[Runequest] Advice Sought re Damage &

grogthing grogthing at yahoo.com
Fri May 30 03:55:42 UTC 2008


I designed a combat utility for D&D that I ran on my
laptop.

I had a character class that as he took damage...got
stronger and gained powers and tempoaray
hitpoints...kinda like the hulk...it was a type of
specialized cleric of a goddess of pain.

But doing all the calculations by hand each combat
became a nightmare...so my utility...you put in your
hit points and all your attributes...your level
information...and your current amount of wound
damage...and it calculates all you new...hit points
and combat bonuses...etc..

It was a html/php web page, and I installed a local
web server on my laptop to run it.

I have thought about building something more
comprehensive. Maybe I will someday.


Greg


--- Gary Sturgess <gazza666 at gmail.com> wrote:

> On 30/05/2008, Styopa <styopa1 at gmail.com> wrote:
> >
> > Which is one of the reasons/ways that I always
> thought computers would be SO
> > GREAT at managing the details of role playing
> games.  I thought
> > (optimistically) that ultimately we could get to
> the point where a person's
> > 'character sheet'  was electronic, and just said
> "this character has
> > chainmail plus padding on his body, with X (insert
> all sorts of computer
> > calculations) result on his move rate, ability to
> climb, fatigue recovery,
> > swimming skill, etc.".
> 
> Nothing overly optimistic about that; many MMoGs
> have those sorts of
> calculations. Of course a MMoG makes for a poor GM
> (at least at
> present), but there is nothing that prevents someone
> designing a game
> that has the mechanics delivered as a computer
> program instead of (or
> as well as) a rulebook, but at the current time it
> seems it's still
> not reasonable to assume that gamers bring their
> laptops to the
> session (mine certainly do, and perhaps not
> coincidentally we're
> currently experimenting with creating a game design
> that DOES go that
> sort of level of detail).
> -- 
> GAZZA
> 
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