Dr. Awkward said:
What's the deal with PCGen and networks? At some point you mention that the initiative system is network-aware. If all my players have laptops, can I have them connect to me so that their stats auto-update when, say, a buff spell is cast, or so that they roll initiative themselves and it pops up on my initiative tracker. It's been a while since I've played around with PCGen, so I don't know what state the network support is in. In relation to the above, it would be very cool if you could use that treasure chest tool to move items directly to the PCs (or wherever) remotely, so that they can have their characters on their own systems, but you dole out the loot from the DM screen and don't have to keep track of everyone's characters yourself. Of course, I'd want to be able to view any character on the network and be able to add DM-only annotations.
OK, what it can do now is the following:
1) players can connect to the gm's 'server'
2) connected players (and the gm)can send notes to one another (iirc, it CCs the GM on all notes). And yes, this piece of functionality kind of sucks presently.
3) The players can also use the die roller (it CCs the GM with all dice rolls).
4) Any characters loaded on the PC's computers will show up in the initiative screen, with full statblocks. Said statblock will update with information as Players apply modifiers to themselves (spell effects, etc)
5) I think it can do rolling on those statblocks for some things, I don't recall specifically on this one. Note, the statblocks that are on the home system for each PC has lots of stuff that can be done with it.
6) the GM can assign (over the network) experience to characters, and all dead baddies will queue on the experience screen until the exp gets assigned (it can do 3.0 or 3.5 style experience calculation, and *yes* they are different)
7) The GM can easily add a bunch of baddies with minimal information (minimally, just the number of them, a name and hitpoints, but it'll take stats, saves and CR)
8) it can track spell durations, as well as bleeding and recovery.
9) for more reaslitic combat, you can have the baddies all go on their own initiatives, or all at once.
10) iirc it logs the whole combat.
11) Other things, it's been a while since I touched it.
Note: the treasure things does not exist, but I would really like it to.
Dr. Awkward said:
It would be super if I could give a character a wand that is unidentified, and which a successful UMD roll would activate, reducing the number of charges by one, and also flag with the +2 bonus for that particular character having successfully activated it, but without revealing any information to the character. The DM would automatically see that it's a wand of fireball with 12 charges, and once it was identified, the DM could click a check box to make it visible to the players as well.
This would be a must if we did the treasure chest.
Dr. Awkward said:
While not all my players currently have laptops, being able to interface this way with those who do, by auto-updating changes to the characters, whether temporary or permanent, would be a big help in reducing the amount of information I'd have to manage by switching over to an electronic DM screen.
one thing it does not have, is the ability for the GM to assign known or unknown modifiers. the players have to do the modifier assignment. This is actually a much larger problem then you would think, and it pretty much required the re architecture I have been discussing to implement it properly. We probably could implement now it as a hack tho.
Dr. Awkward said:
As for the initiative tracker itself, it would be nice if there was more functionality. I'm not sure what exactly I can do with it anyway, just playing around with it. It would be great if I could, for a cast spell, select multiple targets, and specify some effect that would automatically kick in. For example if I cast a Melf's acid arrow, it would be cool if I could select from a drop-down list that this spell does persistent damage and nothing else, select the damage from a drop-down (2d4) and then have a second drop-down become visible for "2nd round", which would in turn activate a third drop down for "3rd round", etc. That way I can just "fire and forget" a lot of effects. Being able to automatically figure in things like Bless or Mage Armour with dropdowns would also be nice. At the moment, there's the ability to import characters using the character tracker, but no way to update them on-the-fly (unless I'm missing something). I can click on a monster's attack in the initiative tab to have it attack a PC, using the monster's to-hit and the PC's AC, but I don't seem to be able to update with temporary effects. I can't, for example, cast Bull's Strength on the monster and have its Str increase (along with everything tied to Str) or cast Mage Armour on the PC and improve his AC. I can't even manually go in and improve his AC. I have to change it on every attack roll dialog, or I can click over to PCGen and add certain effects to the character using the character sheet, but it's fairly limited and should be easier to access. It's little things like this that get in the way of utility for me.
Yes, you can actually apply effects to the beasties, but not through that window. you have to go to the equipment tab in your pcgen window, and go to temporary modifiers. there you can apply those things. It would be nice if it was in the interface for initiative, but you *can* apply those effects.
Dr. Awkward said:
I know that this is a lot of pie-in-the-sky wishful thinking, but this has turned into a thread about that sort of thing. I like integration, automation, and on-the-fly customizability in a DM aid, in addition to network functionality, and I want to be able to specify my own content using a user interface.
well, we are closer then you might think. most of the issue is interface, and exposing this stuff in an easy to use manor.
Initiative I think in general has a pretty good interface, and part of that is we haven't added *anything* that prevents one from just adding a bunch of guys with a dialog, and then starting a combat. The goal was to make all features things that added to it, not features that required the user to use them. When we figure otu how to add the temp mods to the interface in a way that doesn't interfere with it being easy, we'll od that.
Devon