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January 8th, 2025, 02:06 #541
- Join Date
- May 2012
- Posts
- 430
https://cdn.discordapp.com/attachmen...b8102964e27aa&
See if downloading a new file helps.
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January 8th, 2025, 12:48 #542
- Join Date
- Jan 2023
- Posts
- 6
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January 8th, 2025, 12:50 #543
- Join Date
- Jan 2023
- Posts
- 6
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January 8th, 2025, 22:48 #544
- Join Date
- Jan 2023
- Posts
- 6
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February 16th, 2025, 11:59 #545
Ubquity
Inspired by the current Bundle of Holding offer for the excellent Leagues of Adventure RPG i have made a Generic character sheet for Ubquity
Ultimate licence
GMT Time zone-UK
brawny hook bold thug
https://discord.gg/9MHgEqV
ON DMS Guild http://www.dmsguild.com/product/2246...&filters=45680
http://www.dmsguild.com/product/2205...&filters=45680
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March 7th, 2025, 13:14 #546
- Join Date
- Mar 2023
- Posts
- 1
is this the whole system? i saw in a forum a guy created the whole core rules and even added the bestiary
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March 7th, 2025, 14:15 #547
no is just a character sheet, i have created a a reference manual and items etc for my self but I am not allowed to share that
Ultimate licence
GMT Time zone-UK
brawny hook bold thug
https://discord.gg/9MHgEqV
ON DMS Guild http://www.dmsguild.com/product/2246...&filters=45680
http://www.dmsguild.com/product/2205...&filters=45680
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April 7th, 2025, 13:59 #548
- Join Date
- Jun 2021
- Posts
- 48
Hello!
I'm working on using this ruleset to run A Rasp of Sand in the Knave system and loving it so far. Have been able to use the tools to do basically everything I need.
One thing I came across that I had a question about was unidentified items. It looks like if I have an unidentified item, the name is only obscured when looking at it in a list like the inventory tab on the character or party sheet. If the player opens the item, they will be able to see the actual name and everything about it. I wasn't sure if this was XCore specific or inherited from the baseline ruleset, but it seems to defeat the point of that feature. Sorry if this has already been answered elsewhere, but I couldn't find it.
Thanks!
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April 15th, 2025, 12:34 #549
- Join Date
- Feb 2019
- Location
- Ontario, Canada
- Posts
- 5
I'm a bit lost in the weeds trying to figure out how FG handles math operations on roll expressions with negative numbers and nested brackets. For example, I can see that -1*-5 = -1, which is . . . not what I expect.
What I'm trying to do in XCore is use the absolute value of the modifier stack to determine how many dice to roll, and the sign on the modifier stack to determine whether to make a bonus (keep highest) or penalty (keep lowest) roll.
order (3+[getmod])dFk3+[a]
works great for the bonus roll where the mod stack is positive, while its obvious twin
order (3-[getmod])dFkl3+[a]
throws weird results with a negative mod stack. I've tried many variations on this, rearranging the math, putting extra parentheses here and there, but I'm taking a lot of unsuccessful stabs in the dark.
I can use a standalone roll like
mod (100-[getmod])+100
to strip the negative sign off of the mod stack, and then follow it with a separate keep lowest roll. I don't understand why it works, and can't figure out how to combine it into the keep lowest roll. Anybody got a clue? Is it likely I can build it with the roll builder extension thingie, or am I likely to keep bumping up against the same problems with mysterious arithmetic with negatives?
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