Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Geek Talk & Media
Open Source d20 API/Engine
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="nopantsyet" data-source="post: 2136830" data-attributes="member: 3109"><p>That's just mind-boggling!</p><p></p><p>Anyway, I had quite a bit of catching up to do. All good stuff.</p><p></p><p>Your comments illustrate what I see as the first fundamental design decision. What is the line between the data model and the functional API? As reanjr pointed out, you can build a lot of functionality into XML files, including embedding script code. And does the application have functional significance or is it just a user interface?</p><p></p><p>I initially thought I would like every d20 rules engine to have the ability to share data simply by adding a new "Save As" function. But the more I think about it, the more I realize that there are good reasons to include rule information in the data. Namely, usable overrides.</p><p></p><p>Ever try using PCGen with custom data in a group of non-technical people? I felt like tech support. Entities such as characters must be portable. And that includes the overrides and special rules. You cannot expect everybody to load the same versions of the same data just to view a character. Plus, you want to have the flexibility to simultaneously use conflicting overrides. (e.g. two fighters tweaked in different ways)</p><p></p><p>This is where I come to the "unified data model." Because there are statistical and mechanical aspects to nearly every entity in the game. You cannot fully divide them without making important sacrifices to usability. </p><p></p><p>History is a prime example. I think it's very important in order to create a usable application. And keeping with the principle of portability, that should be part of the data of the character. Which places it firmly in the data model. </p><p></p><p>I history being implemented something like this. All changes are stored as atomic entities which are both descriptive (view character at an earlier time or view differences between change points) and functional (roll back a level). I think rollback will be more useful for DMs, who may make numerous revisions to an NPC before putting it into play. All changes should be attributed to a rule (e.g. "Ranger level 4") or an explanation provided at the time of change (e.g. "magical fountain granted permanent +1 bonus to Will save").</p><p></p><p>So where I end up is that there is a data model that contains descriptions/statistics as well as mechanics. In many or all cases, those mechanics will be implicit to the data model:</p><p></p><p>But are there any cases where that might require code to implement something more complex? Are there any spells or class abilities that couldn't be implemented simply by defining modifiers and conditions?</p><p></p><p><strong>Planesdragon</strong> - I'm interested to see your proposal. Let us know what happens.</p></blockquote><p></p>
[QUOTE="nopantsyet, post: 2136830, member: 3109"] That's just mind-boggling! Anyway, I had quite a bit of catching up to do. All good stuff. Your comments illustrate what I see as the first fundamental design decision. What is the line between the data model and the functional API? As reanjr pointed out, you can build a lot of functionality into XML files, including embedding script code. And does the application have functional significance or is it just a user interface? I initially thought I would like every d20 rules engine to have the ability to share data simply by adding a new "Save As" function. But the more I think about it, the more I realize that there are good reasons to include rule information in the data. Namely, usable overrides. Ever try using PCGen with custom data in a group of non-technical people? I felt like tech support. Entities such as characters must be portable. And that includes the overrides and special rules. You cannot expect everybody to load the same versions of the same data just to view a character. Plus, you want to have the flexibility to simultaneously use conflicting overrides. (e.g. two fighters tweaked in different ways) This is where I come to the "unified data model." Because there are statistical and mechanical aspects to nearly every entity in the game. You cannot fully divide them without making important sacrifices to usability. History is a prime example. I think it's very important in order to create a usable application. And keeping with the principle of portability, that should be part of the data of the character. Which places it firmly in the data model. I history being implemented something like this. All changes are stored as atomic entities which are both descriptive (view character at an earlier time or view differences between change points) and functional (roll back a level). I think rollback will be more useful for DMs, who may make numerous revisions to an NPC before putting it into play. All changes should be attributed to a rule (e.g. "Ranger level 4") or an explanation provided at the time of change (e.g. "magical fountain granted permanent +1 bonus to Will save"). So where I end up is that there is a data model that contains descriptions/statistics as well as mechanics. In many or all cases, those mechanics will be implicit to the data model: But are there any cases where that might require code to implement something more complex? Are there any spells or class abilities that couldn't be implemented simply by defining modifiers and conditions? [b]Planesdragon[/b] - I'm interested to see your proposal. Let us know what happens. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Geek Talk & Media
Open Source d20 API/Engine
Top