Cosmere RPG Beta Launch
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  1. #81
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    Thanks, I appreciate the support! I will take a look at it. I’m currently working on a button to add random spells to the character sheet, so I will plan to include the fleeting luck indicator on portraits with the next update.

  2. #82
    I appreciate you putting on for the next update. Random Spells with a button sounds really cool and useful too. Thanks for the quick reply and again, for all the hard work you do for DCC/MCC ruleset.

  3. #83
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    Quote Originally Posted by wolfknight75 View Post
    Leozelig, I hope you had a wonderful Christmas and Happy New Year. I saw you were quite busy with MCC for FGU. So I thought I'd ask if it is possible to add the Fleeting Luck box to the portraits across the top of the FGU screen? This would be in addition to the Fleeting Luck box on the character sheet. This would allow it to be changed by the Game Master easier as he or she would not have to open each individual character sheet to change the Fleeting Luck, but still allows it to be seen and changed from the character sheet as it is currently. Just a Christmas Wish, thanks for all of your hard work. You are amazing!
    I have this working for DCC. If no bug reports come in after it goes live, I will add this to MCC as well.

  4. #84
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    Ruleset update 2025-03-01 (release 7):
    [Updated] Ruleset structure changed to use DCC/MCC core ruleset.

    It doesn't sound like much, but I combined the base ruleset into a common core for DCC/MCC, which is a significant change. I will keep a close eye on the forums and Discord server, so let me know if you have any problems.

    Core rules module update:
    [Added] Ammunition items for arrow, blowgun dart, and slingstone.
    [Updated] Version data for NPC and occupation records for compatibility with merged core ruleset.

  5. #85
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    Common core ruleset updates:

    [Fixed] Unable to add new casting table rows.
    [Fixed] Glowburn label in details window for ability scores.
    [Added] Importers for mutations and wetware programs.
    [Added] Add Zero button to character list window with options for DCC/MCC character type and roll method. Requires both core rules modules for full functionality
    [Added] Roll methods The Tatterdemalion's Gongfarmers and The Tatterdemalion's Heroes for generating ability scores. Description in dialog box.
    [Added] Character type icon at top of character sheet.
    [Added] Ruleset version field for NPCs. The MCC version hides the Deed Die fields and displays the AI Recognition field.
    [Added] Ruleset version field for occupations. The MCC version changes the Trained Weapon label to Starting Equipment and hides the Trade Goods field.
    [Added] Option to auto-roll deed/artifact bonus die (green die icon) with attack rolls.
    [Updated] 0-level character creation adds an Archaic Alignment with potential variation based on Genotype.
    [Updated] PC minisheet condensed into a single tab (intended for use with funnels).
    [Updated] Roll ability scores button on Main tab of character sheet opens dialog box to select roll method.
    [Updated] Genotype language added for manimals and plantients at level 0.
    [Updated] One additional language (not specified) added for manimals, mutants, plantients, and pure strain humans at level 1.
    [Updated] Shaman class automatically adds Patron Bond wetware program at level 1.
    [Updated] Weapon list uses attack and damage icons instead of text fields. Hover over button for roll description.
    [Updated] Two-weapon fighting mode directly changes the attack die in the weapon list for Melee weapons with Primary or Offhand designation.
    [Updated] General (string) and Description (formatted text) fields for powers merged into a single General (formatted text) field.
    [Updated] Full compatibility with DCC data. Programs are analogous to Spells, and the Artifact Bonus Die is analogous to the Deed Die.
    Last edited by leozelig; March 2nd, 2025 at 15:46.

  6. #86
    Hi everyone,

    I am new to Fantasy Ground (I'm a Foundry user, but MCC is really hard to play on it cause no real system compendium exist) but just purchased it so I can play MCC. I'm not sure if I'm doing things incorrectly or if it is a bug, but when I add an occupation to a character it changes the character: for Hunter, it gives manimal description, speed, etc to the character that has a plantient class; for gatherer, it adds a mutant description, speed, etc. to the plantient character.

    I also do not understand how to add mutations (other than writing them down manually), when I grab them from the mutation list, nothing happens.

    Character speed always shows as 30' even for plantient that should be 20'.

    Am I doing something wrong? Are there instructions somewhere that I missed?

    Thank you 
    Last edited by ChrisLily; March 15th, 2025 at 08:02.

  7. #87
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    Quote Originally Posted by ChrisLily View Post
    Hi everyone,

    I am new to Fantasy Ground (I'm a Foundry user, but MCC is really hard to play on it cause no real system compendium exist) but just purchased it so I can play MCC. I'm not sure if I'm doing things incorrectly or if it is a bug, but when I add an occupation to a character it changes the character: for Hunter, it gives manimal description, speed, etc to the character that has a plantient class; for gatherer, it adds a mutant description, speed, etc. to the plantient character.

