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Thread: DCC RPG Ruleset

  1. #491
    Myrdin Potter's Avatar
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    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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  2. #492
    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.


    Quote Originally Posted by leozelig View Post
    Thanks for the feedback. There are a few options here...

    1. Add an ‘Edit’ button to the bottom right to “unlock” this option. The button to roll ability scores would only show in edit mode and would appear next to the Edit button, similar to other tabs on the char sheet.

    2. Add a ‘Roll Ability Scores’ option to the radial menu when you right-click on the character sheet (maybe with a second click for confirmation). This might be over-looked if you don’t know it’s there, but no risk of accidental re-rolls.

    3. Leave the button where it is but add a confirmation dialog box.

    I would be interested to hear opinions. I listed these in order of my preference, but I am flexible. Removing it is also an option, but if you need to roll up a few zeroes for a funnel, the old method is tedious.

  3. #493
    leozelig's Avatar
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    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.

  4. #494
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    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.

  5. #495
    Trenloe's Avatar
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    Quote Originally Posted by leozelig View Post
    Regarding a thread for the official ruleset... Which ‘Game Systems’ sub-forum makes more sense - Classic D&D (as an OSR system) or CoreRPG/Other?
    I recommend you request a new sub forum specific to DCC.
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  6. #496
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    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

  7. #497
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    Quote Originally Posted by hawkwind View Post
    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
    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.

  8. #498
    Quote Originally Posted by leozelig View Post
    Thanks for the feedback. There are a few options here...

    1. Add an ‘Edit’ button to the bottom right to “unlock” this option. The button to roll ability scores would only show in edit mode and would appear next to the Edit button, similar to other tabs on the char sheet.

    2. Add a ‘Roll Ability Scores’ option to the radial menu when you right-click on the character sheet (maybe with a second click for confirmation). This might be over-looked if you don’t know it’s there, but no risk of accidental re-rolls.

    3. Leave the button where it is but add a confirmation dialog box.

    I would be interested to hear opinions. I listed these in order of my preference, but I am flexible. Removing it is also an option, but if you need to roll up a few zeroes for a funnel, the old method is tedious.
    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.

    DCC thread could be anywhere and we'd find it

  9. #499
    Quote Originally Posted by leozelig View Post
    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.
    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

  10. #500
    Quote Originally Posted by Trenloe View Post
    I recommend you request a new sub forum specific to DCC.
    /agree!
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