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Levels, Experience Bar

A simple suggestion compared to my others (and the last one I was able to come up with). Levels and experience are very common in tabletop/video gaming, so they should be integrated too. Every character can have a level/experience bar enabled upon creation/editing. Both entries should be hide-able. A GM is able to set a level cap (or not), and then determine the amount of experience required for it by editing a chart. Upon filling up, it empties out and brings the level value up (as expected). GMs should have permission to edit the level and the current exp total for characters directly, and "enable/disable experience" for individual characters. As far as commands (which should be exclusive to the GM) go "/exp 100" should give everyone who can gain experience 100 exp, and "/exp (character name) 100" should give a specific character 100 experience. Potential commands also include "/expdiv 100", which divides 100 experience among anyone designated to gain experience.
1356729178
Gauss
Forum Champion
Thank you for the suggestion. As a guide for future suggestions you may wish to consider the following: 1) Roll20 is a tabletop substitute. One of the design goals for Roll20 is to keep things simple. Automation like this is not simple. Individual pieces of automation may be, but when taken as a whole they are not. 2) Roll20 is system agnostic. Not all systems use such a metric. Adding this would be building towards a certain style of game. So ask yourself: do you actually NEED this to run the game? Do you have this level of automation when sitting at your kitchen tabletop? Roll20 is not a videogame, it is a kitchen table substitute. Is this something that will bend Roll20 towards a specific game or genre of games? Again, thanks for making suggestions. They do help to shape Roll20. :) - Gauss
Fair enough, although I meant it only as a module. I don't think the feature would subtract from anything. Thanks though!
Baalsabo, To my mind definitely this suggestion doesn't match at all with the system agnostic nature of Roll20. That is the main drawback that I'm seeing. This said, how really useful would be to add that kind of automation to "experience points" and "level progression bars" inside the Roll20 app? — I think that things should be arranged for working well regarding level based systems (mostly, the D&D like ones but also others like Rolemaster), point based systems (GURPS; HERO), aspect based systems that manage things in very different ways (FATE) and such. Just a few instances, BTW having nothing to do with experience points in particular.
Agreed with Axel. I think the system should be focused on providing a solid, system-agnostic table top while finding ways to take advantage of both the online nature of the game as well as the powerful calculators at our fingertips.
I found a couple of things interesting about what Baalsabo posted. Bear with me here i am trying to be constructive. I will skip the 3rd paragraph until the end because I think that is where the major conflict is. There is nothing important in the first paragraph. Moving on. Now the second paragraph. I believe the experience and level bars technically already exist in roll20. From my view, experience and Level are simply another type of attribute for the character. This means they can be placed in the attribute section of a character, provided by Roll20. It can then be connected to a Token for that character as one of the bars, and there, you have an experience and level bar. I think the Dm can even hide them too. Of course then you have used 2 of the 3 available bars for the token, but I have been wondering. Personally I have been finding it hard to think of a use for all 3 bars. Sometimes I have 2 to 3 bars not being used taking up space on the tokens edit screen. I wonder if other people have that issue. I wonder if people need more bars. It would be nice to have the ability to add and subtract bars, but I believe that topic goes more into questioning the interface between the token, character, and tabletop. All three of which are of course up to the guidance of the Roll20 team. I wonder if that thought my be useful in some way. Anyway moving on. In the fourth paragraph, I noticed myself there no way,in Roll20, to create a macro that modifies an attribute of a Character. Lets say we made Exp an attribute. Then you can not use a macro to increase your exp. However, if the exp attribute is connected to a token's bar you can directly affect it. While useful, the situation seemed odd to me. Being able to use macros like that could be useful, but sounds like, from what Gauss posted, that might not be the goal of the Roll20 team. I however, am not quite sure. Of course it is another question of interface. Of course, the Gm can give out exp to all the players by changing their bars. Unfortunately, they can not do it across all players at once because I believe you can only click one token at a time, well unless they are grouped. The DM, however, can only see the stats of tokens one at a time. If the DM could affect multiple tokens it might be helpful, but again that is a question of interface. It was a interesting idea I think. Now to the fun paragraph. If you got this far, congratulations! Now the third paragraph. First, if Exp and Level are attributes a DM can already affect affect them. It might be useful for a DM to be able to lock Attributes in place so Players can not change them. Now that I think of it, the Dm could just deny a player the ability to change their character. They could do it sot of now....... Anyway, to me it kind of sounds like Baalsabo wishes for a greater ability to program. A table could potentially be created filled with attributes, which could technically be influenced by macros. The current interface for roll20, however, is not set up to build it. Now, I like to think and come up with ideas and all that, but I believe the bottom line of all this is to make sure the overall interface between players and roll20 as well as between players has a solid base. There needs to be a central foundation that all players can enjoy. Now again, I know the Roll20 team has this thought in their cross hairs. i greatly respect the work they are doing. I actually hope to help fund you this year. I also believe