|
| Capricorn2481 wrote:
| Very nice! Looks like a legit VTT and not a throwaway one. What
| were some of the hard things about this project that you didn't
| expect?
| YakiSauce wrote:
| Thanks!
|
| Man, so many things. I think maybe the hardest thing was really
| getting into the weeds of all the class/race features and
| modeling them all in a way that made sense to the user and
| would 'just work'.
|
| There are features that add damage, but only under some
| circumstances. Features that change at different levels.
| Features where you get to pick between a few options and then
| they also change at different levels. Just a lot to model out.
| And a lot of hard decisions about how much to automate and how
| much to leave on the user.
|
| Also, designing and building it all to work on mobile ended up
| being more than I expected because when adding new features I
| often had to go back and make it mobile friendly too.
|
| Oh and doing the dynamic lighting (where you can add walls and
| lights to a map and 'see' what player tokens would see) was
| pretty tough because it involved learning some math to do those
| calculations. But that was also pretty fun.
| solardev wrote:
| I'll check out it out my desktop later and add more thoughts, but
| for now, on my phone it's kinda hard to get a feel for it because
| everything is in desktop-sized videos. Would you consider adding
| some mobile screenshots of the major features, perhaps?
|
| There are a few bad tabletops out there. This one seems like it
| actually had a lot of thought put in! But it's hard to tell apart
| from the others at a glance. The videos aren't really readable on
| a phone and the paragraphs don't convey how each feature works.
| YakiSauce wrote:
| Hmmm yeah that's a good point. The site does work pretty well
| on mobile but I didn't make any mobile videos. I'll put that on
| my todo list. Thanks for the feedback!
|
| And if you do get a chance to check it out on desktop, I'd love
| to know what you think.
| losvedir wrote:
| Neat. My friends and I have a campaign going on roll20.net. I
| don't suppose there's any way to "import" our current stuff into
| here? Is this just for new campaigns? Our DM manages everything
| so I'm not entirely sure what's involved (I think he's purchased
| some add-ons maybe) or if this is even a sensible question.
| YakiSauce wrote:
| Hey yeah, totally sensible question - wish I had a better
| answer. Unfortunately there isn't a great way to transfer an
| ongoing campaign. That's one of the main issues with getting
| folks to try out new virtual tabletops - there's some pretty
| established platforms already out there and there's a fair
| amount of lock in. Especially if you consider the assets a lot
| of DMs have purchased on those platforms, like you mentioned.
|
| But I'm hoping eventually Diceright will have enough 'killer
| features' that people will give it a shot anyway. Would be
| great if you guys would consider it once you finish your
| current campaign. Thanks!
| secabeen wrote:
| There is a converter from Roll20 to FoundryVTT. I've used it
| with great success:
|
| https://github.com/kakaroto/R20Converter
| kayodelycaon wrote:
| Same. My game is using roll20 for maps and D&D Beyond for books
| and character sheets. There's a chrome extension that can link
| them together.
| treyd wrote:
| I always thought it was bizarre that there's no serious
| selfhostable FOSS virtual tabletop software [1]. The overlap
| between the two communities is very large and passionate. Foundry
| is selfhostable but it's a clunky proprietary node.js application
| and there's a ton of janky UI issues. Roll20 is far worse. I
| presume that this Diceright project is better since it's actually
| using a canvas. But why doesn't someone just use a proper game
| engine that can target the web (with wasm/emscripten/etc)? You're
| making a game after all, and it would mean that people who are
| happy downloading and running a native application locally for
| better UX would be able to.
|
| [1] edit: That I was aware of when writing this comment
| initially.
| manbash wrote:
| Criticism for Foundry aside, it's an extordinary effort to
| implement a mature self-hosted alternative, especially as FOSS
| implies it's going to be a side project for most if not all of
| its developers.
|
| Foundry's upside is that it's extensible (modules), which
| increases traction and nurtures a community.
|
| Most of the FOSS attempts will probably die if they won't take
| that approach (extensibility that is).
