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Kobold
 
Joined: Sun Jun 19, 2011 2:07 pm
Posts: 17
 Post subject: DeviantNull Framework - Quick question on combat
PostPosted: Mon Jul 11, 2011 6:03 pm 
Just started playing around with MapTools - does DeviantNull's framework automate combat like Rumble's? I've been trying to get it to work as such, but can't figure out how to make it happen.

EDIT: Added screenshot of what I see in chat. I edited the power to do 3d6 damage with main hand weapon, added weapon and equipped it, and have the target set as an NPC token. However, that token isn't taking dmg when used as the target.


dnattack.jpg
dnattack.jpg [ 18.8 KiB | Viewed 1895 times ]
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Great Wyrm
 
Joined: Sat Feb 13, 2010 2:35 am
Posts: 1001
Location: California
 Post subject: Re: DeviantNull Framework - Quick question on combat
PostPosted: Mon Jul 11, 2011 9:39 pm 
nope it doesn't.

You'll probably get a quicker response if you post your questions regarding DN framework in his thread where the DN junkies reside :D

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Kobold
 
Joined: Sun Jun 19, 2011 2:07 pm
Posts: 17
 Post subject: Re: DeviantNull Framework - Quick question on combat
PostPosted: Mon Jul 11, 2011 9:57 pm 
Thanks for the reply, will direct future DN questions there.

So ... what happens instead? You do the power/attack rolls from the char sheet, then manually apply the damage? That seems so ... manual. :)


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Great Wyrm
 
Joined: Sat Feb 13, 2010 2:35 am
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Location: California
 Post subject: Re: DeviantNull Framework - Quick question on combat
PostPosted: Mon Jul 11, 2011 11:32 pm 
Sorry to say it is a manual operation.
If you want it to be automatic you have to go with Rumbles or a video game.

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Characters:
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Tikkanan - Human Warlock 2nd Level
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"People are more violently opposed to fur than leather because it's safer to harass rich women than motorcycle gangs."


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Kobold
 
Joined: Sun Jun 19, 2011 2:07 pm
Posts: 17
 Post subject: Re: DeviantNull Framework - Quick question on combat
PostPosted: Mon Jul 11, 2011 11:55 pm 
Like WOW? Can I haz more raiding!? :)

Naw, it's cool. I actually like that fact. DN's framework feels more like a real tabletop game; some of the other frameworks actually seem MORE complicated by trying to automate the combat. Ie., in doing more, they really don't offer more - they detract. I'm a newb so that's not a slam - all the frameworks are great. But I like the simplicity of DN's. Just wanted to make sure I wasn't missing something.

Thanks!


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Cave Troll
 
Joined: Mon May 03, 2010 2:03 am
Posts: 33
Location: Los Angeles, CA
 Post subject: Re: DeviantNull Framework - Quick question on combat
PostPosted: Sat Jul 16, 2011 1:26 am 
Ironically, of the three main frameworks, I like DNs the best in terms of coding style, and have been sorta learning from it for my own. Which ... (here's that irony I was mentioning) ... is totally manual. It doesn't even do the rolling for you. My players hate auto-rollers; they complain that it feels like they aren't playing D&D that way. They like the "tactile feel of the dice", even if it's +roll. I keep debating making some dice tables and getting them a proper roller with toss animations or something.


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Cave Troll
 
Joined: Fri Apr 11, 2008 5:30 pm
Posts: 50
 Post subject: Re: DeviantNull Framework - Quick question on combat
PostPosted: Mon Aug 01, 2011 8:17 pm 
You can apply damage semi-automatically.

The standard attack process is:

1: click your attack.
2: note if the attack hit or not.
3: if you want to apply damage (or a condition), click the target to take the damage and then click the underlined damage link in the chat output.
4: you'll get HP change dialog with the value already in the right place.
5: click ok.

Lets you apply all those one-off exceptions and whatnot nicely.


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Giant
 
Joined: Mon Feb 16, 2009 7:12 pm
Posts: 236
 Post subject: Re: DeviantNull Framework - Quick question on combat
PostPosted: Sun Aug 07, 2011 1:01 pm 
In addition to what Zgrose says, you can semi-automatically apply conditions in a similar fashion. Pretty much anything that's underlined in this framework can be clicked to some effect or another. It's not automatic, but it comes pretty close, actually, and it does allow on-the-fly adjustments for unusual circumstances (which come up so often in D&D that I believe it's the main reason DN didn't wanna go with automation anyway).

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