Race/Gender/Age/Height/Weight to the Notes Tab and put the XP fields on the front screen...
I could move Race/Gender/Age/Height/Weight to Notes AND put XP fields there too...
Im tending towards putting the new fields on Notes... my preference would probably be to move Race/Gender/Age/Height/Weight there too but alignment issues with the Logo field mean it would be hard to Expand Attacks/Spells up to use that space - well not that hard - but it means all your themed extensions are likely to require some work...
So... please... give me your thoughts...
Oh - and in case anyone asks - I felt no need to include the Main Party Sheet Tab as there is no easy way to make all those Skill/Attribute rolls available there in the PS as you have in 5E/Pathfinder.
-
May 13th, 2018, 05:28 #916Templar
- Join Date
- Mar 2018
- Posts
- 115
-
May 13th, 2018, 09:41 #917
I totally agree with you!
Move all the bio fields where now we can find notes, and add xp (and quests too then!) should be perfect. In my opinion the only xp field needed is current xp current level.
So, as recap, in note tab i should put: Race, gender, age, weight, height, CLASS, current level, current xp.
In any case, thanks for your fantastic work!
-
May 13th, 2018, 10:33 #918Warrior-Priest
- Join Date
- Jul 2016
- Location
- Left Coast USA
- Posts
- 36
If it is wide enough, I'd be fine with entering "3/5" or "12,234/15,000" in a single XP field if that makes it easier.
Level would definitely be nice.
PbtA games often have an XP mechanic and Dungeon World uses Level but there are a number of games that use XP as Hero Points (or vice versa) so I've sometimes tracked them there.
They aren't critical fields for me if you decide not to add them though.
Either of these work for me.
Hope this helps and thanks for all your work!
-
May 14th, 2018, 07:49 #919
If I could ask for a feature to be added, not sure if its in your control or not to do it. But the ability to export the list of languages to a module. So everytime I create a new adventure, I do not have to add them all over again.
Please no!!! :PIm tending towards putting the new fields on Notes... my preference would probably be to move Race/Gender/Age/Height/Weight there too but alignment issues with the Logo field mean it would be hard to Expand Attacks/Spells up to use that space - well not that hard - but it means all your themed extensions are likely to require some work...
-
May 14th, 2018, 11:20 #920
That may well be possible... Ill have a look at it.
Can you email me a campaign with your languages setup in it so I can test?
Image below shows a new minimum width of 550px vs 525px.Please no!!! :P
Race/Gender/Age/Height/Weight have all been moved to Notes.
The Attacks/Spells frame has been increased in height allowing 3 more lines of Attacks and/or 2 more lines of Spells.
By increasing the width this will cause minimal changes to most themes - possible an anchor adjustment.
Thread Information
Users Browsing this Thread
There are currently 7 users browsing this thread. (0 members and 7 guests)


Reply With Quote



Bookmarks