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<blockquote data-quote="Luke" data-source="post: 584796" data-attributes="member: 602"><p><a href="http://www.roleplayingmaster.com" target="_blank">RolePlayingMaster</a> does this pretty well.</p><p></p><p>- Use any map graphic as the background to your BattleMap.</p><p>- Built-in tilemapper available if required.</p><p>- Distance shown as tokens moved, with steps and moves being recorded.</p><p>- "Free movement", without being snapped to a tile position.</p><p></p><p>Also:</p><p></p><p>- Double click on the map directly to add new creatures, or a random encounter group. Creatures are fully calculated according to 3rd ed mechanics rules, and you can work on them if required.</p><p></p><p>- You can click on counters to perform actions (attacks, skill checks, saves etc).</p><p></p><p>- In full combat mode (both PCs and NPCs/monsters entered), you can target other counters and have proper attcks vs AC, automatic opposed skill checks etc all done (overrides for manual dice rolls and situational modifiers available).</p><p></p><p>- RPM keeps check of flatfooted-ness, current actions etc, and automatically adjusts all stats.</p><p></p><p></p><p>Finally:</p><p></p><p>Making the most out of the BattleMap allows you to take full advantage of RPM's integrated utility suite.</p><p>You can prepare entire adventures, complete with plot detail, maps, encounters etc, and them play them out with the full combat manager.</p><p></p><p>You can check out an adventure report generated from RPM <a href="http://enworld.cyberstreet.com/hosted/rpm/RPMadv_burningSage.htm" target="_blank">here</a> . Its a reporting example of how far you can take it, but you can easily stick to very simple use of the map. </p><p></p><p> ------------------------------------------</p><p></p><p>I'm doing a major revamped release within about a week. You can check out the current version, or wait until then, where there are a tonne of great improvements. From the BattleMap perspective, the important things will be much smoother map usage and optional combat management.</p><p></p><p>Regards,</p></blockquote><p></p>
[QUOTE="Luke, post: 584796, member: 602"] [URL=http://www.roleplayingmaster.com]RolePlayingMaster[/URL] does this pretty well. - Use any map graphic as the background to your BattleMap. - Built-in tilemapper available if required. - Distance shown as tokens moved, with steps and moves being recorded. - "Free movement", without being snapped to a tile position. Also: - Double click on the map directly to add new creatures, or a random encounter group. Creatures are fully calculated according to 3rd ed mechanics rules, and you can work on them if required. - You can click on counters to perform actions (attacks, skill checks, saves etc). - In full combat mode (both PCs and NPCs/monsters entered), you can target other counters and have proper attcks vs AC, automatic opposed skill checks etc all done (overrides for manual dice rolls and situational modifiers available). - RPM keeps check of flatfooted-ness, current actions etc, and automatically adjusts all stats. Finally: Making the most out of the BattleMap allows you to take full advantage of RPM's integrated utility suite. You can prepare entire adventures, complete with plot detail, maps, encounters etc, and them play them out with the full combat manager. You can check out an adventure report generated from RPM [URL=http://enworld.cyberstreet.com/hosted/rpm/RPMadv_burningSage.htm]here[/URL] . Its a reporting example of how far you can take it, but you can easily stick to very simple use of the map. ------------------------------------------ I'm doing a major revamped release within about a week. You can check out the current version, or wait until then, where there are a tonne of great improvements. From the BattleMap perspective, the important things will be much smoother map usage and optional combat management. Regards, [/QUOTE]
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