Thread: DCC RPG Ruleset
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January 16th, 2019, 04:17 #431Warrior-Priest
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DCC Ruleset - Attack Roll Error
Leozelig,
I have noticed that attacks are not seeming to take into account the PC AC value. It just compares to ac 10. See the image.
I have tried to remove the character from the combat tracker and the monsters from the combat tracker and repopulate to no avail.
Any idea what I have wrong?
Thanks
KirklandoneDCC Ruleset TO HIT Error.JPG
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January 16th, 2019, 11:21 #432
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January 16th, 2019, 20:37 #433
AC calculation should be working now. Re-download the ruleset and try again.
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January 23rd, 2019, 15:15 #434Warrior-Priest
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Leozelig,
Thanks, works great.
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February 1st, 2019, 16:52 #435
Okay, something weird popped while I was playing a funnel this week, and I want some advice, since it's a weird edge case.
We used an online source to auto-create a page of four 0th-level characters per player. That in itself is not unusual, as we start a new game every year or so. One of my characters had good stats, including 16 in agility and 18 in luck. He also got the fortuneteller occupation (dagger and a tarot deck), and a set of thieves' tools as his extra item. It seemed he was destined to be a thief, and I played him as such.
For future reference, let's call this guy Lucky.
The problem started when some of us died, and we redistributed the equipment on the corpses. Lucky got the now-dead hunter's shortbow. To be honest, I wasn't sure whether my pack hunter augur bonus (+3 attack and damage to my 0th-level weapon) should apply to the bow, or the dagger I had at the start of play. Thing is, 0th level characters count the weapon they most recently attacked with as their starting weapon, and once I shot the bow, it then counted as my 0th level weapon. The GM ruled that the augur bonus to attack and damage should stay with the dagger since the rulebook says the bonus doesn't increase or decrease based on your luck. That said, why should I get the +3 bonus to a weapon that was no longer my 0th-level weapon? Was this the right call, or am I just overthinking this?
To be honest, this actually got worse at the end of the session. We were playing the Hole in the Sky module as the setting for our funnel. Slight spoilers, but once the quest is over you get to spin the Wheel of Fortune to change your destiny. In Lucky's case, this included getting to reroll a stat and keep that roll if it's better (exact same total as I already had, so no change). He then got to roll two more birth augurs and either keeping the old one or replacing it with one of the new ones (pack hunter x3? I'm getting shoehorned into this situation). And on top of that, he also got +2 luck (what's the modifier for 20 luck, anyway? +3? +4? +5?). This change is retroactive, meaning Lucky's brand-new 20 luck is how he's always been. Does this change the level of the augur bonus?
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February 1st, 2019, 22:21 #436
Ah, the madness of DCC RPG... My interpretation is that your lucky roll applies to whatever your 0-level weapon ends up being by the end of the funnel (i.e., the last weapon you fought with), which sounds like the bow.
So, you rolled the same birth augur for both of your re-rolls, and your luck score is 20!? Crazy... That will get the attention of the gods, better watch out. I ran Hole in the Sky once, and my group grew or shrank a few inches and changed hair or eye color. You fared much better
I believe Mutant Crawl Classics published modifiers for stats above 18, and most DCC players I know will honor those. I actually coded that into the ruleset, so try entering 20 for your ability score and see what happens. My guess is +4, off the top of my head. And I would say yes, your lucky roll bonus should definitely increase because of that.
Short answer... You should get +4 bonus to attack and damage rolls with the shortbow.
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February 1st, 2019, 23:07 #437
Okay, thanks very much for helping me come to terms with this. Sadly, this is not the kind of charitable GM that gives level 1 to us for free at the end of a funnel adventure. I have 7 XP with Lucky right now, and so I hope to grab a few more arrows before heading into the next quest. I could totally see myself running out of arrows right before the point where we finally earn enough XP to get to level 1, and I have to resort to using some weird weapon that makes no sense for a sneaky little thief, like a battleaxe or a flail or something.
On the other hand, having such a high agility means ranged weapons might be the way to go. And while the dagger is a better deal for backstabbing enemies, that can be really situational. Plus, I don't think the thief gets bows (or any ranged weapon) normally, so at least having a decent ranged weapon (like a bow) could help a lot.
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February 4th, 2019, 17:04 #438Warrior-Priest
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A couple questions about the combat tracker.
1) Is there a way to add the whole party to the combat tracker at one time? I currently just drag each character on there one at a time. But since encounters can add on the NPCs at once, I hoped maybe there was a way to add the whole party.
2) Is there a way to "End Combat" in the tracker? I find it odd that the MENU does not have any way to just end a combat so that you can start fresh (with Round=1) for the next encounter. I have to manually type 1 back in the combat tracker each time I want to start a new encounter.
3) How do you deal with summoned monsters in the combat tracker? I started "The Emerald Enchanter" adventure with my group, there is an encounter (Tile Golem) where a creature has a chance to summon more creatures each round. I had initially placed 4 summoned creatures in the encounter. As the fight went on I got to the point where the Tile Golem got to summon more than the four I had accounted for in the encounter. I was not quite sure how to add more of the summoned creatures. I went to the encounter and added that encounter to the combat tracker a second time (then deleted the Tile Golem). The problem I had was that the new creatures did not quite behave correctly in the combat tracker. I could have them target the PCs, but the combat tracker would not automatically check for a hit or apply damage properly. I think this was due to the fact that I did not have tokens for the new summons? Does anyone understand this behavior better? Should I have added the new summons directly from the NPC lists and added a token?
In the future I think I will just add more summons but leave them invisible to the players if they never get summoned. And then remember to remove them from the combat tracker at the end of the encounter.
Thanks
Kirklandone
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February 4th, 2019, 21:08 #439
These are all CoreRPG things not DCC specific.
There is no way to add all the PCs at one time. Once added there is also no reason to remove the PCs (except Death/Departure) so you shouldnt have to do it too often once the PCs start leveling up...
Menu -> Turn Order -> Reset
Re-open the Encounter - Change the number of Enchanters to 0 and then click the add button again. If they are in the CT then the targeting should work. Make sure that you always add to the CT and from the CT to the map. Never drag from an NPC list or Encounter directly to the map.
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February 4th, 2019, 22:10 #440Warrior-Priest
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"...once the PCs start leveling up..."
Does that imply that the CT takes a snapshot of the PC at the time you add? And that if they level up, I should delete/add the PC back to the combat tracker?
"Menu -> Turn Order -> Reset"
Thanks, I will try that.
I will experiment with re-opening the encounter and adding more summoned monsters to see if I can duplicate what I saw "In the heat of the moment", so I can understand if I did something wrong or if there is something no working correctly.
Thanks, damned.
Kirklandone
P.S. My group is super impressed with FG and the effort I have put into adding DCC content/modules/adventures looks well worth it. Thanks to Leozelig and all the FG supporters.
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