D&D 5E More details about the VTT from D&D Beyond


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Oofta

Legend
Yeah, but it makes the video kind of misleading to the average person whose computer won't have that kind of horsepower.
We have no idea what the minimum requirements are. Since this is still preliminary code, they probably can't tell us either. The goal is for it to run on tablets, so the hardware requirements can't be too high to get the base functionality. It may not be quite as pretty on every device, but I'm okay with that.
 

UngainlyTitan

Legend
Supporter
We have no idea what the minimum requirements are. Since this is still preliminary code, they probably can't tell us either. The goal is for it to run on tablets, so the hardware requirements can't be too high to get the base functionality. It may not be quite as pretty on every device, but I'm okay with that.
This, however, while we have no idea as to the minimum specs there is no particular reason for a very hi power client. The maps once served should be relatively static, there is no need to repaint all the textures and polygons on every twitch of the view camera. I assume that the session will run on the cloud to minimise the needed client specs and the bandwidth to operate.
In fact bandwidth and network code could be as big a show stopper as graphic performance.
It remains to be seen.
Speculation before open beta is somewhat pointless.
 

I wonder if players could create new content, for example characters and buildings with a "tribal-punk" style.

Other point is graphics from old videogames could be recycled or reused for VTT. Here they could make money with the collabs. Why not miniatures and scenery based in Fortnite: Save the World? Or old Hasbro IPs, for example Visionaries, or outfits for avatars based in 80's Jem and the Holograms.

With a right AI the VTT could be used for PvAI skirmishes and wargames style Mordheim, Necromunda or Team Kill. With some special pack you could rule a domain as in Birthright.
 

Matchstick

Adventurer
Yeah it makes sense it looks a lot like Talespire, they're both going for the same thing of miniatures in 3D environments to represent a TTRPG play space.
I haven't played Talespire but I know it's a couple of years old and it will be interesting to see what kind of state the DND VTT launches in compared to Talespire.
The "Tabletopnotch" actual play stream on Twitch and YouTube uses Talespire almost every episode, and has for a while, if anyone wants to see it in action. They have monitors embedded in the game table for the players (one monitor per two players).
 

UngainlyTitan

Legend
Supporter
I wonder if players could create new content, for example characters and buildings with a "tribal-punk" style.
There will be modding. It is pretty much essential to the success of the application. There is no way the dave team can supply the demand out of the gate. Also a vibrant mod community would be the making of the app.
Other point is graphics from old videogames could be recycled or reused for VTT. Here they could make money with the collabs. Why not miniatures and scenery based in Fortnite: Save the World? Or old Hasbro IPs, for example Visionaries, or outfits for avatars based in 80's Jem and the Holograms.
very unlikely the licencing alone would be an issue.
With a right AI the VTT could be used for PvAI skirmishes and wargames style Mordheim, Necromunda or Team Kill. With some special pack you could rule a domain as in Birthright.
Nope, the graphics requirement for an arena/skirmish/RTS and what is needed for a VTT are totally different. The skill needed to create a level for a video game level is totally outside the skillset of the average DM.
If you try to create a skirmish battle arena out of little blocks like in Talespire, the resulting level would need a supercomputer to run, unless you have a fancy application lying around to turn the mod in to something more suitable.
On the other hand a level built to host a skirmish game is way beyond what is needed to run a D&D scene, and beyond the skill of the average DM, who will go somewhere else that has easier tools to work with to play their D&D.
 

Nope, the graphics requirement for an arena/skirmish/RTS and what is needed for a VTT are totally different. The skill needed to create a level for a video game level is totally outside the skillset of the average DM.
Perhaps what they were refering to is just playing turn based skirmishes with the D&D rules. So no real time movement, animations, ammo speed, etc. But instead of DM controlling monsters and players controlling "heros", you could have players controlling both and set the sides power so there is a ~50-50 chance of winning with equal skill. Edit: Sorry, or AI controlling one side as well. But still turn based.

You would have to "lock in" the rules for this (e.g., exact movement, etc) but it wouldn't be a hugely larger processing requirement, would it?
 

UngainlyTitan

Legend
Supporter
Perhaps what they were refering to is just playing turn based skirmishes with the D&D rules. So no real time movement, animations, ammo speed, etc. But instead of DM controlling monsters and players controlling "heros", you could have players controlling both and set the sides power so there is a ~50-50 chance of winning with equal skill. Edit: Sorry, or AI controlling one side as well. But still turn based.

You would have to "lock in" the rules for this (e.g., exact movement, etc) but it wouldn't be a hugely larger processing requirement, would it?
Like lot of software questions; it depends.
How big are the maps and how many construction elements can they contain. Is collision detection already in built in?
So on and so on.
The thing is you design a piece of software with a number of use cases in mind and maybe a few more if time and budget permits. Then only build to implement those use cases.
Adding in more use cases on the fly during development is scope creep and a well known road to ruin.
Something in the basic architecture could be a show stopper in expanding the platform to handling something not initially considered.
In theory a VTT could be 80% of the way to a turn XCOM style wargame but it was built for a different set of requirements and it is usually faster to start from scratch than to adapt something built for a different set of requirements.
 

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