Thread: MoreCore Ruleset
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June 16th, 2019, 20:00 #1531
Wow, that looks great! You've captured the Attributes and Skills perfectly

The only thing that doesn't fit is the Combat tile which was my original issue with using MoreCore for the d6 CS. It would need to show any Injured status, not a straight up health number. You could alter the titles to Stunned, Wounded, Wounded 2, Incapacitated, Mortally Wounded (doubt you need Killed). Then each block could be "Checked" to keep track of Injury status. I have no idea how difficult that alteration would be on your programming end.Last edited by Meliath1742; June 16th, 2019 at 20:13.
Cross-examining Lawyer: Mister Cogburn, in your four years as US Marshal, how many men have you shot?
Rooster Cogburn: Shot? Or killed?
Cross-examining Lawyer: Let us restrict it to killed so we may have a manageable figure!
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June 16th, 2019, 23:14 #1532
Initiative: When you order each side by Perception - is that by 3d1 vs 3d vs 2d2 or is that 8 (3d1) vs 12 (3d) vs 9 (2d2)?
Roll Actions: That is a major change on the programming...
What are all the possible inputs to making a roll please?
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June 17th, 2019, 00:51 #1533
Last edited by Meliath1742; June 17th, 2019 at 01:56.
Cross-examining Lawyer: Mister Cogburn, in your four years as US Marshal, how many men have you shot?
Rooster Cogburn: Shot? Or killed?
Cross-examining Lawyer: Let us restrict it to killed so we may have a manageable figure!
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June 17th, 2019, 01:11 #1534
So far you have introduced the following that can change the roll on the fly -
Character Points (extra dice)
Force Points (extra dice)
and now I can choose to make more actions (lose dice)
I can have a combination of these things.
The fact some add and some subtract also makes it harder.
This has a significant effect on programming stuff out.
I cant just use modifiers to adjust the dice pool because the rolls can already have modifiers eg 3D2
I have spent many hours on this already.
I cant continue until I know what I need to program otherwise I end up writing code and then having to rewrite it and sometimes in a completely different way.
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June 17th, 2019, 01:16 #1535
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June 17th, 2019, 10:19 #1536
I appreciate the effort you've put into this. I admit it's far more than I expected. Would it be easier if the dice we're put into the dice pool box instead of trying to automate every combination? The d6 system is a dice pool anyways. Or is this something you've already considered? Negative dice can be done manually after the initial roll if needed. To be honest I was more concerned with being able to track injury status than anything else. It's one of those things that can easily get confused during game play. If you need to move on from d6 I really appreciate the effort and time you've put into it.
Last edited by Meliath1742; June 17th, 2019 at 10:27.
Cross-examining Lawyer: Mister Cogburn, in your four years as US Marshal, how many men have you shot?
Rooster Cogburn: Shot? Or killed?
Cross-examining Lawyer: Let us restrict it to killed so we may have a manageable figure!
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June 17th, 2019, 13:22 #1537
It would and wouldnt be easier using the dice pool...
Adding dice from multiple sources is perfectly handled by the dice pool - you can even tell the dicepool to roll the dice with the weg roll type so long as you add 1 and only 1d6 and the rest of the dice are 1d1006
/pooltype weg
/pool 1d6
/pool 1d1006
but the pool does not allow you to reduce the number of dice in the pool...
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June 18th, 2019, 00:20 #1538
Well, I think the dice pool will get it done just fine. Any negative die (if needed) can be rolled manually and subtracted from the first roll. Not a big deal. I'll take another look at the CS and see if I can figure out a way to manually track Injury status, perhaps typing it into the Description area. Are you making the CS you created available?
Cross-examining Lawyer: Mister Cogburn, in your four years as US Marshal, how many men have you shot?
Rooster Cogburn: Shot? Or killed?
Cross-examining Lawyer: Let us restrict it to killed so we may have a manageable figure!
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June 18th, 2019, 05:57 #1539
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June 18th, 2019, 15:13 #1540
Ok I really need to know how combat works.
I have some ideas for INIT but have not implemented them yet.
I think I have damage working but I really need to know how you determine if an attack is successful.
Is there armour?
Does it reduce damage or make you harder to hit?
Once you hit a target (or they hit you) I believe the target rolls Strength and the Attacker rolls Damage (based on weapon etc) and then the difference is compared to a matrix and applied from nothing right thru to Killed.
Different levels of existing injury affect what the next attack does...
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