Re: Computer D&D aids
Good post. My personal belief is for scaled complexity - meeting the user with their initial comfort level, but being there for them when they're ready to do more.
This is especially important in higher level games, where accurate play accounting for all conditions, immunities, resistances and especially stacking rules - becomes a very big challenge
I'll explain RolePlayingmaster and scaled complexity a bit.
Design
The idea is that RolePlayingMaster allows you to *choose* the amount of complexity you want.
Whilst there are dozens and dozens of screens for just about anything, you can do 90% of what you want from just the "Character/Creature" window.
As examples, you can ignore that automatic combat management (managing initiative, and targeting). I currently do this in my own game, since I'm not DMing. RPM keeps track of my personal game math, initiative, and current conditions (such as Bull's Str and Cat's Grace)) - all properly stacked.
When I perform an action like an attack or cast a spell, all the details are in the "Execute Action" window (the other window I use personally).
I do also tend to have other windows docked like spells, feats, classes and the encyclopaedia. That however, is because I have become the RPG encyclopaedia for my gaming group. Its quicker to get answers from me, than from the books - which are rarely opened these days.
If a problem arises, its generally from a tendency we tend to have, that we download a piece of software, and then go "exploring", without ever wanting to read the help. If you only want basic character management, but run blind into screens that allow you to change or extend classes, feats, skills and more - you could get confused.
Evolution
RolePlayingMaster has started out with the goal of doing "everything". From an application development point of view, that means you really want to get your framework and design correct up front. Quite definitely, RPM started off 2 years ago with a mass of functionality, and a poor user interface to match.
Its a very different program today, but areas are still evolving.
Evolution Example
An clear example of meeting different requirements for computer automation is in the update being released later today - for calculating experience.
- At its most automated level, you press the "Auto" button, and take full advantage of having all the players and opponents fully entered into RPM (not the most common use of RPM). A list of all the different numbers of opponents and their CRs are filled out in a grid. As well, the number of party members, and their average level are worked out, which allows RPM to instantly work out everything, down to the XP per party member.
You can edit in any XP bonus, or bonus multiplier and have the results instaltly recalculated.
- At its most common use, you won't have all characters and opponents entered into RPM. Here you can simply edit directly into the grid list of opponent numbers and CRs, and perhaps the party numbers and average. The rest is worked out for you, which allows you to take advantage of RPM's ability to work out the EL for *any* numbers and CR combination.
- Lastly, at its most simple level you can just edit the party average and the encounter level directly, to get the base XP awarded.
To my mind, this is the sort of thing we really need.
A program that meets your needs at whatever level of complexity you want, but is there when you want more.
Jingizu said:The programs that allow you to do everything tend to be labor intensive on the front end(getting everything for your gaming session into the program) and have steep learning curves. BUT, once you get up on that curve, they do everything you could ever want during your sessions. Programs such as Roleplaying Master are good programs in this area.
Good post. My personal belief is for scaled complexity - meeting the user with their initial comfort level, but being there for them when they're ready to do more.
This is especially important in higher level games, where accurate play accounting for all conditions, immunities, resistances and especially stacking rules - becomes a very big challenge
I'll explain RolePlayingmaster and scaled complexity a bit.
Design
The idea is that RolePlayingMaster allows you to *choose* the amount of complexity you want.
Whilst there are dozens and dozens of screens for just about anything, you can do 90% of what you want from just the "Character/Creature" window.
As examples, you can ignore that automatic combat management (managing initiative, and targeting). I currently do this in my own game, since I'm not DMing. RPM keeps track of my personal game math, initiative, and current conditions (such as Bull's Str and Cat's Grace)) - all properly stacked.
When I perform an action like an attack or cast a spell, all the details are in the "Execute Action" window (the other window I use personally).
I do also tend to have other windows docked like spells, feats, classes and the encyclopaedia. That however, is because I have become the RPG encyclopaedia for my gaming group. Its quicker to get answers from me, than from the books - which are rarely opened these days.
If a problem arises, its generally from a tendency we tend to have, that we download a piece of software, and then go "exploring", without ever wanting to read the help. If you only want basic character management, but run blind into screens that allow you to change or extend classes, feats, skills and more - you could get confused.
Evolution
RolePlayingMaster has started out with the goal of doing "everything". From an application development point of view, that means you really want to get your framework and design correct up front. Quite definitely, RPM started off 2 years ago with a mass of functionality, and a poor user interface to match.
Its a very different program today, but areas are still evolving.
Evolution Example
An clear example of meeting different requirements for computer automation is in the update being released later today - for calculating experience.
- At its most automated level, you press the "Auto" button, and take full advantage of having all the players and opponents fully entered into RPM (not the most common use of RPM). A list of all the different numbers of opponents and their CRs are filled out in a grid. As well, the number of party members, and their average level are worked out, which allows RPM to instantly work out everything, down to the XP per party member.
You can edit in any XP bonus, or bonus multiplier and have the results instaltly recalculated.
- At its most common use, you won't have all characters and opponents entered into RPM. Here you can simply edit directly into the grid list of opponent numbers and CRs, and perhaps the party numbers and average. The rest is worked out for you, which allows you to take advantage of RPM's ability to work out the EL for *any* numbers and CR combination.
- Lastly, at its most simple level you can just edit the party average and the encounter level directly, to get the base XP awarded.
To my mind, this is the sort of thing we really need.
A program that meets your needs at whatever level of complexity you want, but is there when you want more.