in KISS(Keep it simple Stupid). I think Roll20 needs to be kept as simple as possible. I myself believe in always having a Simple Base or Core if you will. I, however, also believe in giving the ability to provide a base that allows the player to create their own complexity and automation. So that means keep the core of Roll20 simple but give the players toys to play with to add things on that they like. Will they need it to run the game? No but they wanted it so they made it them selves. Do they have that level of automation at their kitchen tabletop? Yes some did. Some have made programs before to run their abilities. Why? They could of done it because they wanted it so they made it themselves. No role20 is not a video game, but it will only be a table substitute if the individual player wants it to be. It seems to stand in the middle I think. In general at the tabletop, your imagination is limitless, and the automation is at a low. In general in a Video game, your imagination is focused, and the automation is high. For Roll20 , your imagination is still limitless, and the automation ranges from low to potentially high. Role20 may not be a Video Game but they are connected. They all share math and logic surrounded by a shell of imagination. Kind of like a Jawbreaker. I can think of several systems switching between table and Video. I guess the question is can Roll20 be kept simple but provide for the complexity of the players with toys to play with. Is it important how you have fun or that you do? Do the players decide this? Can two different Players use Roll20 differently in the same campaign? This is all connected to how The Roll20 Team wishes to guide the interface between players and players and D20. I personally enjoy what they have done so far. I look forward to changes that they will make in the future. I hope I read as being Constructive. I simple wanted to help by providing ideas. I apologize if something does not make sense. I have a habit of skipping logic. If anyway wishes to reinforce a viewpoint already stated in another discussion or this one please feel free to do so. I more than likely missed some ones point. For that I do apologize, it is a little difficult for me to go threw the discussions. I like things more ordered by very specific topics if possible. i hope some one found something useful from here. Have fun gaming every one!
1357131413
Gid
Roll20 Team
"I, however, also believe in giving the ability to provide a base that allows the player to create their own complexity and automation. So that means keep the core of Roll20 simple but give the players toys to play with to add things on that they like. Will they need it to run the game? No but they wanted it so they made it them selves. Do they have that level of automation at their kitchen tabletop? Yes some did. Some have made programs before to run their abilities. Why? They could of done it because they wanted it so they made it themselves. No role20 is not a video game, but it will only be a table substitute if the individual player wants it to be. It seems to stand in the middle I think....In general in a Video game, your imagination is focused, and the automation is high. For Roll20 , your imagination is still limitless, and the automation ranges from low to potentially high." I don't mean to cut you off at the ankle here, David, but Roll20's design philosophy will always be LOW automation. K.I.S.S. is pretty much the golden rule here. We don't want the average player to be stuck reading a wiki or juggling frameworks just to get their game ready for play. The more "advanced" features that gets included in, the faster Roll20 loses its simplicity of interface. We want to appeal to the user who can jump right in, set up a game and hit the ground running.
Two simple general purpose features would cover a lot of ground here I believe. First, track the attribute changes to characters by logging them in the chat interface. This would allow for manual tracking of dynamic attributes without having a permissions system to keep players from cheating or fudging. Second, the ability to affect attributes through macros would really let people who want to automate things cover a lot of ground, without affecting the simpler use case.
LOW GUARD: Hold it Kristin. : ) You have missed my point. Granted who wouldn't in that mess. Even I think I missed it. This is not a question of philosophy but sight. Every time the Roll20 Team says no to an automation suggestion and ignores the pieces that make up the automation you are losing valuable information that can benefit the development of Roll20. These pieces of the automation can be seen across many types of games. It is the pieces that can be implemented and some already have been. I was giving warning out of concern. I even tried to save some possibilities. Mert T. even listed some as well. The idea of the pieces seemed important to mention so I did. Now, the paragraph you have picked out was meant more for the players and reflects more their philosophies and desires not the philosophy of the Roll20 Team. The amount of desire for complexity and automation varies from Player to Player. Luckily, the way Roll20 is set up right now allows for this variability. This is because of a simple truth. Complexity and automation come from just simple steps. These simple steps appear in Roll20 as options the site provides. Should I have been more specific? That is a definite YES! What can I say though, I am learning. Personally, I think the paragraph helps, while maybe not a whole lot considering it is a mess, to describe the physical aspects of the Roll20 site itself. A simple foundation with options that add complexity and automation so players can enjoy their games no matter what their personally playing philosophy is and how different it is from the designing philosophy of the Roll20 Team. With that if any one has any questions, you can try to get a hold of me some how, but it is more important to get back on track. This discussion is about levels and a experience bar. Lets refocus on providing more ideas and suggestions to help support this discussion and the Roll20 site. Thank you moderators for your diligence. Thank you Roll20 staff for proving us all with a new toy to play with. : ) End of my rather off topicness stuff...............................NOW!!