Rolling Dice

For iTabletop2, we built a Dice Cup system right into the tokens. Each token can have an unlimited number of Dice Cups that display inside a popup window.

We designed these cups to be flexible, having combinations of d4, d6, d8, d10, d12, d20, and d100. We added individual dice modifiers and explode settings. Each cup can have a Name, a Type: Sum Dice, or Success (White Wolf style.) Each cup can have a Cup Modifier, a Cup Target, a Crit Success target, and a Crit Failure target. The dice rolls appear in the Text Chat window, and with one click you can expand the view and see all the natural die roles, modified rolls, etc., and apply any rules you want.

Since Dice Cups are attached to tokens, they are shareable. When members share tokens that have Dice Cups, and you duplicate the token for yourself, you receive the Dice Cups intact.

We also built a simple dice rolling syntax for the Text Chat window in iTabletop. This provides quick on-off rolls with modifiers for anyone.

Now iTabletop 3 is getting a dice overhaul which we'll talk about momentarily. But for v2, our GMs have said the Dice Cup system handles most everything they need, and for anything else, they just roll real dice - who'da thunk.

Coming Soon: RealDice™, RealCards™ & TokenNesting™

For iTabletop 3, we decided to create RealDice™, and RealCards™. RealDice is a completely flexible and scriptable system using a real Physics engine to roll dice images across the map. RealCards handles decks of cards, transferring cards between players, discarding, shuffling, etc. And both of these systems use graphics and sound provided by you, so they are completely tailored to whatever you need for your games.

We're currently building both of these systems, and made the decision early on to make each die, and each card, "be" a token. So in other words, a Dice Cup token, could hold any number of Die tokens, and roll them. Or a Deck of Cards token, could hold any number of Card tokens, shuffle them, have them moved around and change hands, and in the end gather them up.

To make this happen, we have built a macro language into tokens. And the exciting thing is this macro language can be modified by you, to make your dice, or cards, do whatever you need. This system has revolutionized our token system, giving it an AI component.

We have also created TokenNesting™ as a part of these new systems, and generalized it for all tokens. So v3 tokens can now own, or "parent", child tokens. The children can be exploded onto the play surface, and then gathered back into the parent token. So you now can have a Castle Garrison token, filled with Archers and Swordsmen. Or you can have a ship token, that is filled with PCs and NPCs. What you do with all this is up to your imagination. We're just excited to have the most advanced token system around.

Under Development: Rock 'Em Sock 'Em TokenActions™

TokenActions™ come from this process of embedding an editable scripting, or macro, language into tokens. QuickNotes™ already uses this system so you can turn any token into an editable note. RealDice™ uses it so you can configure every die, as well as your dice cup, for a myriad of dice possibilities. RealCards™ uses it to control card shuffling, stacking and more.

Soon to be released as an additional part of iTabletop 3 are the following TokenActions™ scripts:

  • Room/Map Portal. This script will cause a token to become a hotlink to any room or map in your game. This way when you go down the stairs into a deeper level of a dungeon, you'll just click the stairs and be taken to the new level. Or if you want a quick link to a certain QuickTracker mat, you can place one.
  • Game Portal. This script will navigate you to an entirely new instance of iTabletop, essentially another game. However we envision very large games broken up into a few separate games, to reduce RAM consumption, and thus the Game Portal TokenAction will make it easy to link all your game "zones" together into a fluid experience.
  • Media Trigger. This script will allow you to trigger one or more of the media contained in the token, just by clicking on the token. This removes the need to open the token menu, and follow the context menu to the right media element. It also allows for orchestrating a number of media elements together.

TokenActions scripting, as designed, includes ways to target any other token, any menu action, any media element, and any room or map. Therefore it allows one token to control others, or one token to provide actions that the grid, or play surface uses for a game. As we keep adding to the capability of the scripting system, you'll see very complex game mechanics possible.

And because these scripts are built into each token, it is very much an "object oriented" approach, where if you want your map to have a new capability, you just add the proper token to it and the map automatically takes advantage of the new script. Plus as tokens, you can share them through the normal community token sharing system, and other iTabletop members can use and modify them. This is truly the next-generation for iTabletop and the VTT in general.