DICE PACKS BUNDLE
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  1. #1061
    damned's Avatar
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    Valyar I dont play 96% of the games that these scripts support which is why I need detailed information on how they should work. I build them in the way Im told they should work.

    I have tested the Crom roll with this syntax /crom 6d6 and also combining with a modifier (either by /mod roll or by modifier interface) and I get both damage and Effects reporting in the chat window.

    As to the /conan rolls please provide more detail. Is this a house rule (if so Im nt going to implement it) or a core rule and exactly how does it play out and how should it report and how do other things impact it?

  2. #1062
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    damned, it is core rule of Conan 2d20. Basically in Conan 2d20 by Modiphius we have two rolls - with d20 dice (skill tests) and d6 (damage).

    The skill test rolls using d20 are having the following rules:
    • The skill’s Target Number (TN) is equal to the attribute for that skill, plus any ranks in Expertise the character possesses for that skill.
    • When asked to perform a skill test, the player should roll 2d20.
    • Each die that rolls equal to or less than that skill’s Target Number scores a single success.
    • Furthermore, the character’s ranks of Focus in that skill create the possibility to score extra successes: each d20 result equal to or less than the character’s Focus for that skill scores two successes instead of one.
    • Whenever a result of a 20 is rolled on any d20 in a skill test, the gamemaster immediately creates an impediment or problem — called a Complication — that is applied to the situation or the specific character that made the original roll
    • One Complication is created for each result of a 20 rolled.
    • When rolling multiple 20s, the character may suffer multiple Complications. These can be resolved separately, or the gamemaster may choose to group them together into a bigger problem.


    Working example: I have the Agility attribute of 10, Athletic skill expertise of 5 and focus on it of 3. When I roll this, the target number is 15, every die that comes up with equal or less is Success. Every die that is equal or less than my focus value is counted as two success, every die that is 20 is counted as Complication.

    This works fine as far as I tested /conan #d#x#y# counts the successes properly when focus is supplied. If there is no focus I put 0 at the end.

    The combat die is simple, explained above:
    • When rolling a CD § (i.e. d6), ignore any results of 3 or 4.
    • Results of 1 and 2 have their normal values.
    • Results of 5 or 6 are referred to as Effects. An Effect adds 1 to the total, and also triggers certain abilities, such as weapon Qualities and other special conditions.


    Roll Value
    1 1
    2 2
    3 and 4 0
    5 and 6 1 plus an Effect


    Working example: Weapon does 5d6 damage. I roll 1,2,5,4,6
    Using the table, the report should be: Damage total 5 + 2x Effect. Because 6 is also counted as value of 1 and generates an Effect. Effect triggers the weapon's special properties.

    It is important not only to count the total damage, but also the effects generated. Players can pay in Doom points to the GM to reduce the amount of Effects, negating the bad things that happen after triggering the weapon's special quality(or qualities).

    EDIT:
    Forgot to add that i got the following error when I try to use /crom:
    Script Error: [string "scripts/manager_custom_crom.lua"]:99: attempt to concatenate field 'sSize' (a nil value)

    I am supplying /crom 5d6 for example.
    Last edited by Valyar; August 5th, 2018 at 06:48. Reason: adding error
    The past is a rudder to guide us, not an anchor to hold us back.

  3. #1063
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    Thanks Valyar

    Can you please get one of the other Conan GMs (I'll ping Shotgun) to confirm the changes and Ill make them.
    I cannot replicate the error - can you provide more info - can you post the chat window contents on loading up your campaign?

  4. #1064
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    I will ask Ogedei to check it. In his ruleset he has custom combat dice implementation that calculates this.

    Attached is the screenshot from the table - I created new game and replicated on two computers.
    Attached Images Attached Images
    The past is a rudder to guide us, not an anchor to hold us back.

  5. #1065
    Quick note on complications.

    On a trained skill a complication is generated on a 20. On an untrained skill it's on a 19-20.

    And sorcery rolls are another ball entirety where all fails can be complications in some cases.

    Need some way to determine which is being attempted or it may just be better to leave it in the GMs hands vs. the script.

  6. #1066
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    Quote Originally Posted by Ogedei View Post
    Quick note on complications.

    On a trained skill a complication is generated on a 20. On an untrained skill it's on a 19-20.

    And sorcery rolls are another ball entirety where all fails can be complications in some cases.

    Need some way to determine which is being attempted or it may just be better to leave it in the GMs hands vs. the script.
    Oh you guys are PITA!



    Valyar - am PMing you a new version to test. Once you are happy with it I will need you to upload some completed Characters, and maybe a library of Rolls or an exported Campaign so others can try it out too please.

    mc-new-conan.jpg

  7. #1067
    OK so hopefully this will be an easy one. I am trying to set up characters based on the new expanse rules as found in the expanse quickstart. The expanse uses fantasy AGE rules as its base. I am having trouble setting up the attacks and damage in the attacks section. The pistol attack for instance should be 3d6 + 2, but it should be a /stunt roll, and when I try using the /stunt command in the attack section it doesn't seem to recognize it. I figured out how to do regular attacks and damage, so I Guess my question is: how should I set up attacks when the attack requires a stunt roll?
    Last edited by timdog88; August 11th, 2018 at 17:39.

  8. #1068
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    Hi timdog88 it should be set up as a roll but we probably need a new roll that makes this as type damage.
    Is there anything different about the way the two rolls are handled mechanically?

  9. #1069
    The only difference is that when attacking you still have the opportunity to get stunt points if you roll doubles. Other than that its just the same as a check vs. the defense target number. So I just set up the attacks in one of the morecore fields that accepts rolls, and I set up the damage at the top of the sheet in the attacks section. Seems to work fine that way, I just cant drag and drop the attacks on an enemy like I could if it was set up in the attack section, but that's no big deal.

  10. #1070
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    Quote Originally Posted by timdog88 View Post
    The only difference is that when attacking you still have the opportunity to get stunt points if you roll doubles. Other than that its just the same as a check vs. the defense target number. So I just set up the attacks in one of the morecore fields that accepts rolls, and I set up the damage at the top of the sheet in the attacks section. Seems to work fine that way, I just cant drag and drop the attacks on an enemy like I could if it was set up in the attack section, but that's no big deal.
    Attacks was one of the first features of MoreCore. Way before Rolls. Rolls are so much more usable because they are far easier to add new ones and extend and you can create libraries of them and drag them to and from character sheets. Rolls will report targets etc as well but they cannot be dragged on to a target. Coding attacks to handle all those dice strings is well beyond my ability and would also prevent the different ways that people use modifiers (some modify dice result, number of dice or target number). Rolls are also present in the CT like Attacks. In many ways Attacks are redundant for many systems - Rolls work better - of course this is not true for all cases.

    What should the output wording look like?
    Im thinking I would change /stunt to use 2 black and 1 green (instead of red) dice and for /stuntdmg it would use black and red?

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