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Consultant/Contractor for adding a new game type (dice rolling convention, character sheet, etc.)?

Not sure if this is the right place to ask.  I've been working on a home-brew game (almost from the bottom up) and I keep wanting to dive in to making a Roll20 mode for it.  But I never have the time.  Are there consultants/contractors who will do it for pay?  How would I find them and get a quote? Thanks!
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Scott C.
Forum Champion
Sheet Author
API Scripter
Compendium Curator
Hi John, there are a few of us around that do work on r20 for pay. If you're looking to bring a system to roll20, you probably actually want to post in the character sheets/compendium sub forum. That said, the best way to get someone to respond is to post as much detail about your project as you can. I'm not saying you need to expose your rules or copyrighted material, but what features are you looking for? Do you just want a character sheet, or do you also want to release a compendium and/or modules/adventures? What sort of system is this and roughly how complex is it? How much automation and styling are you looking for? There are any number of other questions you could answer, but the above is sort of the bare minimum of information I look for to see if a project is interesting to me or worth investigating. The more information you can provide, the better quality of response you'll get.
(I intend to release this as Creative Commons, but it's otherwise as copyright by me as mechanics can be copyrighted) The name of game (currently) is SURD    ... I can explain at another time if you'd like. 1- the dice are sort of like success-counting-dice-pool (think Shadowrun, Storyteller/WOD, or D6-Legends), plus an Advantage/Disadvantage mechanic.   But the way successes are counted is not like those other games.  For example, IF you have advantage, a 2 counts as a hit.  A 3 is a hit UNLESS you have disadvantage (then it's a miss).  4 is a hit on social/artistic skill tests, 5-6 on academic/white-collar skill tests, 6-8 on technical skills, 7-10 on outdoors/movement skills, 8-12 on combat skill tests.  (1's are special, see below for Doom)   (the dice are _loosely_ based on the Polymorph system's dice) 2- your dice pool is mostly as big as your level.  Level ranges from 3-8 for normal mortals, up to 10 for extraordinary mortals, and up to 14 for divine/cosmic uber-beings.   You start at 3rd level, and get 1 die from your "Nature" (species/model/etc.), 1 from your "Nurture" (culture, social status, etc.), and one from your class or profession (haven't decided which of those two words I'm using yet).   Each die is based on an archetype that you pick for die as you earn it (1 per level).   1d4 for Bard, 1d6 for Sage, 1d8 for Artisan, 1d10 for Scout, 1d12 for Warrior.  These Archetypes are NOT entirely tied to your Class/Profession, but there might be some restrictions I'm still noodling about. 2a- specializations might increase your pool by 1 die total (so your total number of dice rolled is either equal to your level, or your level+1 if you have a related specialization). 3- Difficulty depends on whether you're playing in the Basic, Expert, or Advanced game.   Basic there are 3 static difficulties 1-3 (and you're always 3rd level).   Expert there's 7 static difficulties.   Advanced there are 14 dynamic difficulties (meaning each difficulty level is a 50/50 die or coin toss ... so the difficulty might be something nearly impossible, but if the difficulty roll is all failures and no successes, that's vanishingly rare but in that case even a novice might actually succeed). 4- A character sheet where you pick how many dice of each archetype you've selected given your current level (which would be entered into a spot in the character sheet, and the total number of archetype dice wouldn't be allowed to exceed it). 5- There should be simple text entry blanks for "Nature", "Nurture", and "Class"/"Profession, "High Concept", "Trouble" and a few blank ones.  Those are all Aspects.  They don't directly impact the roll20 mechanics (but they help the GM figure out if you've got Advantage, and a few other things). 6- An entry for how many Fate Points you have.  Fate Points affect rolls in some other ways: 6a- spending a FP without an invoke converts one 1 to a 3 for yourself ... or you can make an adversary convert one 3 to a 1; it also gives you 1 advantage factor. 6b- spending a FP with an invoke cancels all 1's (preventing "Doom" below) and grants advantage no matter how many disadvantage factors you might have. 7- Text entry for Stunts 8- check boxes for Stress, and entry boxes for Conditions (basically like Fate) 9- And then a grid of buttons where the rows are the skill groups and the columns are "disadvantage, advantage, neutral".    