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Dragging All the Dice

I'm running Dogs in the Vineyard. Is there anyway to grab all of the dice and put them in the window instead of doing one at a time?
1431485210

Edited 1431485240
The Aaron
Roll20 Production Team
API Scripter
There isn't. However, you can copy and paste dice that are already there, and you can select a whole set of them, right click -> Multi-Sided -> Random Side to roll them all, which will change them to their new number and display the roll in the chat. Does that help?
Doesn't quite work with Dogs, though I can play around and see if I can do something with it. I'm looking for a way to cut down the dragging time as the die pools get big.
1431485622
The Aaron
Roll20 Production Team
API Scripter
Yeah, I'm afraid I don't know the mechanics for Dogs in the Vineyard. Can you give a short rundown?
Basically, you roll a big pool of dice and put forward two to set the stakes. The other person meets that with 1-3 dice and then puts forward 2 to make the new stakes. Then they match with 1+ dice, and it continues. Because of the system, you drag out 10+ dice at a time. Easy in real life, a bit slower on the TT but not a huge thing.
Currently, we're dragging them onto the table one at a time to create the pools.
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Edited 1431486482
I wrote Dice in the Vineyard to deal with this problem. You allocate areas on the tabletop for each character; the script adds poker-chip-styled tokens to represent the character's rolls, and keeps track of them so you can easily get chip counts. The intent is that you'd put a character token in the top-left of each area, and set it up with token actions like "!ditv roll &lt;character name&gt; &lt;X&gt;d&lt;Y&gt;" for all your frequently-accessed rolls (the roll command is additive, so you'd just click all the buttons you need). Originally, I wanted to use decks and hands for this, to free the tabletop up for art. However, infinite decks don't give adequately random results (a "d4" deck with 1, 2, 3, and 4 in it will give one of each for every four cards you draw; shuffling just affects the order of each group of four). I made this suggestion in hopes of improving that: <a href="https://app.roll20.net/forum/post/1279991/auto-shuffle-option-for-infinite-card-decks" rel="nofollow">https://app.roll20.net/forum/post/1279991/auto-shuffle-option-for-infinite-card-decks</a>
1431486659
The Aaron
Roll20 Production Team
API Scripter
Ah, I was going to suggest making little blocks line of sight walls to put your dice behind and roll, then drag them into the middle to match them, very similar to using Manveti's poker chips, except you're using dice tokens.
Seeing them isn't a big deal---in fact it's part of the game, but I'll check out Dice in the Vineyard for next game I run
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Edited 1431496745
Yeah, one of my early ideas (once I figured out that card decks and hands wouldn't work) was to draw lines to make little corrals and then just drag lots of dice onto the table for people to drag into their corrals and set to a random side. It just seemed like way less work (and less open to cheating) to write a script to handle it for me (and the poker chips thing both vastly increases token density and fits in with the game's aesthetic). I settled on poker chips because the game's mechanics are supposed to be reminiscent of poker betting, and because the chips can be stacked in a reasonably good-looking manner to fit way more rolls into a much smaller corral.
1431490450
The Aaron
Pro
API Scripter
cool. =D