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What do you NOT want to use tech for in you TTRPG?
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<blockquote data-quote="aramis erak" data-source="post: 8884630" data-attributes="member: 6779310"><p>I've not used Roll20 - I've used Maptools, Foundry, and gTove. </p><p>Maptools and Foundry both don't make it easy to switch att link on the fly. GTove doesn't have any character automation - it's purely maps, tokens, and dice, plus the ability to add some trackables, but no automation.</p><p></p><p></p><p>The MapTools and Foundary hard link - click the skill, and it rolls the standard stat+skill combo by standard linkage only, gets in the way. It's <em><u>exactly the most f'ing annoying part for me, the dealbreaker</u></em>, especially since my favored games all have options for "any att with any skill"... despite having defaults. About 1 in 20 rolls in Alien, I was using something other than standard attribute, this was a hassle running it under Foundary using the official module.</p><p></p><p>Games I've run recently FTF include </p><ul> <li data-xf-list-type="ul">FFG Star Wars - hard links, explicit permission to ignore them. Also, no grid-/area-based movement, </li> <li data-xf-list-type="ul">L5R 5e - no links, except for a very few specific types of rolls (healing/recovery.)</li> <li data-xf-list-type="ul">Transformers - no attribute effect on rolls</li> <li data-xf-list-type="ul">Twilight 2000 4E- hard linked, but permission to switch explicit in rules. Almost all rolls require modifications to dice sizes.</li> <li data-xf-list-type="ul">Talisman Adventures - most skills list 2 or 3 traits which can be used for various situations, and explicitly allows calls for others when appropriate.</li> <li data-xf-list-type="ul">Classic Traveller - no consistent rolling mechanic, let alone hard links, except in combat. And then, the mods are many.</li> <li data-xf-list-type="ul">2d20 system - dice not linked to abilities, but TN on dice is. # of Dice linked to expendable spends<ul> <li data-xf-list-type="ul">Star Trek Adventures - no hard links - 72 possible permutations of att and skill and whether specialty applies</li> <li data-xf-list-type="ul">Dune: 50 permutations of drive, skill, and if in specialty</li> </ul></li> </ul><p>In general, I found running Alien under Foundry frustratingly constrained in terms of mechanics. Using a non-standard attribute, even when it makes sense, is a major slowdown; takes longer than using physical dice.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8884630, member: 6779310"] I've not used Roll20 - I've used Maptools, Foundry, and gTove. Maptools and Foundry both don't make it easy to switch att link on the fly. GTove doesn't have any character automation - it's purely maps, tokens, and dice, plus the ability to add some trackables, but no automation. The MapTools and Foundary hard link - click the skill, and it rolls the standard stat+skill combo by standard linkage only, gets in the way. It's [I][U]exactly the most f'ing annoying part for me, the dealbreaker[/U][/I], especially since my favored games all have options for "any att with any skill"... despite having defaults. About 1 in 20 rolls in Alien, I was using something other than standard attribute, this was a hassle running it under Foundary using the official module. Games I've run recently FTF include [LIST] [*]FFG Star Wars - hard links, explicit permission to ignore them. Also, no grid-/area-based movement, [*]L5R 5e - no links, except for a very few specific types of rolls (healing/recovery.) [*]Transformers - no attribute effect on rolls [*]Twilight 2000 4E- hard linked, but permission to switch explicit in rules. Almost all rolls require modifications to dice sizes. [*]Talisman Adventures - most skills list 2 or 3 traits which can be used for various situations, and explicitly allows calls for others when appropriate. [*]Classic Traveller - no consistent rolling mechanic, let alone hard links, except in combat. And then, the mods are many. [*]2d20 system - dice not linked to abilities, but TN on dice is. # of Dice linked to expendable spends [LIST] [*]Star Trek Adventures - no hard links - 72 possible permutations of att and skill and whether specialty applies [*]Dune: 50 permutations of drive, skill, and if in specialty [/LIST] [/LIST] In general, I found running Alien under Foundry frustratingly constrained in terms of mechanics. Using a non-standard attribute, even when it makes sense, is a major slowdown; takes longer than using physical dice. [/QUOTE]
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