Tuesday, January 08, 2013

[TechTuesday] Return of Roll20

Over the course of this past month, I have been looking over the activity of some of the topics I have posted as well a the projects they relate to. As I have began to realize, RPTools has sadly fallen by the wayside as of late.

I can arguably continue my efforts with RPTools, though it seems that the more streamlined and user friendly Roll20 has taken it up a notch with frequent updates and a really supportive community.



That is right folks, Roll20 has made it back into the forefront of my mind, and in a pretty big way. Despite having been on my honeymoon, I have been keeping an eye on the activity of the development of this site compared to that of RPTools.net via their forums and twitter updates. From what I can tell, the people at Roll20 have been able to take the money people have been investing in them and putting it to good use.

For starters, just like RPTools, Roll20 has provided tools for macros for the "more advanced user" but on top of that have provided the option to put together fun "Playing Cards" that can be used with the likes of Paizo's Critical Hit Decks. Though one of the most popular features it seem deals more specifically with the character sheets.

As of right now and from what I can tell, the character sheet is very basic, though with the right Macros (which would represent players Attacks) any given players character for a Mutants and Masterminds game can be made a reality.

As I may have mentioned before, Mutants and Masterminds typically revolves around a two step resolution of any conflict which both revolve around a single 20 sided die. When there is any given conflict, a player determines their intent, rolls for success based on a base Difficulty Class/Level, and if successful, the target of the conflict must then make a resolution check against an equivalent Difficulty Class/Level specified by the player.

With this in mind, I can easily put together character sheets with even the most basic of character statistic blocks and go from there. This way, I hope that I shouldn't have to worry too much more about learning a new coding language.

Time will tell. For those already familiar with the system, what have your experiences been with the framework, and if anything does it provide for a easy flow of the game? It seems now all I really have to do is focus on the feel (Ambient Sounds) and setting (the backdrop) to the game to really enjoy the setting I have in store!