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On the State of Digital Aids for D+D/D20/OGL
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<blockquote data-quote="soulcatcher" data-source="post: 3277346" data-attributes="member: 5940"><p>OK, what it can do now is the following:</p><p>1) players can connect to the gm's 'server'</p><p>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.</p><p>3) The players can also use the die roller (it CCs the GM with all dice rolls).</p><p>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)</p><p>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.</p><p>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)</p><p>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)</p><p>8) it can track spell durations, as well as bleeding and recovery.</p><p>9) for more reaslitic combat, you can have the baddies all go on their own initiatives, or all at once.</p><p>10) iirc it logs the whole combat.</p><p>11) Other things, it's been a while since I touched it.</p><p></p><p>Note: the treasure things does not exist, but I would really like it to.</p><p></p><p></p><p></p><p>This would be a must if we did the treasure chest.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>well, we are closer then you might think. most of the issue is interface, and exposing this stuff in an easy to use manor.</p><p></p><p>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.</p><p></p><p>Devon</p></blockquote><p></p>
[QUOTE="soulcatcher, post: 3277346, member: 5940"] 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. This would be a must if we did the treasure chest. 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. 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. 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 [/QUOTE]
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