Refer a Friend
Page 84 of 128 First ... 34 74 82 83 84 85 86 94 ... Last
  1. #831
    I just realized that ruleset already supports changing (edit: I should say 'adding' as it doesn't remove any existing damage type) Damage Type with an effect - e.g. DMGTYPE: slashing. While it certainly has limitations I'll find it useful during games when I'm adding mobs to the combat tracker that I haven't set their damage type yet.
    Last edited by Tabarkus; March 30th, 2022 at 16:44.

  2. #832
    leozelig's Avatar
    Join Date
    Jun 2007
    Location
    Eastern USA
    Posts
    1,735
    Blog Entries
    1
    Using the latest SRD as a guide, I can configure the ruleset to provide a damage type for most cases when necessary. DCC spells rarely include an energy type in the damage clause, which is sometimes a problem. Scorching ray is obviously fire damage, but choking cloud creates an acidic, poisonous cloud. So, is this acid or poison damage?

  3. #833
    Both? You can multitype but then resistance or immunity to either type is fully effective, so... IRL the damaging types of acid are consider poisonous but the reverse is not true. I love the "rulings not rules" aspect of DCC but it does make it challenging to translate into code.

  4. #834
    Yeah, there's no reason it couldn't be both. I thought it as like mustard gas. Suffocating toxic and burning

  5. #835
    leozelig's Avatar
    Join Date
    Jun 2007
    Location
    Eastern USA
    Posts
    1,735
    Blog Entries
    1
    Quote Originally Posted by Tabarkus View Post
    Both? You can multitype but then resistance or immunity to either type is fully effective, so... IRL the damaging types of acid are consider poisonous but the reverse is not true. I love the "rulings not rules" aspect of DCC but it does make it challenging to translate into code.
    I think the truest representation of DCC is to leave them out of the base ruleset but allow GMs and players to add them if they want. The damage type effects are there if you want them and harmless if you don’t. It feels too heavy-handed for me to decide for everyone.

  6. #836
    Optional extensions that you sell for $$millions$$? )

  7. #837
    leozelig's Avatar
    Join Date
    Jun 2007
    Location
    Eastern USA
    Posts
    1,735
    Blog Entries
    1
    Yes, definitely!

    I could make a module for weapons with basic damage types, but players can easily enter these in their weapons list. Goodman Games wanted a system that "plays like a 1974 game" (Appendix R, page 447). They would probably call this a "blank" space on the map for GMs to fill.

  8. #838
    Hey, I just bought the Hubris PDF and was wondering if it was possible to modify and add to the occupations table so that it works with r/funnel and how to do it. Or would it be possible to make an extension so that a custom command like '/customfunnel' can be used?
    Last edited by rathen45; April 6th, 2022 at 20:10.

  9. #839
    leozelig's Avatar
    Join Date
    Jun 2007
    Location
    Eastern USA
    Posts
    1,735
    Blog Entries
    1
    It’s possible to make an extension. I can share the script that runs the /funnel command if you decide to try. You would need to create the occupations table for Hubris and link everything to that (occupations and items).

  10. #840
    In Bneath the Well of Brass, clicking on any Story links in the Player Map - Beneath the Well generates an empty New Story link... Screenshot 2022-05-05 205843.jpg

Page 84 of 128 First ... 34 74 82 83 84 85 86 94 ... Last

Thread Information

Users Browsing this Thread

There are currently 2 users browsing this thread. (0 members and 2 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
DICE PACKS BUNDLE

Log in

Log in