| treyd wrote:
| Yeah that's how I see how it would work. Just build a
| framework for the players to interact in according to the
| basic mechanics of tabletop games and then expose a rich
| module API and hand it off to users. If you're clever about
| it I could imagine you could machine-translate the art asset
| formats made for Foundry, or design it to use it directly.
| delecti wrote:
| I think Owlbear Rodeo fits the bill, somewhat.
|
| They recently released a more feature-rich cloud-based V2, but
| simultaneously released the source and self-hostable images for
| their V1.
|
| Edit: I meant to add this initially but just forgot:
| https://blog.owlbear.rodeo/owlbear-rodeo-legacy-edition/
| tomlagier wrote:
| Nit: Foundry uses Pixi.js for rendering, so it's using more or
| less standard JS gamedev tools to draw on a WebGL context in a
| canvas.
|
| Edit: See https://foundryvtt.wiki/en/development/guides/pixi
|
| Edit2: For an example of why gamedev toolkits don't necessarily
| produce performant, highly usable software, check out
| Dungeondraft (https://dungeondraft.net/). It's built with Godot
| and gets the job done, but as an application it's a total mess.
| I'm working on an alternative but (surprise!) it's a challenge.
| Capricorn2481 wrote:
| > I always thought it was bizarre that there's no serious
| selfhostable FOSS virtual tabletop software
|
| > Foundry is selfhostable but it's a clunky proprietary node.js
| application and there's a ton of janky UI issues.
|
| I don't think it's that bizarre when a genuinely good product
| gets this kinda reception. It's a thankless job
| bee_rider wrote:
| People who are into D&D and people who are into open source
| programming already both have time consuming, creative, indoor
| and sedentary hobbies. I think they mostly look for additional
| hobbies that scratch less-overlapping itches.
| manbash wrote:
| This looks like a really awesome project.
|
| But, I can't understand if this is a subscription service or I
| can simply self-host. I don't want to sign up without having that
| information first.
| YakiSauce wrote:
| Great question. So far, I've just been doing this myself as a
| side project so I haven't spent much time thinking through how
| I would or could monetize it (open to suggestions on that).
| That being said, I think eventually, it would probably have to
| be some kind of subscription, if there's any real interest in
| it. It's not really built to be self hosted right now
| unfortunately.
| jbaczuk wrote:
| I "played" D&D once with some people who play quite a bit, and
| was confused. Maybe I was expecting more clear rules of how to
| "win"? It seemed like it was more of a "choose you're own
| adventure" story rather than a game since the dungeon master is
| able to change the rules as you go and pretty much decide whether
| or not you are "successful" with whatever goals are established
| at the beginning. Is that accurate? In the end, it was a little
| frustrating and I decided I don't get it so I've never tried
| again.
| delecti wrote:
| There are usually fairly clear rules for executing the steps in
| a combat (what actions are "legal" on a character's turn), but
| the characters' goals in a campaign are entirely subjective.
| The overall flow of a campaign is collaborative storytelling:
| the DM sets the scene, but the characters decide their actions
| at any given point along the way, and having clearly delineated
| "go here next" is often viewed as a sign the DM is being too
| controlling.
|
| Think of Lord of the Rings (both because it's a good example to
| make my point, and because it's the source of a lot of the
| inspiration for D&D). All the fellowship are independently
| given a vague mission to go to Rivendell. They then decide, in
| Rivendell, to embark on a quest to take the ring to Mordor.
| Consequences split them up on separate missions along the way;
| in a D&D game, splitting the party is poor etiquette, but it's
| a good example of how your immediate next steps can change in
| unpredictable ways. The overall journey of any given character
| is decided by that character based on their circumstances and
| personal values.
| tnecniv wrote:
| Correct. It is much more free form than other games (and even
| more free form RPGs exist).
|
| Every group has their own style. The DM might be very strict or
| loose with his reading of the rules. Players could be more or
| less into the role playing aspect (do you have to do voices and
| talk in character or not). Ultimately, your character can do
| whatever the DM allows them to do. That might seem "unfair" but
| the DM is not your opponent trying to beat you, they're telling
| a story with you.
