After a night or two of late hacking...

I have a semblance of code giving me functions to help me run my D&D
games. The README needs a lot more love, but the code is generally tidy.

Time to add some tables...
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Howard Abrams 2021-01-29 23:18:36 -08:00
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#+TITLE: Dungeon Master Support in Emacs
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@workday.com
#+DATE: 2021-01-27 January
#+TAGS: rpg
The overlap between Emacs and running a Dungeons and Dragon campaign
* Themes
** Yes/No Complications
According to [[https://www.hipstersanddragons.com/difficulty-classes-for-ability-checks-5e/][this essay]], the standard DC 15 skill check is actually /too hard/ for most situations,
The [[https://www.drivethrurpg.com/product/89534/FU-The-Freeform-Universal-RPG-Classic-rules][FU Rules]] think a attempt with randomness (what D&D calls an ability check) shouldn't be just a yes/no, but could have some /complications/, like "yes, but..." or "no, and...". I want to be able to wrap these ideas into a single interface.
** Random Items
As a DM, we
** DM Screen and Roll from my Notes
* Code
What do I have here:
- [[file:rpgdm.el][rpgdm.el]] :: Primary interface offering:
- rpgdm-yes-and-50/50
- rpgdm-skill-check given a target and a d20 dice result, returns yes/no, but possibly with complications
- rpgdm-skill-check-easy queries a rolled results, and returns a complicated yes/no for an /easy/ skill challenge
- rpgdm-skill-check-moderate
- rpgdm-skill-check-hard
- rpgdm-skill-check-difficult
- rpgdm-skill-check-impossible
- [[file:rpgdm-dice.el][rpgdm-dice]] :: All the random number generators, plus:
- =rpgdm-forward-roll= to move point to the next dice expression
- =rpgdm-roll= randomly evaluates dice expression at point, or queries for one
- =rpgdm-roll-advantage= / =rpgdm-roll-disadvantage= rolls a d20 with a modifier