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March 29th, 2024, 03:38 #291
I dont understand everything you wrote but I have some suggestions for you.
Your attacks/rolls should just be named Punch or whatever is appropriate.
A suggestion on your roll string -
/die 7d6s4 PUNCH
would be much better as
/die [getn1]d6s4
Then if Attack score changes your roll auto updates
How is Punch used? is it a damage roll or an attack roll?
If Damage what stat does it reduce?
If Attack what is the target value?
Create your Soak entry as a Roll
/die [gethealth]d6s[a]
Then if your health changes the roll automatically updates
xcore-seanny-01.png
How is Soak used? Does it reduce damage?
If so
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March 29th, 2024, 03:40 #292
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- Aug 2012
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- 95
Thanks for "keep your init request in mind".
I have another issue I have identified-
The 2nd tab for actions on the NPC sheet does not seem to come up in CT.
The 1st ,3rd and 4th tabs work perfectly, as seen in my screen.
Can this be checked please.
Where i have entered a Pistol ,it does not come up and a delete symbol is present when I did not select such. Normally a number 1 comes up where the delete slash appears.
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March 29th, 2024, 03:50 #293
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- Aug 2012
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- 95
I will look at your formula ,that could come in handy.
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March 29th, 2024, 03:58 #294
Have you read the doco?
https://diehard-gaming.com/xcore/
Section 2 is for ITEMS. If you add equipment it will also appear in section 2. If you add roll strings to it and want it to appear in the CT then tick the Show As Roll option in the item.
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March 29th, 2024, 05:49 #295
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- Aug 2012
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Getting some some progress I think now.
Thanks for all the pointers.
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March 29th, 2024, 08:07 #296
Very good. I see you have worked out the reference to [a]
It was just an example but may be useful if the Success TN changes
Please answer the other questions above
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March 29th, 2024, 09:11 #297
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- Aug 2012
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I am trying to play Shadowrun 2e ,but with my own damage mechanic.
So I will try to get a hit with Shadowrun 2e mechanic ,no dodge ,just a success test.
Roll a few d6s ,succeed depending on range , somewhere between 4,5,6 generally.
Short range success is 4. Med range success is 5. Long range success is 6.
The number of d6s thrown depends on attack stat.
6 attack gives 6 dice.
Then if a success is achieved then (1) do damage ,and then (2) finally check result of damage soak.
I sorta house ruled the damage bit and the damage soak bit.
This is because vanilla Shadowrun damage mechanic I don't like.
How is Punch used? is it a damage roll or an attack roll?
Attack Roll
If Damage what stat does it reduce?
Damage reduces Health.
Most npcs have health of 4.
That means they can take 4 damage points total.
Damage is a set number of dice that succeeds on a 4 plus.
Pistol would be 2 dice, smg 3 dice ,shotgun 4 dice.
Each dice success is a damage point.
For example 4 dice thrown , 3 success achieved. 3 damage points done.
Now the target can see if he can soak any of the damage.
If Attack what is the target value?
That's a bit complicated. 1 success is a hit. another 2 success would give 1 more damage point.
Example 3 success achieved ,that means damage will be rolled AND an extra damage point is inflicted automatically.
If a hit is achieved then the next step is damage roll.
After that is soak roll.
Create your Soak entry as a Roll
/die [gethealth]d6s[a]
Then if your health changes the roll automatically updates
How is Soak used? Does it reduce damage?
If so
The soak reduces damage points.
For example if 3 damage points are being checked.
Number of dice thrown is based on Defence stat.
Defence of 4 would give 4 damage soak dice.
2 success on SOAK roll would mean only 1 damage is done.
The soak roll only has a success with a 6 on a d6.
Have you read the doco?
No but I looked at them briefly after your reference to them.
I am not sure these are the answers you wanted.Last edited by seanny; March 29th, 2024 at 09:26.
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March 29th, 2024, 11:52 #298
There is an free forge extension that shows an example of coding your own roll.
You could for example code a /soak roll that when defender uses would roll the dice and add the success to n2
Then code a /srdamage roll and when the attacker uses it rolls damage and then reduces successes by targets soak and then applies the damage to the targets Wounds
They are things you could consider trying to code.
It is actually relatively easy to do in a XCore extension.
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March 30th, 2024, 04:30 #299
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I will look at the extension.
Will take me a while I think to be able to implement it though.
I am happy with some piecemeal changes to my game at present.
Slowly but surely seems to work.
I did work out something new.
I found ,from looking at the docs with close reference to the included pics ,how to increase n1 with my weapons.
Quite happy with the result.
My screen shows an attack of 5 (n1) upped to 6 from the equipped weapon.
The round brackets to include my formula to change n1 worked.
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March 30th, 2024, 05:25 #300
You could even change the 1 to [b] and use the second number control to store that bonus.
Hide the third number control.
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