|
| There's not really a win condition. Some groups play campaign
| modules which are pre-written stories the DM interprets for
| your group. Some make it up on the fly like an improv comedy
| group or nerd jazz.
| wincy wrote:
| I play D&D because I'm hyper competitive and D&D doesn't trip
| that "competing against other people" that makes me short
| circuit (and often spend a ton of money, Magic The Gathering
| especially got me so I won't play that at all anymore) while
| still being that same kind of fun. It's a way to hang out with
| my friends and tell a group story that's fun to talk about and
| reminisce about "the time the evil demon lord tried to fly away
| and the Druid called upon the power of nature and hit him with
| a lightning bolt". Or "that time the bard sold his soul to a
| devil".
|
| I don't really remember specific combat we remember the fun and
| stories we told, even if they're pretty lame compared to just
| reading a book. But they're our unique story.
|
| And if I put a ton of time into D&D that looks like "3D
| printing terrain" or "painting miniatures" (which are cool
| little statues so have some inherent aesthetic value) which are
| also fun hobbies (in my opinion) vs "accruing lots of thin
| pieces of cardboard" or "number goes up on screen".
| Arch485 wrote:
| That's not entirely accurate. D&D _is_ a choose your own
| adventure, and there's not necessarily a way to "win"^1.
| However, the DM is not technically supposed to just "change the
| rules as you go" to decide whether or not something is
| successful (that said, everyone has their own house rules etc.
| etc.).
|
| ^1: Your DM can define an end goal/win condition for your
| campaign, though.
| dragonwriter wrote:
| > However, the DM is not technically supposed to just "change
| the rules as you go" to decide whether or not something is
| successful
|
| That's...highly variable. Page 236 of the 5th Edition
| _Dungeon Master's Guide_ addresses three valid approaches
| with pros and cons (nominally to the dice, but because of the
| role the dice play implicitly to the rules as a whole)
| ranging from using the rules, stats, and dice rolls for
| everything, to using the DM's narrative judgment for
| everything, to a hybrid blended approach. (Previous editions
| of the rules had similar license to the same range of
| approaches with different framing.)
| bigstrat2003 wrote:
| You're right, D&D is more of a choose your own adventure than a
| game which you are meant to win or lose. It's group
| storytelling, where you're all writing the story as you go
| based on what happens.
|
| It's not exactly accurate that the DM can change the rules as
| you go. The DM will sometimes say you can't do x or y, but a
| good DM doesn't do that capriciously. When I DM, I sometimes
| tell players flat-out "you can't do that", but it's because
| they've tried to do something which isn't possible in the
| fictional world (like if someone says they want to jump so high
| they land on the moon or whatever). Most of the time, when a
| player says they want to do something, they should either
| succeed outright (because it's not actually challenging for the
| character to do), or the rules of the game will give a clear
| way to determine success/failure. It sounds like you maybe
| didn't have a very good DM.
| caffeinewriter wrote:
| I'd call D&D more of a framework for collaborative storytelling
| that can absolutely be played as a game. The DM leads the
| adventure, the players decide how to respond to things.
| Everyone plays D&D a bit differently.
|
| The most straightforward adventures that typically have a "win
| condition" are one shots/self-contained adventures from either
| WoTC or 3rd Party Publishers, like Curse of Strahd, Waterdeep:
| Dragon Heist, etc.
|
| However, a lot of D&D groups I've played with might have
| characters die, but will rarely have a group "lose". However,
| because every group runs things a bit differently, a different
| group can drastically change how the game feels.
| YakiSauce wrote:
| Yeah, DnD is a weird one and it's hard to describe because it's
| really not like much else. I like to say it's one part shared
| storytelling and one part complex board game, but I do think
| you're right that in the end it's really more like playing a
| big game of choose your own adventure.
|
| One thing to consider is that the DM you have can make a
| massive impact on your enjoyment of the game. I'd definitely
| encourage you to give it another shot, maybe with a different
| DM that more fits what you're looking for. But then again, it's
| also definitely not for everyone. We've had plenty of friend
| come into our group and just decide it wasn't for them.
