Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Geek Talk & Media
Awesome features!!! - possibly "Ultimate" ???
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Luke" data-source="post: 101750" data-attributes="member: 602"><p>Thanks Morrus!</p><p></p><p>My approach has always been to get the functionality in first, and fix up the interface later based on that. It can be frustrating, but there are reasonable reasons for it. The best reason I have is that people tend to have their own style when playing. I want to be able to have RPM work in with whatever style that is, and await specific suggestions on how people think interface changes would better suit them.</p><p></p><p>Part of the reason that there are so many screens and buttons available is that you do need it to support the level of automation that RPM has, particularly since it's openly extendable and configurable (house rules, and different source books etc).</p><p>As a combat example, you can write a program that simply lists the different creatures and allows you to edit in final initiatives and hp damage from round to round. RPM on the other hand, will work EVERYTHING out for you. In the initiative example, you supply the D20 roll, and RPM works out all the other factors (dex adjustments, feats, class abilities etc). This is especially useful for combat, when you tell RPM you pick up 2 weapons for attack, and it works out all the modifiers including 2 weapon penalties, feats (2 weapon & ambidex.) etc etc.</p><p>If you create such a program, and you promise that it can be configured, you end up with lots of screens and options.</p><p>Selecting the right "Preference" when you start up, though, can significantly reduce the number of buttons initially facing you.</p><p></p><p>As another example, I'm just finalizing the "Damage" window now. You might think "Oh, that's where I edit a single edit control for the number of hit points", but there's a LOT more to it than that.</p><p>In this case RPM can (for complex cases) build up a grid with several row entries, for different damage. An attack may have it's straight "Hp damage" entry, but also an entry for critical threat damage, and another for poison. Why? Because different types of damage affect different things, and different creatures in different ways. Skeletons suffer 1/2 damage from certain weapon damage types, certain creatures are unaffected by critical threat damage, and other creatures may be unaffected by cold damage.</p><p></p><p>The good news here is that RPM will build up the damage list, and also automatically apply the defender adjustments (eg. no critical, 1/2 fire damage etc). All you do is review the screen, and optionally type your own dice rolls in!</p><p></p><p></p><p>I do have a character/creature creation wizard, and virtually no others. The reason for this is again related to playing style. Wizards tend to force you to take a set of steps in a logical sequence, whereas RPM tends to allow you to do things in a very ad-hoc fashion. From my observations, ad-hoc fashion suits "seat of pants" gaming very well, where you can react to a situation and apply whatever effects are required.</p><p></p><p>With wizards, or anything else, any specific suggestions are most welcome.</p><p></p><p><strong>Be assured, I am aware of the need to improve the overall interface. It's currently undergoing playtesting, and certain screens are disappearing altogether, whilst others are getting some extra options on them. Lots of stream-lining is happening, which is a little bit like having wizards.</strong></p><p><strong></strong></p><p><strong>At this stage, I'm particularly interested in what people think of the "Action screen" (attacks, spells and skills processing), as per the preview.</strong></p><p></p><p>Thanks!!</p></blockquote><p></p>
[QUOTE="Luke, post: 101750, member: 602"] Thanks Morrus! My approach has always been to get the functionality in first, and fix up the interface later based on that. It can be frustrating, but there are reasonable reasons for it. The best reason I have is that people tend to have their own style when playing. I want to be able to have RPM work in with whatever style that is, and await specific suggestions on how people think interface changes would better suit them. Part of the reason that there are so many screens and buttons available is that you do need it to support the level of automation that RPM has, particularly since it's openly extendable and configurable (house rules, and different source books etc). As a combat example, you can write a program that simply lists the different creatures and allows you to edit in final initiatives and hp damage from round to round. RPM on the other hand, will work EVERYTHING out for you. In the initiative example, you supply the D20 roll, and RPM works out all the other factors (dex adjustments, feats, class abilities etc). This is especially useful for combat, when you tell RPM you pick up 2 weapons for attack, and it works out all the modifiers including 2 weapon penalties, feats (2 weapon & ambidex.) etc etc. If you create such a program, and you promise that it can be configured, you end up with lots of screens and options. Selecting the right "Preference" when you start up, though, can significantly reduce the number of buttons initially facing you. As another example, I'm just finalizing the "Damage" window now. You might think "Oh, that's where I edit a single edit control for the number of hit points", but there's a LOT more to it than that. In this case RPM can (for complex cases) build up a grid with several row entries, for different damage. An attack may have it's straight "Hp damage" entry, but also an entry for critical threat damage, and another for poison. Why? Because different types of damage affect different things, and different creatures in different ways. Skeletons suffer 1/2 damage from certain weapon damage types, certain creatures are unaffected by critical threat damage, and other creatures may be unaffected by cold damage. The good news here is that RPM will build up the damage list, and also automatically apply the defender adjustments (eg. no critical, 1/2 fire damage etc). All you do is review the screen, and optionally type your own dice rolls in! I do have a character/creature creation wizard, and virtually no others. The reason for this is again related to playing style. Wizards tend to force you to take a set of steps in a logical sequence, whereas RPM tends to allow you to do things in a very ad-hoc fashion. From my observations, ad-hoc fashion suits "seat of pants" gaming very well, where you can react to a situation and apply whatever effects are required. With wizards, or anything else, any specific suggestions are most welcome. [B]Be assured, I am aware of the need to improve the overall interface. It's currently undergoing playtesting, and certain screens are disappearing altogether, whilst others are getting some extra options on them. Lots of stream-lining is happening, which is a little bit like having wizards. At this stage, I'm particularly interested in what people think of the "Action screen" (attacks, spells and skills processing), as per the preview.[/B] Thanks!! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Geek Talk & Media
Awesome features!!! - possibly "Ultimate" ???
Top