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6 years ago  ::  Aug 17, 2007 - 8:06AM #61
Ghost_dk
Date Joined: Aug 16, 2007
Posts: 15
I think thats nice that you can add a secret room like that, I just hope that the GM version of the map will also have a preset secret room utility that lets you lock/unlock a room from view based on wether the players have found it or not.
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6 years ago  ::  Aug 17, 2007 - 8:15AM #62
rironin
Date Joined: Nov 20, 2005
Posts: 165

heruca wrote:

I'm not sure what video you saw, but in the one I saw they did exactly that. Using the mouse, they scribbled in a secret room on the map.


I'm not predicting it won't have these things - those were, in retrospect, really bad examples, because they're both not that hard to code. All I'm saying is, in any computer program created in this day and age, you are going to have to sacrifice open-endedness for structure. D&D already has a lot of structure in its combat, and most of it lends itself well to a computer program, but there are always going to be weird cases that the program can't display or present easily to your players. If I were using this tabletop, I would work with what I was given. To the extent that it can create many or most dungeons, that will be great, but perhaps unconsciously, I'll avoid situations or maps that don't lend themselves well to the tabletop environment. My game would become more structured, more like a board game, in order to fit into the virtual tabletop.

That doesn't mean the virtual tabletop isn't a step in the right (and inevitable) direction. It just means it's not a magic bullet yet.

Khaim]On a related note, one thing a computer can do really well is really intricate calculations, like more precisely defined positions. In other words, we can get rid of the grid. It's just not needed. A cone doesn't have to have jagged edges, sqrt(2) doesn't have to be 1.5, and a DM should be able to make a pit 7 feet wide.


While a virtual tabletop could do this, I suspect that the more complex and less structured you make it, the more prone to failure it will be. More than that, my brain isn't very big - I actually rely on 5 foot squares and familiar shapes for cones and spreads to plan my moves in combat. I think if things were more realistically scaled, it would be more like a MMORPG, in a bad way. It's hard to plan your next move in turn-based combat when you don't know if you're within range of the dragon's fiery breath, or whether you'll be able to jump over the 8 foot pit with 2.5 feet of difficult terrain preceding it when you've got a 42 foot land speed. wrote:

On a related note, one thing a computer can do really well is really intricate calculations, like more precisely defined positions. In other words, we can get rid of the grid. It's just not needed. A cone doesn't have to have jagged edges, sqrt(2) doesn't have to be 1.5, and a DM should be able to make a pit 7 feet wide.[/quote]
While a virtual tabletop could do this, I suspect that the more complex and less structured you make it, the more prone to failure it will be. More than that, my brain isn't very big - I actually rely on 5 foot squares and familiar shapes for cones and spreads to plan my moves in combat. I think if things were more realistically scaled, it would be more like a MMORPG, in a bad way. It's hard to plan your next move in turn-based combat when you don't know if you're within range of the dragon's fiery breath, or whether you'll be able to jump over the 8 foot pit with 2.5 feet of difficult terrain preceding it when you've got a 42 foot land speed.

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6 years ago  ::  Aug 17, 2007 - 8:38AM #63
Khaim
Date Joined: Jan 6, 2003
Posts: 460

rironin wrote:

It's hard to plan your next move in turn-based combat when you don't know if you're within range of the dragon's fiery breath, or whether you'll be able to jump over the 8 foot pit with 2.5 feet of difficult terrain preceding it when you've got a 42 foot land speed.


Well, first of all it's somewhat metagaming to know exactly how big the dragon's breath weapon is. Besides which, it can almost certainly fly towards you and hit you no matter what you do.

To respond to your point a little better, though, you could easily have a tool that overlays ranges onto the map. Want to stay outside of 30' of someone? Just click an option and mouseover them. And movement would be even easier: when it's my turn, and I click move, all the areas I can move to are shaded bright green. The ones that require some sort of check are yellow, with the skill required in nice black letters. It is not that hard to do this, assuming the Game Table is a real application and not Java-based.

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6 years ago  ::  Aug 17, 2007 - 8:56AM #64
Balthanon
Date Joined: Nov 2, 2002
Posts: 4,724
The other issue with stepping outside of the bounds like that and going to a wider spread of measurements is that it's not really defined in the rules at the moment. Unless it changes drastically in 4.0, I don't see grid based movement coming out of the rules or having alternatives in the books. This is, ultimately, supposed to be about using the same rules that you're using if you met in person.
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6 years ago  ::  Aug 17, 2007 - 9:07AM #65
AlterFrom
Date Joined: Apr 5, 2007
Posts: 583

sals wrote:

I like the minimalism in the you-tube videos. It would allow me to describe a dungeon as I see fit without glaringly obvious differences.
Although it would be nice to have a customizable look (make the walls wood or marbale or whatever). Though what I really wonder about is what will wilderness and city adventures look like. Most of my players loath dungeon crawls.


