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  1. #2501
    I have a few problems that don't match the doco... which maybe because I am using MoreCore in Unity? (Most likely)

    Attack strings in the Attack section add their dice to the Pool, rather than roll in Chat. I also can't use any targeting for those attacks (drag and drop options), and when targeting nothing is displayed in Chat.
    The CT has some layout issues, as shown in the image with regard to targets.
    Thanks.

    CT image.png

  2. #2502
    Quote Originally Posted by damned View Post

    You need to spell out EXACTLY how a roll is built so I can program it.
    The current setting is excellent if somebody wants to use MoreCore as a dice rolling platform for Earthdawn (ED), basically a mix of pen and paper and digital tabletop. However, I was hoping to use the digital character sheets to simplify the process, so I will describe the rolls in more detail and you can let me know if the first option is where I should aim.

    Figuring out a the step rolled in ED usually begins with combining an Attribute and an Ability (Talents or Skills, depending on the specifics ability). For example, if somebody wishes to attack with a sword, they would calculate their base step by adding the PC's Dexterity step with the PC's rank in Melee Weapons, so if the PC has Dexterity 7 and Melee Weapons 3 the attack would have a base step of 10. There are a number of ways this base can be modified. Magic items sometimes increase the step of an attribute or the rank/step of talent/skill, so if a PC had +1 step to Dexterity and +2 steps to Melee Weapons the modified step would be 13. For mechanical reasons, it is good to keep these bonuses separate from the base attribute and rank, so I was initially planning on using p1 for the base rank and p2 for static modifier.

    In addition to the static modifiers described above, there are situational modifiers that can change the step rolled as well, e.g. an aggressive attack would provide a +3 step bonus while being harried by multiple attackers would provide a -2 step penalty. In addition to step modifiers, some things provide static modifiers to the final roll, which are handled well with the modifier that's already part of FG.

    One addition that would be great to include is the karma die. For some magical abilities, e.g. talents, PCs can spend a point of karma to increase their chance of success and the point of karma adds an additional die to the roll, so if our aggressive attacking PC above adding one point of step 4 karma to the roll, it would add an additional d6 to the roll instead of modifying the step that is rolled.

    The roll is made against a Difficulty and comparing the result to the difficulty determines your Level of Success. Most editions of ED compare the result to a table to determine of the result was Pathetic, Poor, Average, Good, Excellent, or Extraordinary. For example, if the difficulty was 10, 1-4 = Pathetic, 5-9 = Poor, 10-14 = Average, 15-18 = Good, 19-23 = Excellent, 24+ = Extraordinary. There isn't a simply way to summarize it so the entire table would be needed to institute it. While personally I liked the idea of the success level table, the mechanics rarely used most of the levels for much with few exceptions, e.g. armor-defeating hits were normally achieved on an Excellent success vs. the target's defense. Fourth edition decided to simplify this and made every increment of 5 above the difficulty one level of success so for difficulty 10, a 15 would be one level of success, 20 would be two levels of success, etc., with some rolls providing bonuses based on the level of success, e.g. +2 steps damage for each level of success on an attack roll. Personally, I think Fourth edition has a better system, despite my enjoyment of the previous edition's tables.

    Please ask if you have any questions, would like additional examples, etc. Happy to provide more info.

  3. #2503
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    Quote Originally Posted by TheYak View Post
    Cheers much appreciated, I have another question,

    In All Flesh there are success levels when you get a high roll.
    Is there a dice string that allows for these?

    Example would be that I need to add 1 to the damage roll BEFORE multiplying.
    So is there a dice string that does /afmbedmg (1d6+1)x(p2), basic is 1d6+1 first, then multiply.
    Is this a common thing?

  4. #2504
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    Quote Originally Posted by flynnkd View Post
    I have a few problems that don't match the doco... which maybe because I am using MoreCore in Unity? (Most likely)

    Attack strings in the Attack section add their dice to the Pool, rather than roll in Chat. I also can't use any targeting for those attacks (drag and drop options), and when targeting nothing is displayed in Chat.
    The CT has some layout issues, as shown in the image with regard to targets.
    Thanks.

    CT image.png
    What version of MoreCore are you using? In the last or second last build I turned the Dice Pool off by default. When it is on, the default is for attacks to add to the pool rather than roll. You can turn that off I think by the icon top left of the dice pool.

    Attacks days are numbered... I have hesitated on this for ages because some people still use them but everything you can do in attacks you can do in Rolls. To me it makes sense to nuke Attacks...

    Yeah... that bug has been there a while...

  5. #2505
    Quote Originally Posted by damned View Post
    Is this a common thing?
    Hey Damned,
    Yes it is a common thing within All Flesh, below is the Outcome table from the AFMBE rulebook,
    The initial 'bonus' comes from the first roll like in combat to hit.
    If they roll well, they get the additional 'success level' to add to the damage.

    OutcomeTableAFMBE.PNG
    Last edited by TheYak; August 20th, 2020 at 00:50. Reason: New Info

  6. #2506
    Damned, do you have a good, simple, dice mod that explodes?

    I am trying to make a ShadowRun 6th World Dice mod

  7. #2507

  8. #2508
    Any questions or desired clarifications on the information I provided about Earthdawn rolls?

  9. #2509
    Sorry, my bad meant Paranoia XP not original Paranoia.

  10. #2510

    AFMBE Damage dice to include modifier

    Quote Originally Posted by damned View Post
    are you using the build I emailed you?

    it does look like the Chat Message is correct but the Dice Result number is only showing the Modifier

    /afmbedmg (p1)d6x(p2)

    replace the script with the attached.
    @Damned and Ahoggye
    Bit of a necro - This script is awesome, but I'm struggling a bit to get it integrated into my Unisystem/AFMBE homebrew. Do you still have the original build to implement the full AFMBE damage mechanic, damned? (i.e. 1d6+#x#) I'm doing something wrong because I can't seem to get the modifier for success levels to stick. I have noticed you had a modified version with Ahoggya but I'm not sure I have all the pieces. I can get the basic AFMBE dmg multiplier to work, it is just that +1/+2 to the roll on the dice that is the struggle, and I believe you've already solved this.
    I'm learning as I go, thanks for your tutorials.
    Last edited by IAmTheSky; August 24th, 2020 at 20:40.

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