Thread: DCC RPG Ruleset
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April 20th, 2019, 16:24 #491
It is based on the 3.0/3.5 SRD, but the feel is meant to be more older style, so classic D&D makes sense as well.
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April 20th, 2019, 17:24 #492Zealot
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Thanks for exploring these options.
I'm not sure about the radial menu (2.) for the reason you mention. It seems hard to discover. (Admittedly, I haven't played much FG yet, so if this is a common solution, it might make sense here as well.)
Both 1. and 3. sound like fine solutions to me.
Would an Edit button gate any other changes as well? I'm guessing you wouldn't want to lock down manual attribute editing, as this often happens during the course of a DCC session (when a special attack causes STR damage, for example, or you use spellburn).
Which reminds me of another feature request: The ability to track both permanent and current attribute values would be great.
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April 21st, 2019, 02:38 #493
I will experiment with the Edit button. It would not lock anything other than ability rolls. Updates go out on Tuesday.
Spellburn and luck burn are on my list. The free module from the 7th printing (Yddgrrl’s Maze) needs to be added first, but that should be available by the end of the month.
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April 21st, 2019, 02:52 #494
I recommend tracking ability loss in the combat tracker for now. For example, the judge might create the effect ‘Spellburn; STR:-3; STA:-1’ with duration 0. I honestly prefer that to tracking on the character sheet from a coding perspective, but not everyone will agree.
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April 21st, 2019, 05:47 #495FG Wiki: How to Compile the FG Logs
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April 21st, 2019, 09:14 #496
Any plans to automate spell casting in the future? I can't even see how to make base spell check roll, i can see modifier for it but no dice to roll
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April 21st, 2019, 14:12 #497
It is similar to the 5E ruleset. Drop a spell to the character sheet, right-click on the spell, and select ‘Add Action’ followed by ‘Add Cast’. By default, this will roll a d20 using your base spell check modifier, but you can click the magnifying glass icon to adjust the settings. I believe that some actions will parse automatically when the spell is added, which is something I plan to improve.
I have considered creating rollable spell tables as an alternative. The spell check result would display in the chat window, but you lose the ability to target NPCs, auto-roll NPCs saves, and apply effect modifiers from the combat tracker. Load times for the module might increase considerably as well - tables require some real estate on the back end.
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April 21st, 2019, 15:24 #498
Voting for #1 on this.
When Dwarves and Warriors attack is there a way to auto include their deed die? I was poking around yesterday and didn't seem to stumble onto it.
Can FG support the magic rolling functionality of something like The Crawler app? Might be getting some chocolate in the peanut butter but it would be pretty sweet to just click on the spell and have it do the rest of the work from there.
Best practice for adding spell burn bonuses? I'm assuming using the modifier window by the dice would be the easiest for the roll but not sure if there's a good way to track the ability point cost on the character's stats.
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April 21st, 2019, 17:26 #499Zealot
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I just tried it - works fine.
With the few spells I've tried, the effects (e.g. Dazed for Charm Person) and damage actions (e.g. for Chill Touch) were automatically added, but the Cast actions had to be manually added. I assume that's what you described you're planning to improve. It would be great if the Cast actions were automatically added as well.
I also noticed that there are a whole bunch of redundant Dmg actions. E.g. Chill Touch adds several 1d6 Dmg actions, several 2d6, etc. - see screenshot. I'm guessing it parses all of these out of the individual spell result tables, leading to this redundancy. Perhaps these could be deduped first.
Screen Shot 2019-04-21 at 9.22.55 AM.png
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April 21st, 2019, 21:09 #500Join my DCC RPG Road Crew via Fantasy Grounds! info @ https://www.indygaming.com/roadcrew/
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