| rolph wrote:
| its a series of wins,losses,and revelations, and choose your
| own path.
|
| rule breaking is a kind of error handling, to get the game on
| track, sometimes as a plotline, such as chaotic magic zones, it
| shouldnt be the rule to break the rules.
|
| some groups have house rules, and long game history. if you
| were sat down in midst of a campaign thats confusing.
|
| some people really struggle with being a dungeon master [DM],
| but each DM has to play to the group and keep it provocative
| for everyone.
| svachalek wrote:
| If you like the theme and ideas of the game but are looking for
| more of a pure strategy, win or lose by the rules sort of
| experience check out "dungeon crawl board games". Gloomhaven is
| the most popular of these, with Jaws of the Lion being a
| better/smaller introduction built on the same system.
| hackan wrote:
| This is pretty cool!! Is this FOSS?
| miah_ wrote:
| This is neat, but so far every thing like this that we've used
| for our D&D game has been overkill.
|
| What we do currently:
|
| Take a map from a PDF, load in Paint program
| (paint.net/photoshop/gimp/whatever), create a layer of BLACK over
| it. Share the screen. The DM slowly erases BLACK as we move and
| discover the map.
|
| This way, the players cannot see the map. The DM can see the map.
| The players get to slowly discover the map.
|
| We do dice rolls and type their output into chat. Our player
| sheets are player sheets, and we scanned and sent pdf's to DM. We
| keep group inventory via chat. Everything else is basically
| overkill, because it requires the DM to redesign maps via some
| web app and DM's already don't have time.
|
| *edit
|
| to be clear. we've looked into them all. the solution above is
| what we've now been doing for _years_ on our D&D game. Goddamn
| erake (our BBG).
| VonGuard wrote:
| The big reason we do this is that being a DM, it's REALLY hard
| to predict what your players are going to do. I used to spend
| days preparing for a game, only to have the party turn around
| and wander out of the dungeon 10 minutes into the session,
| negating all my prep. This way, I can just throw up a map and
| have them dungeon crawl.
|
| I suppose it make a difference that we are playing Rappan Attuk
| and not a mainline D&D campaign. There's a lot less dungeon
| crawling in today's D&D, but Rappan Attuk makes up for all of
| it with about 600 pages of one dungeon.
| jncfhnb wrote:
| I don't understand how dungeon crawling really felt fun for
| people. Or random encounters. It just doesn't seem like a
| good system for fighting for fun.
|
| I always hear the cursed phrase "I guess I attack?"
|
| And that's how I know the fight kind of sucks.
| mrinterweb wrote:
| The unlimited potential for creativity and collaborative
| story telling is what sets TTRPGs apart from video games.
| The mechanical side of D&D combat is fun, but I don't think
| going all in on encounters is what makes D&D shine. A good
| combo of game mechanics and creativity is the sweet spot in
| my opinion.
|
| I often prefer "theater of the mind" over maps as that can
| be much more open-ended and encourage creativity. Many of
| the D&D podcasts use "theater of the mind", and they are
| great (special shout out to naddpod.com)
| bee_rider wrote:
| Nowadays we have multiple genres of combat and mechanics
| focused video games. (FromSoft games, to CRPGs like
| Baldur's Gate, to tactics games like Xcom).
|
| In the 70's, that space was much less populated, so pencil
| and paper RPGs might have been the best small tactical
| games people could get their hands on (not everybody wanted
| to sell their houses for Warhammer miniatures).
| rolph wrote:
| some people love and thrill on dice.
|
| D&D is rooted in a dice and miniatures, wargame, light on
| the scenario building
|
| https://en.wikipedia.org/wiki/Chainmail_(game)
|
| enough people liked it, and enough model,miniature, hobby
| was around that it held, and became more embellished over
| time.
| david2ndaccount wrote:
| The dungeon itself is the game/puzzle/challenge that the
| players are trying to overcome, either for the default goal
| of finding its treasure or for a specific goal like find a
| specific macguffin or other target. In this mode, the
| players trade their resources to overcome challenges and if
| you can achieve your goal without fighting or expending
| resources at all, the more the players are able to achieve.
