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  1. #291
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    Quote Originally Posted by seanny View Post
    I have worked out the 2 middle boxes in CT are user configurable ,n1 and n2 I am using for basic attack and basic defence now.
    So all good on that front.

    I have progressed a bit further with using the NPC sheet now (rather than all my hot bar die strings -they are good too as backup).

    New question I have given my Troll NPC a punch attack ,which works perfectly. This ATTACK shows up in sword tab in CT -I like that.
    I click on this and the dice rolls.
    I have set this up in the attack tabs as shown in screen.
    (maybe not perfectly BUT it does work well).
    Very good.

    I have given all my NPCs a defence string ,which I have to drag to roll the dice. Does work.
    BUT ,my question -
    how do I make the DEFENCE (shield tab in CT) function like my ATTACK (sword tab in CT) ,where I just click to get dice roll ,rather than drag my dice string?
    How do I make the defence the same functionality as the attack (ie I click to roll dice) ?
    For the DEFENCE CT tab ,is there some tabs I can access in my NPC sheet (like I have shown for attack tabs in NPC sheet in my screen) ?
    So that in effect I can mirror the click only functionality of the ATTACK.
    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

  2. #292
    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.



  3. #293
    I will look at your formula ,that could come in handy.

  4. #294
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    Quote Originally Posted by seanny View Post
    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.


    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.

  5. #295
    Getting some some progress I think now.
    Thanks for all the pointers.




  6. #296
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    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

  7. #297
    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.

  8. #298
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    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.

  9. #299
    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.


  10. #300

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