Yeah. What would be really neato is if the program had a "city generator" program. You plug in some numbers, and it spits out a city...I'd say 20x20 grid sqaures would be good, so you don't have a gigantor of a city.

To edit your signature, click the red "Preferences" link in the top-right corner of the white space for the forums. It is directly to the left of the search bar and directly above the location bar.
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6 years ago  ::  Aug 17, 2007 - 9:09AM #66
rironin
Date Joined: Nov 20, 2005
Posts: 165

Khaim wrote:

Well, first of all it's somewhat metagaming to know exactly how big the dragon's breath weapon is. Besides which, it can almost certainly fly towards you and hit you no matter what you do.

To respond to your point a little better, though, you could easily have a tool that overlays ranges onto the map. Want to stay outside of 30' of someone? Just click an option and mouseover them. And movement would be even easier: when it's my turn, and I click move, all the areas I can move to are shaded bright green. The ones that require some sort of check are yellow, with the skill required in nice black letters. It is not that hard to do this, assuming the Game Table is a real application and not Java-based.


True. The computerized tool could do it all for you, and give you essentially the same information as before in terms of, are you close enough, or far enough, or whatever. I'm not sure how much value-add there would really be though. Instead of just seeing the squares, I'd have to ask the computer if I'm coming close enough to provoke an attack of opportunity, etc.

Balthanon]The other issue with stepping outside of the bounds like that and going to a wider spread of measurements is that it's not really defined in the rules at the moment. Unless it changes drastically in 4.0, I don't see grid based movement coming out of the rules or having alternatives in the books. This is, ultimately, supposed to be about using the same rules that you're using if you met in person.


That's a very good point. Whatever rules the computer would be following, those rules couldn't be transferred to the real life gaming table. However, the two systems could sort of operate in the same environment, with the same maps, and such. It makes sense not to muddy the waters wrote:

The other issue with stepping outside of the bounds like that and going to a wider spread of measurements is that it's not really defined in the rules at the moment. Unless it changes drastically in 4.0, I don't see grid based movement coming out of the rules or having alternatives in the books. This is, ultimately, supposed to be about using the same rules that you're using if you met in person.[/quote]
That's a very good point. Whatever rules the computer would be following, those rules couldn't be transferred to the real life gaming table. However, the two systems could sort of operate in the same environment, with the same maps, and such. It makes sense not to muddy the waters though.

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6 years ago  ::  Aug 17, 2007 - 9:10AM #67
Khaim
Date Joined: Jan 6, 2003
Posts: 460

Balthanon wrote:

The other issue with stepping outside of the bounds like that and going to a wider spread of measurements is that it's not really defined in the rules at the moment. Unless it changes drastically in 4.0, I don't see grid based movement coming out of the rules or having alternatives in the books. This is, ultimately, supposed to be about using the same rules that you're using if you met in person.


Sure it is. I have a 30 ft speed; that means I can move 30 ft. Where does it say I have to move that in 5 ft increments? Sure, the rules assume you're playing on a grid, but everything works the same if you don't. A 20 ft burst is still a 20 ft burst, the 130 ft range on my hold person spell is still the same, and a Jump check of 24 still puts you 6 ft in the air.

Wait, what?

That's right: there are already distances in the rules that aren't in 5 ft increments. They're in the Jump rules. There is no sacred grid, and lots of DMs don't bother with such things. It's an artificial construct, and another reminder that we're just playing a game. If we can get rid of it- and with computers, we can- I say we do so.

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6 years ago  ::  Aug 17, 2007 - 9:13AM #68
Ramrod_The_Wizard
Date Joined: Aug 6, 2006
Posts: 1
In all honesty, I'm underwhelmed at the prospect of the game table. You really can't simulate a lot of things that I like to put in my game. It seems too videogamey and lacks what makes the game what it is, role playing and personal interaction. How can you make a dynamic map on this program, it just doesn't seem to work in my head. Thanks WotC for porting the minis game that I've never been interested in into the mainstream of the game. I'm looking forward to the system, not all of the peripherals that hopefully wont be integral for game play.
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6 years ago  ::  Aug 17, 2007 - 9:16AM #69
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
I have no interest in this at all.
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6 years ago  ::  Aug 17, 2007 - 9:22AM #70
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
You know, the only thing I think we could use a computer for is pre-game planning and structuring. After that, it all goes to the dining room table-I especially wouldn't want to run battles or something on a program.

If I wanted to mix computers and RPGs, I'd go ahead and play Final Fantasy. And not WoW. I don't know what all this has to do with WoW, but people keep mentioning it. It wasn't the first, and is easily not the best, online RPG ever made.
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