| The default is not to fight every monster you encounter but
| to decide if you need to engage to achieve your goal.
| Random encounters are a way for the dungeon to fight back
| against the players and to put a clock on them - the longer
| they take to explore the dungeon or the less efficient they
| are in their exploration, the more they will have to deal
| with encounters that are unlikely to have any treasure at
| all.
|
| It's a very complex and interesting game to play.
| Unfortunately newer editions have gutted this gameplay by
| removing xp for gold (thus removing the default goal of
| most dungeons) and removing all of the procedural dungeon
| crawling rules. The tabletop form is still superior to
| CRPGs as your ability to interact with the world itself and
| overcome challenges in interesting ways is only limited by
| your imagination and ability to creatively apply the tools
| available to your character.
| YakiSauce wrote:
| Totally makes sense - different groups are different and
| whatever works for your group, works.
|
| With Diceright (and Im sure with other VTTs), my goal was to
| help streamline certain aspects of the game so players can
| focus on the fun stuff. Mostly around combat and tracking all
| your character details. So for combat, on Diceright, you can
| target enemies when you attack and then when you damage them,
| the player gets an alert with a CTA to apply the damage - so
| players aren't always asking, wait who did you attack? How much
| was the damage again?
|
| And on the character sheet side, with a standard character
| sheet, I've often found myself looking at my AC or one of my
| stats and not totally remembering how I got to that number.
| Diceright keeps track of all your bonuses for you and shows you
| how your stats were calculated.
|
| Those are definitely all things you can do on your own, but it
| can be nice to have a computer automate them for you.
|
| Again, totally agree that the system you've got works. Just
| sharing some of my considerations when I went into building
| this.
| danudey wrote:
| The #1 issue I've had with online VTTs is getting the VTT's
| grid aligned with the map's grid. I tried this with your
| solution and the problem was the same; it creates a grid and
| assumes the grid starts at the very edge of the image and
| goes to the other edge, meaning that if I want those grids to
| actually line up then I have to crop the image carefully,
| which is a huge hassle.
|
| Two things that would make this tool easier to use:
|
| 1. Let me manually tune the grid in the VTT to the size of
| the grid in the image, either by selecting one square and
| having the system adjust the size and position of the grid to
| that, or by selecting some number of squares and specifying
| how many squares I selected, which would give a more accurate
| measurement.
|
| 2. Let me draw rooms with a box tool _as well as_ walls with
| the wall tool, and let those rooms (by default) snap to the
| grid. Extra points if I can create a box and then add new
| vertices to drag out a less boxy shape (i.e. to add alcoves,
| cutouts, etc).
|
| I haven't yet seen a VTT that can handle grids and boxes and
| rooms automatically, but as soon as someone figures out how
| to do AI or machine learning-powered map analysis to turn an
| image of a map into a (mostly? partly?) usable setup (with
| tweaks to be done afterwards) is going to get a lot of
| attention.
| rolph wrote:
| ive used a large flat screen beneath a glass table. started
| with ducttape, built a mount later.
|
| same idea starting black and slow reveal, laptop,and 2nd
| display, with players around the table.
|
| the enviro sounds came later.
| WendyTheWillow wrote:
| Basically every single tool available can support this, and so
| much much more.
|
| I wouldn't suggest you change, but to suggest this method is in
| any way superior to actually learning the tools and how they
| work is ridiculous.
|
| And if a DM can't spare the hour or so to reach parity with
| this method, that's gonna be a long term problem for the table.
| miah_ wrote:
| The cost, and setup time to use any of these tools has been
| far greater than loading up a image and sharing it.
|
| We've found no VTT tool that can do basic fog of war
| _without_ loading in a bunch of other features we simply
| don't need.
|
| Is it superior? I never said that, I said that the feature
| set was overkill.
|
| A long term problem? Like I said above, our game has been
| going for _4_ years.
|
| A big problem with these tools is the assumption that your
| players won't do something you didn't plan for. Which the
| system I described deals with well. Our DM has many times
| spent hours planning our game only for us to spend the entire
| time slot in one location, or deciding to go somewhere else.