Those buttons trigger die rolls.  Then a pop-up asks you the difficulty, and have some selector boxes for adjusting the number of dice (of each type) that are going to get rolled.   If you rolled more hits than the difficulty result, it says "succeeded by X" (or maybe "simple success" if it's a tie).  If the difficulty is higher than the number of hits, then it says "failed by X".  I imagine there are some complex formulas you can put into a /roll command that will do that... but I want to hide that complexity behind buttons, so that the /roll command isn't intimidating to some people. 9a- if you roll more 1's than 2's, you get "Doom", even if the roll is otherwise a success.    Similarly, if you roll more 2's than 1's, you get "Destiny", even if the roll is otherwise a failure.   These work like Fate "Boost"s, where Doom is worded against you, and Destiny is worded in your favor.  So the result will also tell you if you wound up with Doom, Destiny, or neither. 10- There will, separately, be magic and supers rules.  They will each use dice in a slightly different way (for example, Magic uses dice almost the same way, but instead of being Archetype based, it's Magical College based, and you buy those dice with Stunts).   The above stuff would probably be on the main tab/page of the character sheet, with Magic being the 2nd tab/page, Super Powers being the 3rd tab/page, and then items for character backstory and such being on a 4th tab/page. I think that's everything ... but the rules are kind of an outline right now, as opposed to a completely written thing.   Which means there would also be revisions later on, as the two go through playing and rewrites.  I think those revisions would be follow on work, but I am pretty sure I'll need someone expects to be available for that kind of revision work.  (though, once I see the finished files, I might be able to tinker on it a little myself)
Maybe for class/profession I'll go with Career.       Nature, Nurture, Career
In case it wasn't clear, you always roll all of your dice no matter which skill-group your rolling against.    So, if you've got 2 levels of Bard (1d4's) and 2 levels of Warrior (1d12s), you roll  2d4+2d12 whether you're going for a social skill, an academic skill, a combat maneuver, etc.
Scott C. said: Hi John, there are a few of us around that do work on r20 for pay. If you're looking to bring a system to roll20, you probably actually want to post in the character sheets/compendium sub forum. That said, the best way to get someone to respond is to post as much detail about your project as you can. I'm not saying you need to expose your rules or copyrighted material, but what features are you looking for? Do you just want a character sheet, or do you also want to release a compendium and/or modules/adventures? What sort of system is this and roughly how complex is it? How much automation and styling are you looking for? There are any number of other questions you could answer, but the above is sort of the bare minimum of information I look for to see if a project is interesting to me or worth investigating. The more information you can provide, the better quality of response you'll get. Are unique games (with their own mechanics and dice mechanisms) considered to merely be "character sheets", or do they genuinely belong somewhere else?   Calling them "character sheets" seems incredibly odd.
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GiGs
Pro
Sheet Author
API Scripter
I answered this in your other comment.
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This works (for an academics check, for some random character who has 1 level of Bard, 2 levels of Sage, and 1 level of Tinker/Artisan): /r {1d4,1d6,1d6,1d8}>5f>7 But it's not accurate, because it misses that a 3 can be a success. This doesn't work but would be accurate if it did: /r {1d4,1d6,1d6,1d8}=3>5f>7 or this: /r {1d4,1d6,1d6,1d8}>3f4f>7 almost seems like it would require just rolling raw numbers, and  having any/all analysis happen by the humans.  Which would be unfortunate. The custom roller might be interesting if it would take the stream of rolls and then tell you how many dice fell into each categories: you got L Skulls (1s) you got M Diamonds (2s) you got N Stars (3s) you got P Social Successes (4s) you got Q Academic Successes (5s-6s) you got R Technical Successes (6s-8s) you got S Physical Successes (7s-10s) you got T Combat Successes (8s-12s)
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GiGs
Pro
Sheet Author
API Scripter
It lookjs like you are looking for specific help with a specific roll. That would be better served as its own thread. I say this before the thread goes in all directions with lots of different problems.
No, those were my notes about how to formulate item #2 on the list.  It's still all about how to support those game rules.