As for a direct comparison to Roll20, that makes sense. Maybe I could make a specific landing page for it, as I do want to keep things very welcoming for first timers too.
151 karma · joined January 15, 2009
As for a direct comparison to Roll20, that makes sense. Maybe I could make a specific landing page for it, as I do want to keep things very welcoming for first timers too.
If anyone's interested in following along as I keep building Diceright, I just set up a discord server: https://discord.gg/UpNn7yz6. I'll keep my roadmap updated there and would love to continue chatting with anyone who's interested
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.
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.
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.
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.
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!
And if you do get a chance to check it out on desktop, I'd love to know what you think.
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.
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