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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README.org
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#+TITLE: Dungeon Master Support in Emacs
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#+AUTHOR: Howard X. Abrams
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#+EMAIL: howard.abrams@workday.com
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#+DATE: 2021-01-27 January
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#+TAGS: rpg
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The overlap between Emacs and running a Dungeons and Dragon campaign
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* Themes
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** Yes/No Complications
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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,
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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.
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** Random Items
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As a DM, we
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** DM Screen and Roll from my Notes
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* Code
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What do I have here:
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- [[file:rpgdm.el][rpgdm.el]] :: Primary interface offering:
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- rpgdm-yes-and-50/50
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- rpgdm-skill-check given a target and a d20 dice result, returns yes/no, but possibly with complications
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- rpgdm-skill-check-easy queries a rolled results, and returns a complicated yes/no for an /easy/ skill challenge
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- rpgdm-skill-check-moderate
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- rpgdm-skill-check-hard
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- rpgdm-skill-check-difficult
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- rpgdm-skill-check-impossible
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- [[file:rpgdm-dice.el][rpgdm-dice]] :: All the random number generators, plus:
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- =rpgdm-forward-roll= to move point to the next dice expression
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- =rpgdm-roll= randomly evaluates dice expression at point, or queries for one
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- =rpgdm-roll-advantage= / =rpgdm-roll-disadvantage= rolls a d20 with a modifier
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