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d20Engine: Core Mechanic
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<blockquote data-quote="nopantsyet" data-source="post: 2137974" data-attributes="member: 3109"><p>My thoughts exactly. These two threads are reinforcing my thinking on this point.</p><p></p><p>One of the reasons I started the dice at the low level is I thought, what if somebody wants to adjudicate something with a dice pool? Sure, that's not d20, but why does it have to be inherently incompatible? Why does anything have to be inherently incompatible? I say nothing should be because at some point, somebody's going to want to do it. And "it can't be done" is not acceptable in my opinion.</p><p></p><p>The idea behind starting with a flexible mechanic is that every entity that has an adjudication aspect to it, will require some mechanic. Rather than hardwire the mechanic in the application or have to recreate it for every rule, you can specify the base mechanics that are used, a default, and the necessary exceptions. That is all resolved at the time of adjudication.</p><p></p><p>reanjr - I agree re: AOP. That more accurately reflects how I envision this working than OOP. I'm not sure specifically what type of app you're interested in, but what about a Wiki?</p><p></p><p>I think there will be in some cases be an OOP-style hierarchy. Because if you start at the d20 mechanic as just the die roll, you then add a bonus and a target (possibly opposed) number for a basic check with success or failure being the result. Then you get into attacks and some skills where there is a second mechanic for adjudicating the degree of success (damage, distance jumped, etc.).</p></blockquote><p></p>
[QUOTE="nopantsyet, post: 2137974, member: 3109"] My thoughts exactly. These two threads are reinforcing my thinking on this point. One of the reasons I started the dice at the low level is I thought, what if somebody wants to adjudicate something with a dice pool? Sure, that's not d20, but why does it have to be inherently incompatible? Why does anything have to be inherently incompatible? I say nothing should be because at some point, somebody's going to want to do it. And "it can't be done" is not acceptable in my opinion. The idea behind starting with a flexible mechanic is that every entity that has an adjudication aspect to it, will require some mechanic. Rather than hardwire the mechanic in the application or have to recreate it for every rule, you can specify the base mechanics that are used, a default, and the necessary exceptions. That is all resolved at the time of adjudication. reanjr - I agree re: AOP. That more accurately reflects how I envision this working than OOP. I'm not sure specifically what type of app you're interested in, but what about a Wiki? I think there will be in some cases be an OOP-style hierarchy. Because if you start at the d20 mechanic as just the die roll, you then add a bonus and a target (possibly opposed) number for a basic check with success or failure being the result. Then you get into attacks and some skills where there is a second mechanic for adjudicating the degree of success (damage, distance jumped, etc.). [/QUOTE]
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