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Thread: DCC RPG Ruleset

  1. #441
    leozelig's Avatar
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    Everything damned said. I don't think the DCC ruleset has 'Turn Order-Reset' as a menu option. I usually just change the round to 0, and then hit the circular arrow button to start a new combat.

    You can also duplicate NPCs in the combat tracker by grabbing the shortcut icon (brown circle at the far right of the entry) and dropping it anywhere in the CT frame. Of course, you need at least one other summoned creature in the tracker to do it that way. Maybe you could drag the NPC record to a hotkey as a backup option.

    I don't know about the targeting issue. I feel like it shouldn't matter if you have a token on the map for an NPC to target a PC, but maybe I'm wrong. Try it and see what happens.

  2. #442
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    The comment about leveling up was more about DCC and the high mortality rate of the funnel.
    NPCs in the CT are snapshots but PCs are living/breathing/dynamic things - their stats stay syncd.

    DCC is all leozelig - he has done a great job on the ruleset.

  3. #443
    leozelig's Avatar
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    Quote Originally Posted by kirklandone View Post
    My group is super impressed with FG and the effort I have put into adding DCC content/modules/adventures looks well worth it.
    You earned that, good job! Thank you for putting the ruleset to work

  4. #444
    Here is a question that came up last week for me.
    The party found an unidentified magic dagger. The rogue / thief character picked it up and put it in his inventory. He had some normal daggers. The Inventory sheet on his character did NOT show 3 normal daggers and 1 unidentified dagger, it showed 4 daggers.

    If he were to discover the nature of that magic dagger, how do we pick it out of his stack of 4 to click the identify item?
    Kirklandone

  5. #445
    leozelig's Avatar
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    Hmm, I don't know. Click the item record to identified and re-drop to inventory, then delete the extra dagger.

  6. #446
    Um, what happened to the forum? The style has changed dramatically...

    Weird. I figured it out...kinda. I was on some very simple version, like for phones...then I clicked "Full Site" and it returned to what I was expecting.
    Last edited by kirklandone; February 21st, 2019 at 15:38.

  7. #447
    LordEntrails's Avatar
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    Quote Originally Posted by kirklandone View Post
    Um, what happened to the forum? The style has changed dramatically...

    Weird. I figured it out...kinda. I was on some very simple version, like for phones...then I clicked "Full Site" and it returned to what I was expecting.
    That was the mobile version. Sometimes happens if you view on a mobile device or follow a link from search results.

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  8. #448
    Leozelig,

    I have another oddity that I have found. One of my players had a spell caster and his spell check bonus kept growing over the course of the night. See attached image.
    So, his spell check is only STAT +3 but in the chat window you can see that it is adding +11 to his die roll. His STAT is NOT adding +8 bonus to his spell check. It almost looks like some Spell Duel momentum or something.

    DCC Spell Check oddiy.PNG

    Any ideas?
    Thanks
    Kirklandone

  9. #449
    leozelig's Avatar
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    That's weird. What does the cast action look like for Flaming Hands? I made some changes to saving throws in one of the more recent updates to allow for a fixed save DC and half damage on a miss, so the spell check scripts were modified for that. I fixed an error with the base spell check calculation a few weeks ago - are you running the latest ruleset version? I am not seeing any errors on my end.

  10. #450
    Leozelig,

    I will look at the cast action for Flaming Hands and post a picture when I can. And I will check which version of the ruleset I am using. It was definitely odd behavior. It slowly crept up, it was only after the 2nd or 3rd time we noticed the oddity that I captured that image (where the bonus was +11).

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