| When that happens, all he has to do is roll out the setting
| for us to use our imaginations, or to load up a new image and
| black layer and share it, 5 - 10 minutes tops.
| hansoolo wrote:
| When I was still playing tabletops a lot, we had the luck of
| having an extremely creative game leader who was a graffiti
| artist. So our maps were drawn during the game, which was super
| awesome!
|
| So do you just play online with strangers? Or do you also play
| in person?
|
| Ah, that were great times back then...
| throw_m239339 wrote:
| Nice! It looks great and very useful.
| mikepk wrote:
| Very nice! :) I also had a similar itch a while back and built
| https://gamescape.app (during the pandemic). Different focus --
| all about shared maps and tokens rather than a "full" VTT. Plan
| is for it to be free forever. Can't work on it anymore since I
| started a startup that eats 100% of my time, but totally usable
| (my group uses it every week :) ).
| rcarr wrote:
| Personally, I would market this and build it out for any other
| TTRPG system but Dungeons & Dragons. I absolutely love Dungeons &
| Dragons but I think the writing is on the wall that DnD Beyond is
| going to get the lion's share of all digital DnD spending,
| especially for newer players. There's always going to be holdouts
| who don't like the corporate direction, but the majority are
| going to use DnD Beyond because of how well integrated it all is,
| and that will include both 2d and 3d tabletops soon enough. So if
| you're planning on turning it into a side hustle, you're probably
| better off targeting say Call of Cthulu players, or Fiasco
| players or Fate players etc.
| YakiSauce wrote:
| Yeah, you make a good point. Definitely something I've thought
| about. When I started working on Diceright, DnD Beyond hadn't
| even been acquired by Wizards yet, so a lot has changed in
| relatively short time. That being said, they recently released
| an alpha of their 2d tabletop and there really wasn't much
| there. I assume it will get a lot better though. Still, it was
| a tough call on what to focus on as DnD really is a huge player
| in roleplaying games. A smaller slice of DnD users still might
| be larger than a bigger slice of another game. In the end, DnD
| is the game I know the most and the one I love. So I decided to
| do what I thought would be the most fun.
| rcarr wrote:
| Yeah you've got to follow your passions. I reckon you could
| be well positioned to take advantage of an emerging market
| though. I'm pretty new to it all myself but I've been doing
| lots of reading on it the past year, and it seems the recent
| DnD popularity explosion mainly happened through Stranger
| Things bringing into the popular public conscious again and
| then Twitch/YouTube players like Critical Role. The latter
| seem to be drifting slowly away from DnD towards their own
| RPG systems and ecosystems. If you have a well developed
| product you may even be able to contact the teams behind
| these systems who may be interested in acquiring your product
| to become the base of their own DnD Beyond like system.
|
| I'd join as many RPG reddits, forums and discord channels as
| you can find and then just periodically scout to see if you
| can spot any emerging trend and ride the wave. I personally
| reckon it's only a matter of time until there's some show on
| par with Critical Role's popularity but for detective RPGs,
| superheroes, sci-fi, Cthulu or whatever.
| Rayhem wrote:
| The #1 important thing I've found for collaborative online gaming
| (and collaborative online work in general) is *have a good mic*.
| Having three people in a room around one mic doing the THIS
| SPEAKER IS SMALL SO YOU SOUND FAR AWAY AND I'M GOING TO TALK LOUD
| SO YOU CAN HEAR just kills any momentum, as does "What?
| I...........hear.......run the........18" connection
| interruptions. Video, maps, everything else is pretty much
| optional, but audio is critical.
| mNovak wrote:
| Very cool. I've seen a lot of these out there for DnD
| specifically, and am always impressed by how polished they seem,
| but I've long since wished there was a better way to play WH40k
| or other wargames online. The closest thing seems to be Tabletop
| Simulator, which just feels strange as a full 3D simulator.
|
| It strikes me as slightly ironic, since games like 40k are
| traditionally extremely high $ investment hobbies, so seemingly a
| good market for the side-hustle tech crowd.
