Thread: MoreCore Ruleset
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August 17th, 2020, 06:12 #2481Templar
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If you're trying to come up with a totaling of # of dice [d6], I've never found a solution for that. It's a capability I'd love to see.
Last edited by PhilAdams; September 12th, 2020 at 05:41.
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August 17th, 2020, 06:14 #2482High Templar
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August 17th, 2020, 06:28 #2483Templar
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Unfortunately, it's not graceful. I use the dice pool. OR I have people manually type the values in. It's not elegant, and this is the mechanism behind things like the MYZ engine and a lot of other systems (which add Attribute + Skill [+ Situational + Gear].
Another solution you can use is the modifier window. So, if you have Attribute dice/rating, and you have a Skill rating, you can roll for plain Attribute (unskilled) or you can roll Skill + (type in the Attribute rating in the modifier window). It's clunky, but maybe there's a limitation with Lua or something that limits the timing of dice string parsing?
When I ran Alien, I simply hard coded the final # of dice into p1. So Agility might be 4(d6), and Piloting might be 3. If so, I'd have the skill on the character sheet as Piloting 3 (the actual skill name), then the p1 box was 7 (Agility + Piloting 3), and the dice string used only p1.
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August 17th, 2020, 06:32 #2484High Templar
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I thought about using Pools, but you cant apply the /sfdice condition to pool rolls can you? THey are just plain rolls?
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August 17th, 2020, 06:42 #2485Templar
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Right. I think if you're using the pool, you end up having to do the dice resolution manually. For some systems (like MYZ), that's pretty easy.
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August 17th, 2020, 14:35 #2486
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August 17th, 2020, 14:36 #2487
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August 17th, 2020, 14:38 #2488
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August 17th, 2020, 14:44 #2489
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August 17th, 2020, 17:25 #2490Templar
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What system are you playing?
I had to make a dice system that did this. It was very custom to a homebrew game so I didn't think to share it with Damned. If you want to steal the code it is back on page 251 Mage5.ext. But I should have corrected SuccessFail dice to do what I revised.
So what i started doing was using the modStack. I would click attribute, and it would add that number to Mod, then click Skill it would also add, then run my dice mod which would take the mod stack as number of dice, then go from there. I plan on doing an upcoming video on how to make dice systems for MoreCore. But I just started school and work roughly 50+ hours, so expect that within a couple+ weeks.
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