    I also do not understand how to add mutations (other than writing them down manually), when I grab them from the mutation list, nothing happens.

    Character speed always shows as 30' even for plantient that should be 20'.

    Am I doing something wrong? Are there instructions somewhere that I missed?

    Thank you 
    I’ll check it to make sure it’s not a bug. Dropping an occupation will automatically determine genotype and appearance. You should always add the occupation before choosing a class.

    You can automatically create a 0-level character by entering /funnel in the chat or clicking the Add Zero button in the character list. It rolls ability scores and handles any bonus languages.

    If you want to play a plantient specifically and the auto-roll gives you something else, you can manually replace the unwanted fields (genotype, appearance, and maybe languages) before adding a class.

  8. #88
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    I forgot to say that mutations should be dragged to the Actions tab on your character sheet.

    The plantient speed might be an oversight. I’ll fix it if that’s the case.

    Also, welcome to the community. Feel free to ask whatever questions you have.

  9. #89
    Thank you so much, it makes sense!
    I was trying to enter existing character (we did our funnel in Foundry) that's why I was encountering this issue.
    I'm now able to add mutations, thanks for letting me know it needed to be in "actions". For passive mutations(like carapace for example), how does it work for keeping it active until the next lvl up? I only see the ability to keep it for a certain duration (what does TRN stands for?).

    For hit points, there's a space for "WND" what does that stand for?

    For the lucky roll, it seems to be a manual process, right? So for using it, they would have to manually add a modifier to their roll?

    Finally, if I were to edit everything to translate it to French (on the characters sheets, it seems to allow me to edit text) all the automations should still work, right?
    (My party is all French players that do not speak English, so it's very helpful for them to see their skills, abilities, etc in French)

    Sorry, I have lots of random questions *_*"
    Thank you so much for your help, i really appreciate it!!!!
    Last edited by ChrisLily; March 15th, 2025 at 19:57.

  10. #90
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    Quote Originally Posted by ChrisLily View Post
    Thank you so much, it makes sense!
    I was trying to enter existing character (we did our funnel in Foundry) that's why I was encountering this issue.
    I'm now able to add mutations, thanks for letting me know it needed to be in "actions". For passive mutations(like carapace for example), how does it work for keeping it active until the next lvl up? I only see the ability to keep it for a certain duration (what does TRN stands for?).

    For hit points, there's a space for "WND" what does that stand for?

    For the lucky roll, it seems to be a manual process, right? So for using it, they would have to manually add a modifier to their roll?

    Finally, if I were to edit everything to translate it to French (on the characters sheets, it seems to allow me to edit text) all the automations should still work, right?
    (My party is all French players that do not speak English, so it's very helpful for them to see their skills, abilities, etc in French)

    Sorry, I have lots of random questions *_*"
    Thank you so much for your help, i really appreciate it!!!!
    First, drop your PC into the combat tracker (crossed swords button at the top right) by dragging the record link (upper left corner of the sheet). Then go to the Carapace mutation on your Actions tab and click the details button (looks like a gear in the default theme) to view all of the possible effects. Click the effect button (purple in the default theme) that matches your current mutation to add the effect to the combat tracker entry.

    For example, if you rolled an 18 for carapace, that corresponds to the following result:

    The mutant’s natural AC increases by +4, +2 to Fortitude saves, speed reduced by 5’.

    The effect that matches this is:

    Carapace; AC: 4; SAVE: 2 fortitude; NOTE: Speed reduced by 5'; [SELF]

    As long as you see that effect in the combat tracker, then those modifiers are active. When something attacks you, your AC will be 4 points higher, and when you roll a Fort save, you will see a +2 bonus automatically applied. You can delete the effect from the combat tracker when you no longer need it.

    TRN = turn (effect duration)
    WND = wounds (how much damage you have taken)

    Your current hit points can be calculated by subtracting WND from MAX (or HP in the combat tracker), but these are not directly displayed. The number in the WND field will change color based on how badly wounded you are - shades of green or red depending on whether you have more or less than half your HP remaining.

    If you are manually building your characters, then yes, the Lucky Roll is a manual process. You can adjust the field on your character sheet directly to make things easier (if there is one). For example, if you have a +1 Luck mod and the Nuclear Winter birth sign (All attack rolls), you can add 1 to your base attack modifier (on the Main tab). Some things, like "Find secret doors," might not have a field on your character sheet (although technically you can add that as a skill if you want), so you would just enter the modifier in the modifier box (lower left corner of tabletop) before making your roll.

    Yes, you can change the text to French. If you are using custom tables for crit/fumble rolls, the name on your char sheet needs to match the table name exactly, but other than that, you can change the text.

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