Thread: MoreCore Ruleset
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February 25th, 2019, 08:36 #1421
I've been playing with MoreCore trying to get something to work with Hackmaster and I've noticed that there is a hackmaster.lua and hackmasterbs.lua file in the dice scripts area, which shocked me because I hadn't seen that on the website!
The roll /hackm looks like it's set up to replicate Hackmaster's penetrating die mechanic (1d4p means that on a roll of 4 you add an additional 1d4-1 to the die total, exploding to another 1d4-1 on each successive 4; works the same for all dice except 1d20, which explodes to a d6-1 instead of a d20-1).
So I was playing with it and I'm getting a script error every time I try to use them (probably why it wasn't published on the site).
The error is always on line 97: attempt to compare number with nil.
I'm not good enough with lua to really figure out what is causing this or how to fix it, but does anyone have any insight they could offer into what's going on?
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February 25th, 2019, 09:35 #1422
I may have mentioned back on post https://www.fantasygrounds.com/forum...l=1#post425124 that its an abomination and NOT on my radar right now... sorry.
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February 25th, 2019, 13:15 #1423
Wow.
So Superteddy57 has done a ShadowRun 5E extension for MoreCore.
Now this isnt just a few graphics - this is a full working ruleset missing only the reference manual which we cant share anyway.
Check it out here and give him some rep!
https://www.fantasygrounds.com/forum...ore-Extension)
Ive also updated the Trail of Cthulhu ruleset here: https://www.fantasygrounds.com/forum...orking-ruleset
and the Esoterrorists ruleset here: https://www.fantasygrounds.com/forum...ension-Ruleset
You will find the Gumshoe SRD useful for both here: https://www.fantasygrounds.com/forum...77-Gumshoe-SRD
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March 5th, 2019, 18:56 #1424Adept
- Join Date
- Feb 2019
- Location
- Ontario, Canada
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I'm trying to break down the dice mechanic for The Shadow of Yesterday to use roll scripts that already exist in MoreCore, and I keep wanting to pass results of one roll to another. Maybe somebody here can see another way to come at it.
The dice mechanic for TSoY is:
Assemble pool of bonus dice and penalty dice from wide variety of sources. Bonus dice cancel out penalty dice one-for-one leaving a net # of bonus or penalty dice N.
Roll Ability Rank + choose 3 from (3dF + NdF) + ad hoc modifiers
with the choice between best 3 or worst 3 dice depending on whether the roll is in net bonus or net penalty.
A total below 0 results in 0.
If the subtotal before modifiers is 6 or less, then the result is capped at 6.
My thought so far is to create /mod rolls for each bonus and penalty dice source and have a roll on the sheet that just sums the modifier box to report N to chat (by rolling 0dF?). Then have the player manually plug N into either a /rolld or /rolllow roll associated with the ability of interest (how?). That would at least get a list of bonus and penalty dice sources into the chat log but doubles the number of ability rolls I'd need.
Is there a more elegant solution?
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March 5th, 2019, 20:31 #1425
Hey Diurnal Lee
I dont understand the 2nd and 3rd part of the roll as you have described.
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March 6th, 2019, 14:29 #1426Adept
- Join Date
- Feb 2019
- Location
- Ontario, Canada
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- 4
I'm sorry, damned. How about some examples?
So the trivial case, the basic TSoY roll, is Fate-esque:
Ability Rank + 3dF
Bonus dice and penalty dice add extra dice to the dice pool. They work kind of like advantage/disadvantage in 5e, cancelling each other out one-for-one. until you're left with some net amount of either bonus or penalty dice. On any check you make, no matter how many dice you roll, you will always only use the results of three of those dice and discard the rest. Whether the extra dice in the roll are penalty dice or bonus dice tells you whether to discard the high ones or the low ones.
Example 1:
You have one penaly dice from a Harm condition. Roll 4dF and discard the highest one dice result.
Example 2:
You have one penalty dice from Harm and one bonus dice from spending a Pool point. Before rolling, you cancel out them out one-for-one, leaving you with net 0 extra dice. Roll 3dF.
Example 3:
You have one penalty dice from Harm, one bonus dice from a Pool point, and 2 more bonus dice from using a Secret. Before rolling, the one penalty dice cancels one of the bonus dice, leaving you with a net of 2 bonus dice. Roll 5dF and discard the two lowest dice results.
Other modifiers add/subtract a flat numerical amount to the ability check result, with the caveat that the modifiers can't push the final result higher than a 6 total.
Example 4:
You have Ability Rank 4, the dice rolled sum to -1, and you have a +2 modifier from a weapon. Final result: 5
Example 5:
You have Ability Rank 4, the dice rolled sum to 1, and you have a +2 modifier from a weapon. Only part of the modifier can be applied. Final result: 6
Example 6:
You have Ability Rank 4, the dice rolled sum to 3, and you have a +2 modifier from a weapon. The modifier can't be applied at all. Final result: 7 Your character Transcends and their story comes to an end.
Does that clarify both points?Last edited by Diurnal Lee; March 6th, 2019 at 15:24. Reason: Typo correction.
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March 10th, 2019, 16:29 #1427Banned
- Join Date
- Mar 2008
- Posts
- 11
This looks really good, but I am absolutely confused with how to do things. I tried watching the tutorial videos and match what was being shown while trying to implement WEG Star Wars in it. Any way of combining the FG Star Wars D6's character sheet with MoreCore?
Last edited by ThePatriot; March 10th, 2019 at 19:00.
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March 11th, 2019, 02:59 #1428Templar
- Join Date
- Jul 2007
- Posts
- 130
Hello, can anyone with awesome coding skills help with developing rolls for Legends of the Wulin?
It works by throwing d10s in groups of 6 to 10 and then grouping the dice whose numbers match. These sets translate into numbers, where the ones digit is equal to the number on the dice, and the tens digit is equal to the amount of matching dice in the set.
For example, if you roll 7 dice and get 2, 4, 4, 4, 9, 9, 0; they become 12, 34, 29 and 10.
It is possible to remove dice from a roll and store them to be later added to a another roll.
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March 11th, 2019, 11:33 #1429
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March 11th, 2019, 11:34 #1430
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