Dice Roller Preview |
Friday, January 27, 2012
Dice Roller Preview
This is just a quick preview of the main screen in the Android dice roller I'm messing about with, showing roll entry and the history of previously processed rolls. This shot was captured from an Android virtual device running on my development PC.
I still have some work to do, including implementing some additional error checking (allowing d10s to explode on a roll of 3 or higher is bad, m'kay), adding a clear button to reset the entry field, creating a real set of icons, and getting some translations done for the limited number of text messages in the app. Still, not bad for a couple days work in a programming language I don't actually know.
Wednesday, January 25, 2012
Dice Descriptions
I've been spending some time programming over the last few days, delving into Android development as a way to teach myself Java. As my first project I'm building a dice roller. Originally I was going to use the same text descriptions for rolls that I use on my web based dice roller, but after implementing them I decided I could do better. I'm trying to cover as many rolling mechanics as possible, so I thought I would throw out the roll definitions here and see what other folks thought.
Traditional dice: XdY
Roll X dice with Y sides, sum their values. Y can also be F, indicating Fudge dice, or %, shorthand for d100.
Dice pool: XpY
Roll X dice with Y sides, treating each die as an individual result. As with traditional dice, Y can be F or %.
Modifiers
These can be appended to the base descriptors above. N below is a numeric value.
- +-N - A numeric modifier to the roll. The value is added to or subtracted from the final total for traditional dice, or applied to each die in a dice pool.
- EN - Exploding dice. Any dice roll greater than or equal to N generates another die roll. In traditional rolls the result is added to the total. In a dice pool it is added to the original exploding die's result.
- LN - Drop the lowest N rolls. The classic example is D&D character generation using the roll four six-sided and drop the lowest method, which would be written as: 4d6L1.
- HN - Drop the highest N rolls. Not sure if any game would make use of this. I guess you could make some very lame D&D characters with 4d6H1.
- SN - Count successes. For traditional dice, a total result greater than or equal to N is a success. For a dice pool each die greater than or equal to N is a success.
- FN - Count failures. For traditional dice, a total result less than or equal to N is a failure. For a dice pool each die less than or equal to N is a failure.
Some things I think I'm missing, but I'm not sure if they're useful.
- Imploding dice - rolls below a certain value generate an additional roll that's subtracted from the first.
- Savage Worlds - Wild Dice. I don't play Savage Worlds, can someone throw me a clue?
- Exploding dice that don't continue to explode.
I'm sure there are a bunch of methods I've forgotten or ignored. Anyone know of a concise list of RPG dice mechanics published anywhere?
Monday, January 16, 2012
Well That Was Unfortunate
The long silence here was not by choice. My main computer imploded shortly before the holidays, so I had the joyful experience of shifting all my stuff from my old sort-of-working-but-only-if-you're-lucky system to a new box. Lessons learned:
Gaming related: I was planning on switching from Firefox to Chrome until I discovered using TiddlyWiki with Chrome requires the TiddlySaver Java module. Not sure if that's going to be a pain or not. We'll see.
Now... back to work!
- An external hard drive for backups is an excellent investment.
- Five copies of your music library is probably too many.
- Keeping your data organized is a good thing.
Gaming related: I was planning on switching from Firefox to Chrome until I discovered using TiddlyWiki with Chrome requires the TiddlySaver Java module. Not sure if that's going to be a pain or not. We'll see.
Now... back to work!
Wednesday, November 23, 2011
Daruna - Session Report
A couple of weeks ago I ran the first of hopefully many weekend-long games set in Daruna, my latest campaign world. The session was also the first test run of the Class Free 2.0 system, my home-brew game system loosely based on d20 and 3rd edition D&D, and the first trial of the corrupting magic system I wrote about in a previous post. Aside from the usual goal of seeing my friends and having fun with RPGs, I had three main goals for this session:
- Shake out the bugs in CF2.0. I wasn't terribly concerned with this aspect. Everyone knew it was a new system and that there would likely be changes to the rules.
- Get everyone up to speed with the new system. A bit of work, as the majority of my players were diehard AD&D 1st/2nd edition players. But they're game, I'm game, so... forward.
- See how corrupting magic affected play balance. This was the biggest potential fly in the ointment. I was (and still am to be honest) particularly concerned about healing, since ablative hit points assume a robust healing mechanism.
Tuesday, October 25, 2011
TiddlyWiki - A Minor Tip
I use TiddlyWiki for pretty much all my campaign notes these days. The combination of hyper-linking and a single self-contained file (minus images), makes it a very useful tool for my style of GMing. I went so far as to write a couple of brief tutorials on using it in my old RPG Dumping Ground blog:
One of the things I mention in part two of the tutorials is transclusion, a feature that allows you to insert a tiddler within a tiddler. Today's tip is an extension of that feature.
One of the things I mention in part two of the tutorials is transclusion, a feature that allows you to insert a tiddler within a tiddler. Today's tip is an extension of that feature.
Friday, October 14, 2011
Daruna - Corruptive Magic
Wow. This place is dusty. Guess I need to break out the vacuum.
I'm finally doing some work on my Daruna campaign again. We're scheduled to play the first session in a few weeks. One aspect of this game is a bit of swords and sorcery feel, with powerful magic a tool of the big bad guys rather than the player characters. To reflect this I've been working on a system of magical corruption. The how and why follow...
I'm finally doing some work on my Daruna campaign again. We're scheduled to play the first session in a few weeks. One aspect of this game is a bit of swords and sorcery feel, with powerful magic a tool of the big bad guys rather than the player characters. To reflect this I've been working on a system of magical corruption. The how and why follow...
Sunday, October 2, 2011
Grimrock
Well this looks interesting in an old school kind of way. Party based dungeon crawler on the PC? Grid dungeons? Quasi-turn based combat? I'm in.
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