Thread: MoreCore Ruleset
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October 13th, 2018, 20:18 #1171
Greetings, I could use your help.
I've just started watching videos on MoreCore but I haven't been able to find the dice mechanic string for what I am looking for.
The new Wrath & Glory RPG uses the core dice mechanic as follows: (Which is public knowledge as they posted it on their website)
Roll your dice pool of D6's. Any dice resulting 4 or 5 counts as one icon; a representation of success. A dice that results in a 6 is called an exalted icon, and counts as two icons. One of the die in the pool is a Wrath die. If the Wrath die is a 1 then a complication occurs. If the Wrath die is a 6 then a Critical may occur.
I won't get into how many Icons are needed to succeed on the test, because that varies each roll. The main thing I need is for when the string is rolled for it to state the number of icons... or at least have one die in the pool different from the rest. Even if there was a string out there like /successes 6d6x4 but where one of the die can be a different color or something.
Is this possible in MoreCore? If so what is the string code required? Thanks to any help you can provide.Last edited by TalonKaine; October 13th, 2018 at 20:27.
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October 13th, 2018, 23:14 #1172
Hi TalonKaine for most of these Rolls I write them based on the info provided. I dont play the games so I rarely have first hand input into them as to how they are working at the tabletop. And then... I forget most of what was told to me because... well Im getting old and forgetful and I need that room for something new... anyways - have a look at these Character Sheets - download and import them - and see if they answer your question on how to use the rolls - there are several in there for Wrath & Glory - skill rolls and damage rolls.
https://www.fantasygrounds.com/forum...l=1#post409166
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October 15th, 2018, 17:45 #1173Zealot
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Just a thought regarding the Trenloe's older excellent Star Wars (FFG) ruleset.
I know it is a lot of work to update. Has it ever been considered (as it is a community ruleset) to take the dice rolling mechanic and graphics and move it in to Morecore? That would also provide functionality for Genesys.
Now I don't know what that would take to do or even if it is possible (it may need to be in Options that you check; due to the way it changes the whole dice roll area which would vastly increase the work or complexity).
Joe
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October 15th, 2018, 18:17 #1174
It's not been considered from my point of view. Primarily because the Star Wars EotE ruleset (and the Genesys extension) are so much more than just the dice as relates to those two RPG systems - the combat tracker (lots of functionality, but primarily initiative slots not being tied to a specific PC/NPC and tracking actors using one of those slots), applying damage/stress, minion/rival/nemesis functionality, library modules designed specifically for the ruleset data structure, and many other pieces of functionality. So, spending a lot of time to move some functionality into MoreCore would end up giving some more CoreRPG based functionality, but would end up with less functionality for a lot of work. As has been mentioned, the Star Wars EotE ruleset is slowly being updated to work with CoreRPG...
FG Wiki: How to Compile the FG Logs
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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October 15th, 2018, 18:26 #1175Zealot
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Cheers Trenloe,
Thought it might be, thanks for the swift reply; nice to know it is being updated (even if slowly, as time permits).
(As an aside, like what you are doing with the PF2 ruleset, especially the character creation, really good. And with the rules being a moving target, even more impressive.)
Joe
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October 15th, 2018, 19:31 #1176FG Wiki: How to Compile the FG Logs
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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October 19th, 2018, 21:22 #1177
A potential future MoreCore update.
The /weg roller appears to correctly handle when a 1 is rolled on the wild die, when the left die as displayed in the chat box is a 1, a Blunder message is provided. If a one is rolled in any other position and not in the first position then the blunder message is not provided. I assume the left most die is therefore the wild die. The wild die should likewise explode if it is a 6. Currently, all the die will explode no matter what their position as displayed in the chat. This is not the correct function for the OpenD6 rules though I must confess I do not have the WEG Star Wars rules so I cannot confirm how those dice are supposed to function. It should be pointed out that when only a singe die is rolled then that die is a wild die.
For consideration,
Best Regards,
Jerry
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October 19th, 2018, 22:46 #1178
Hey Hlynrian thanks for your feedback.
I need some clarification - I just make the Rolls based on what people tell me - and this happens a lot - people tell me one thing and others tell me something else.
Can you please find one or more sources in rulebooks and copy/paste the relevant info for me?
2 sources would be awesome if possible!
thanks
Damian
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October 19th, 2018, 23:15 #1179
This is the text from the OpenD6 Adventure book, OpenD6 Space and OpenD6 Fantasy have the same text:
Rolling Dice
A die code shows how good a character is in a particular area, how harmful a weapon is, how useful a Special Ability or tool is, and so on. Each die code (also known as a value) indicates the number of six-sided dice you roll (1D, 2D, 3D, 4D, 5D, etc.), and sometimes an added bonus of “+1” or “+2” — referred to as pips — you add to the total result you roll on the dice.
An Advantage, Special Ability, or piece of equipment may provide a bonus to the roll. If the bonus is in the form of a die code (such as +1D), then you add the listed number of regular dice to the amount you would roll. If the bonus is in the form of a number (such as +2), then you add the amount to the total that you rolled on the dice.
Example: A shovel adds 1D to digging attempts. A character who decides to dig a hole uses her lifting skill. If your character has a lift- ing skill of 4D, you would roll five dice to determine how well your character dug the hole with the shovel.
Wild Die
Whenever any player, including the gamemaster, makes any roll, one of the dice must be different from the rest (in size or color). Designated as the Wild Die, this odd die represents the vagaries of life — like the direction of the wind affecting the flight of a bullet — that are too small to warrant their own difficulty modifiers.
Example: Your character’s Reflexes attribute is 3D+1, so if your character tried to jump onto a table, you would roll two regular dice and one Wild Die.
If the player has only 1D to roll, then that one die is always the Wild Die.
If the player rolls a 6 on the Wild Die, this is called a Critical Success and she may add the 6 to her total and roll the Wild Die again. As long as she turns up Critical Successes on that die, she may continue to add them to her total and continue to roll. If she rolls anything other than a 6, she adds that number to the total and stops rolling.
If the player rolls a 1 on the initial toss of the Wild Die, this is called a Critical Failure, and the gamemaster may chose one of two options for the result, depending on the gravity of the situation.
1. The Critical Failure cancels out the highest roll. Then the player adds the remaining values, and the roll is determined normally.
2. Add the dice results normally, but a complication occurs. The gamemaster gauges the significance of the complication by the total generated — from a funny, “nearly didn’t do it” result for a high total to a serious, “we have a problem” obstacle for a low total.
When using the second option, make certain the complication chosen relates to the task attempted. It should serve as an extra, minor obstacle the characters must now deal with or, more often, as a place to insert a bit of comic relief. Only on rare occasions (such as numerous poor decisions by the players) should a complication be without solutions or even deadly. The complications can also serve as opportunities to bring nearly invincible characters down to a more reasonable level.
Note: Unlike rolling a Critical Failure initially on the Wild Die, no complications occur when a 1 shows up on later tosses of the Wild Die in the same roll.
All the books are available here: https://ogc.rpglibrary.org/index.php?title=OpenD6
There is an old WEG archive of "how the game works" here: https://web.archive.org/web/20050513.../d6/d6info.pdf
Cheers,
Jerry
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October 20th, 2018, 01:22 #1180
Thanks - that is indeed different.
Im neck deep in some OpenLegend stuff and then I will fix the /weg roll.
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