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Roll20: A new virtual tabletop focused on storytelling
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<blockquote data-quote="Janx" data-source="post: 5883377" data-attributes="member: 8835"><p>As part of the snippet you quoted, note that I also said Exploding Dice could be modeled with Macros. Making it a junior dev or end user task, not a senior dev task.</p><p></p><p></p><p></p><p>I suspect Roll20's approach is to not touch specific game rules or unusual mechanics and be agnostic by not touching any game rules. You don't NEED to have your character loaded up into VTT to play a game. And technically, more RPGs have simple dice mechanics like D&D than not. So effectively, they HAVE chosen 3 or 4 popular games. All the ones with mechanics that can be expressed with basic dice notation as (XdY +/- V)</p><p></p><p>It may be considered that the very act of having game mechanic support is what is driving up the complexity of VTTs. Get it back down to what my kitchen table does, hold a battlemat, and present all the players together, and make it easy to communicate to each other.</p></blockquote><p></p>
[QUOTE="Janx, post: 5883377, member: 8835"] As part of the snippet you quoted, note that I also said Exploding Dice could be modeled with Macros. Making it a junior dev or end user task, not a senior dev task. I suspect Roll20's approach is to not touch specific game rules or unusual mechanics and be agnostic by not touching any game rules. You don't NEED to have your character loaded up into VTT to play a game. And technically, more RPGs have simple dice mechanics like D&D than not. So effectively, they HAVE chosen 3 or 4 popular games. All the ones with mechanics that can be expressed with basic dice notation as (XdY +/- V) It may be considered that the very act of having game mechanic support is what is driving up the complexity of VTTs. Get it back down to what my kitchen table does, hold a battlemat, and present all the players together, and make it easy to communicate to each other. [/QUOTE]
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