I was testing the new Treasure Hoard dice to see what they did when I rolled a 1 and a 20, and both times they rolled to the bottom corners of the screen - partially off the screen and partially behind the dice button. I'm sure they did something cool but I didn't see it.
This is something that should be implemented for all dice. A margin should be set up around the page to buffer the bounce and were the roll finally settles. Or once the roll finishes, the dice are all shifted to the center of the screen/page where you can see the roll and any animations that play out.
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I haven't noticed the dice going off screen; however, with the new Treasure Hoard dice, I have noticed they act like they are super heavy and don't even roll. Every time, they just get thrown down and slide to the edge with the number it hits with. Its like my dude is a baseball pitcher and doing a fast ball onto the board.
I wish they would fix that. I am not sure if others noticed it or not but it is like that for me right now. It makes me not even want to use them which sucks since I think they are a great idea and I love the nat 1 and nat 20 rolls on them.
The use a physics based RNG for dice. So the dice behave differently based on what material they are. Metal type dice will roll heavier than plastic style. How well that's implemented is up for debate, but it helps explain the rolling differences between dice.
I wouldn't mind a dice tray feature where i can limit the rolling area. i've never seen dice go offscreen, but they certainly do roll into the most inconvenient locations frequently.
The use a physics based RNG for dice. So the dice behave differently based on what material they are. Metal type dice will roll heavier than plastic style. How well that's implemented is up for debate, but it helps explain the rolling differences between dice.
I wouldn't mind a dice tray feature where i can limit the rolling area. i've never seen dice go offscreen, but they certainly do roll into the most inconvenient locations frequently.
This isn't actually true, the graphical model of the dice has no bearing on the physics model. If it did, there are some dice such as the Potion of Healing and True Colours dice, that simply would not work.
The physics model is that of a pretty average set of dice in terms of weight and friction. The impression of some dice rolling 'heavier' than others is usually a result of the audio used (audio designers are woefully under appreciated!)
The use a physics based RNG for dice. So the dice behave differently based on what material they are. Metal type dice will roll heavier than plastic style. How well that's implemented is up for debate, but it helps explain the rolling differences between dice.
I wouldn't mind a dice tray feature where i can limit the rolling area. i've never seen dice go offscreen, but they certainly do roll into the most inconvenient locations frequently.
This isn't actually true, the graphical model of the dice has no bearing on the physics model. If it did, there are some dice such as the Potion of Healing and True Colours dice, that simply would not work.
The physics model is that of a pretty average set of dice in terms of weight and friction. The impression of some dice rolling 'heavier' than others is usually a result of the audio used (audio designers are woefully under appreciated!)
I've passed along the feedback
oohhhhhhhh...i stand corrected. thought i saw somewhere physics were different, but maybe i just associated my own cues into that.
thanks for the clarification, and for passing the request along!
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I was testing the new Treasure Hoard dice to see what they did when I rolled a 1 and a 20, and both times they rolled to the bottom corners of the screen - partially off the screen and partially behind the dice button. I'm sure they did something cool but I didn't see it.
There should definitely be a bounding box that prevents the dice from stopping in a margin around the edge of the screen.
This is something that should be implemented for all dice. A margin should be set up around the page to buffer the bounce and were the roll finally settles. Or once the roll finishes, the dice are all shifted to the center of the screen/page where you can see the roll and any animations that play out.
Do you need some additional rules, conversions or original character classes for games like D&D 5E, Pathfinder, Starfinder and others? Then please visit my website: http://www.seanswebcorner.com/gaming_home.html
You can follow me on Twitter.
I haven't noticed the dice going off screen; however, with the new Treasure Hoard dice, I have noticed they act like they are super heavy and don't even roll. Every time, they just get thrown down and slide to the edge with the number it hits with. Its like my dude is a baseball pitcher and doing a fast ball onto the board.
I wish they would fix that. I am not sure if others noticed it or not but it is like that for me right now. It makes me not even want to use them which sucks since I think they are a great idea and I love the nat 1 and nat 20 rolls on them.
The use a physics based RNG for dice. So the dice behave differently based on what material they are. Metal type dice will roll heavier than plastic style. How well that's implemented is up for debate, but it helps explain the rolling differences between dice.I wouldn't mind a dice tray feature where i can limit the rolling area. i've never seen dice go offscreen, but they certainly do roll into the most inconvenient locations frequently.
This isn't actually true, the graphical model of the dice has no bearing on the physics model. If it did, there are some dice such as the Potion of Healing and True Colours dice, that simply would not work.
The physics model is that of a pretty average set of dice in terms of weight and friction. The impression of some dice rolling 'heavier' than others is usually a result of the audio used (audio designers are woefully under appreciated!)
I've passed along the feedback
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Thank you very much Davyd!!
oohhhhhhhh...i stand corrected. thought i saw somewhere physics were different, but maybe i just associated my own cues into that.
thanks for the clarification, and for passing the request along!