Skip to main content

JTableRoller

Random Tables are hard to manage.  Either you have binders or books of paper, folders of files, or folders of links.  Once you search through these to find the table you want, there is still the matter of deciphering how to roll the table (imploding and exploding dice, rounding, complex dice formulas, cross references) and getting all the values recorded somewhere.  If you are recording things on a computer, this can mean a lot of typing.  All of this process goes against the basic premise of having a random result quickly when you need it.

JTableRoller is an 'alpha' version of a Table Handling tool.  You record all your tables as text files using a simple format (suitable for being easily built from a copy and pasted table or manually using a text editor).  You stick these text files in a directory.  JTableRoller automagically ingests these files on startup and gives you a drop down list of tables.  Choose a table, hit the Roll button, and the rolled results appear in a text output that can be copied and pasted.

Here's an example with a simple caravan table:


I am expanding the tables to handle generic dice math formulas like (d2+de4)/4 (the e stands for exploding).  Tables can also reference other tables (if you roll 6, reroll on this table for the result), drive other tables (like shown here, where we roll for number of caravan wagons and then roll a type for each), handle multiple columns, and, eventually, handle combinations of these things.

If you have any ideas for features, I'd be happy to hear comments.  Eventually, this and JInitTracker will be made publicly available.

Comments

Popular posts from this blog

5E Starting Gold and Equipment for Higher Levels

The DMG has a rough recommendation for starting gold and equipment for higher levels, but with my groups running one-shots, we wanted to nail it down to level by level. Here's my DMG-inspired table. Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here  with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game. This is generally based off the "high magic" campaign. Level Starting Gold Starting Equipment / Magic Items 1 - 160gp  OR Standard starting equipment 2 210gp Standard starting equipment 3 285gp Standard starting equipment 4 365gp Standard sta...

Rules for Flying Creatures in 5E

I'm not one for just throwing my players willy-nilly into something new without an idea of how it would work.  Flying races are on the horizon for one of my games, so here are my clarifications for flying creatures: A flying creatures requires a minimum space of at least 3 times their height in all directions in order to flight. For example, a 6 ft tall flying creature requires a room to be at least 18 ft in all dimensions before they can fly in it. A flying creature can attempt to grapple a creature.  If the the target or grappler are flying, grapple attempts are at disadvantage. If neither are flying, grapples are per RAW.  The state of flying or walking is determined by the last square you have moved.  To change between walking and/or flying, you must use at least 1 space of movement.  Movement rules per RAW apply (PHB pg 190 "Using Different Speeds") A successful grapple check by a flying creature can allow the flying creature to potentially carry th...

Exploiting Weakness in D&D 5e: A Guide for the Evil Plotting GM

I wrote a similar article to this on Pathfinder, and though this is a pretty evil topic, it has been of use to a lot of folks out there.  So, now, I think, is the time to start a similar article for D&D 5e.  This will be a living document to be updated with suggestions and more information as I find better methods. In general, 5e is a lot more challenging for a GM, because the classes are reasonably balanced and because the game mechanics don't have a lot of scale over the 20 levels. Here's a general list of things to increase the difficulty for the party: Increase the number of foes and the CR (ignore the book CR system if it isn't offering a challenge) Spells against the PCs low saves.  A high level sleep spell, for example, could take out a party with no elves. Drag out the opportunity for the long rest.  After 2 short rests, the 3rd battle of the day is tough. Hit the most vulnerable PC first. It almost always forces another teammate to take an acti...