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Roll20: A new virtual tabletop focused on storytelling
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<blockquote data-quote="Janx" data-source="post: 5882090" data-attributes="member: 8835"><p>As part of my free-advice policy, I see folks are asking for things like Exploding Dice and card-deck handling.</p><p></p><p>You might want to rein that in, at least for your first version.</p><p></p><p>consider, your mission is a VTT with a focus on storytelling. Most RPGs don't use exploding dice (some do) or cards. Playing poker uses cards, but isn't a RPG thing. Might be worth NOT doing that, if it means handling video/voice/text/battlemat smoothly and simply better.</p><p></p><p>With exploding dice, consider that a macro problem. For "normal" RPGs, it is pretty simply nomenclature to use basic math notation and XdY to signify a die roll of Y sides and X quantity.</p><p></p><p>How the heck do you signify this next roll also uses Exploding dice?</p><p></p><p>My answer is, you don't. It's a coding problem, not a notation problem. With a decent macro language, anybody can code up a macro to reroll and add when a "6" shows up on a d6. They can then share that macro as a command users can execute that function from, by supplying their skill level and the DC as parameters to. Rather than you focusing on trying to solve it within your command language. Especially with however many versions and variants of the Exploding Dice concept there can be.</p><p></p><p>To sum up, push out certain problems to later or sub-systems which can handle it (also later), if it isn't crucial to the main mission. Do everything else well, and people who want to play a game with a wierd dice mechanic can do their rolls manually, write/download a macro, or switch to a different ruleset which enables roleplaying, without using a wierd game mechanic.</p><p></p><p></p><p>just something to consider.</p></blockquote><p></p>
[QUOTE="Janx, post: 5882090, member: 8835"] As part of my free-advice policy, I see folks are asking for things like Exploding Dice and card-deck handling. You might want to rein that in, at least for your first version. consider, your mission is a VTT with a focus on storytelling. Most RPGs don't use exploding dice (some do) or cards. Playing poker uses cards, but isn't a RPG thing. Might be worth NOT doing that, if it means handling video/voice/text/battlemat smoothly and simply better. With exploding dice, consider that a macro problem. For "normal" RPGs, it is pretty simply nomenclature to use basic math notation and XdY to signify a die roll of Y sides and X quantity. How the heck do you signify this next roll also uses Exploding dice? My answer is, you don't. It's a coding problem, not a notation problem. With a decent macro language, anybody can code up a macro to reroll and add when a "6" shows up on a d6. They can then share that macro as a command users can execute that function from, by supplying their skill level and the DC as parameters to. Rather than you focusing on trying to solve it within your command language. Especially with however many versions and variants of the Exploding Dice concept there can be. To sum up, push out certain problems to later or sub-systems which can handle it (also later), if it isn't crucial to the main mission. Do everything else well, and people who want to play a game with a wierd dice mechanic can do their rolls manually, write/download a macro, or switch to a different ruleset which enables roleplaying, without using a wierd game mechanic. just something to consider. [/QUOTE]
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