| tpmoney wrote:
| If you haven't seen it yet you might look at Vassal
| https://vassalengine.org/ which is geared towards board games
| generally rather than ttrpgs
| bbor wrote:
| I agree! I think it's super doable to annotate a real game with
| modern image segmentation running on a video feed paired with
| rock-solid modern TTS as dice are read, turns are declared,
| etc. From there, it's just a hop skip and jump to a virtual
| tabletop, AR set pieces, and (IMO the holy grail) non-local AR
| games using real pieces. It's such a procedural, probabilistic,
| simplified-spatially game; seems perfect for simulation.
|
| I really don't think games workshop has the corporate culture
| to catch this wave though, which makes the prospect of a IP
| lawsuit a big deterrent to even OS work.
|
| Msg me if you want a link to my last pass at it as a react app.
| Got slowed down figuring out how to offload work onto the
| server efficiently, and also daunted at the prospect of
| translating all the simpler unit rules into JSON. Of course,
| with LLMs, that task just became about 1000x easier :)
| noelwelsh wrote:
| I'm kinda curious, how many people play RPGs with map and
| minatures at the centre? We started with D&D and minatures, but
| quickly migrated away to more free-form systems and styles. For
| us it was always about making a story together, and nothing bogs
| that down faster than technicality.
|
| If your game is centered around maps and minatures, is it also
| centered around combat? Just curious to find out how other people
| play.
| YakiSauce wrote:
| Thats a really interesting question. When I first started
| playing DnD the thing I loved the most was the combat. Loved
| the mechanics and loved that it was basically a big complex
| board game.
|
| Over time, I have started moving more towards the shared
| storytelling aspects of the game. Currently in our game, we do
| a light combat mix, where we only really enter combat once
| every 3 or 4 sessions.
|
| Generally, it's nice that there are so many different RPG
| systems out there now so people can really find the ones that
| fit what they like.
| breakfastduck wrote:
| Lots of people play D&D entirely for combat. I don't get it
| personally, but yeah.
| bythreads wrote:
| Same here, As i grew older the "theater sports" of it became
| infinitely more interesting - to such a degree that the dices
| are only used for randomness these days.
|
| We sometime play "dogma" scenarios where you are: a geriatric
| near 1st lvl , a 12 year old 1st lvl thief etc. but i'm getting
| old so these days its a social happening and not an all out
| drinking slugfest
| bsagdiyev wrote:
| How does this compare to FoundryVTT? I use that for self hosting
| online sessions and it's been amazing. Will definitely check this
| out!
| YakiSauce wrote:
| Thanks for taking a look!
|
| So one of my goals with Diceright was to make it as welcoming
| as possible to new players (not really an easy task given how
| complex DnD is). To that end, I wanted to make it easy to sign
| on and get started, right away. And I wanted to make it easy to
| use on your phone. Foundry has a ton going for it, but it does
| require initial work to get set up and it can be a bit clunky
| for someone who's never used it.
|
| Similarly, I wanted to make character creation as seamless as
| possible. On Diceright you just pick your classes and all the
| features get added automatically and rolled up to your overall
| character sheet (and of course you can modify anything you'd
| like). It's easy to make characters quickly and at the same
| time, you never lose track of where features or stat bonuses
| come from.
|
| All that being said, Foundry as a ton of stuff that Diceright
| doesn't have yet, so I'm not trying to say it can go toe to toe
| on features. More just giving how I think my overall approach
| differed.
| Animats wrote:
| There's a whole genre of these things.[1]
|
| There's a true virtual tabletop: Jeri Ellsworth's Tilt Five,
| where the players wear AR goggles and see a 3D tabletop game
| world. Players look at a tabletop mat which provides an alignment
| target and neutral background. One of the more workable AR
| systems.
|
| [1] https://www.laptopmag.com/best-picks/best-virtual-
| tabletop-s...
| flaque wrote:
| This is great! Keep going with this!
| YakiSauce wrote:
| Thanks! Appreciate the kind words
| reissbaker wrote:
| Wow, it looks very comprehensive. Really nice work.
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