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Re: Re: Re: Modules: Building blocks for the Daft Adventure

by coreolyn (Parson)
on Jun 13, 2001 at 17:38 UTC ( #88054=note: print w/replies, xml ) Need Help??


in reply to Re: Re: Modules: Building blocks for the Daft Adventure
in thread Modules: Building blocks for the Daft Adventure

Thanks for the explanation, and yes the code was re-written, but I'm not completely sold on them either for performance reasons -- I'm just shamelessly trolling for opinions :)

Having coded many of the DnD charcter generation and battle tables in several languages over the years (It's my favorite way to learn and compare languages) separating the dice makes it easier to run the rolls against matrices as well as clearly delineating whose dice are being operated on.

Plus in the game design I've always pondered I've looked for ways to put the dice back in the hands of the players. In table top gaming picking and rolling your own dice is a part of the fun.

coreolyn
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Re: Re: Re: Re: Modules: Building blocks for the Daft Adventure
by Tiefling (Monk) on Jun 13, 2001 at 17:50 UTC
    Plus in the game design I've always pondered I've looked for ways to put the dice back in the hands of the players. In table top gaming picking and rolling your own dice is a part of the fun.

    Ahh - differences of approach. My groups have almost invariably said 'all these dice are fiddly and boring. Can we use them as little as possible, please?' Consequently they find the idea of an implementation which does take the dice out of their hands appealing. The idea of 'SimDice' never occured to me.

    I've learned languages by writing text adventures - the newly modular D&D 3e seemed a natural extension of that.

    Tiefling

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