Thread: Mutant Year Zero
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June 24th, 2024, 09:21 #41
Oh amazing. Thanks @damned, you are a star. I will give it a try later today.
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June 24th, 2024, 22:22 #42
Tried it and followed your instructions and everything worked fine. Thank you.
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June 24th, 2024, 23:58 #43
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July 1st, 2024, 09:52 #44
Having used it for a couple of sessions now, and it is working fine BTW, I was wondering how you intended the GM to roll his attacks and checks? There doesn't seem to be a way for the GM to allocate dice to the attribute, skill and gear before rolling unless I am missing it? It is not the end of the world as you can just roll d6's but you lose the cool 1 and 6 symbols (again not the end of the world).
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July 1st, 2024, 13:45 #45
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July 1st, 2024, 17:07 #46
That completely makes sense. So much like the characters need to make rolls with yellow dice for attributes, green for skills and black for gear so do NPC's and enemies. On the NPC frame I can add values for these attributes, skills and gear but I cannot click anywhere to roll them or populate yellow, green or black dice like the player characters can. Basically the same rolls players need to make then so do the baddies (unless I am playing it wrong of course).
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July 2nd, 2024, 02:47 #47
You should be making NPC rolls from the Combat Tracker Im pretty sure...
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September 14th, 2024, 03:04 #48
- Join Date
- Apr 2018
- Location
- Sydney, Australia
- Posts
- 255
Hi Damned, did you create this using Xcore, or Ruleset Wizard with CoreRPG as the base code?
I’m thinking the second option, just want to confirm.
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September 14th, 2024, 06:34 #49
Ruleset Wizard on top of CoreRPG
XCore is also Ruleset Wizard on top of CoreRPG
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