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<blockquote data-quote="Hollywood" data-source="post: 474509" data-attributes="member: 7408"><p>Not when they don't take into account custom feats, classes, abilities, equipment, etc. and send that data along with it. Without that extra information, if needed, the statblock is pretty useless.</p><p></p><p></p><p></p><p>No, I believe thats Luke's point is that by encapsulating the actual game mechanics code in script, anyone can add something new even to a closed program. Correct me if I'm wrong Chris, but last I looked, I couldn't manipulate the game mechanics with your program to allow for my house rules - a simple example would be; we allow cross-class skill limit to be the same as the class skill limit, no double jeopardy. That would be one of the most simple house rules.</p><p></p><p></p><p></p><p>Have you actually done feasibility and usage studies on this? Or are you just relying on feedback from those who take the time to download a trial version or actually purcahse it? Best for yourself is not always best for anyone else and often you will find that what, with all the best intentions, what you think is best for the end-user actually ends up being the worst.</p><p></p><p></p><p></p><p>Sorry, that was completely my fault. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>I don't necessarily get the feeling that was the case, at least I hope it wasn't.</p><p></p><p></p><p>- RPM has an extremely flexible development environment within in it, that doesn't require me to rip out code and replace it. Anybody wanting to take the time can add their own stuff to what is a very flexible framework for this. In fact, there is no special built-in coding for a Monk's BAB, or even Cleric domains. RPM's flexible framework allows for it, so anyone can do it.</p><p></p><p></p><p></p><p>What scripting language are you using?</p><p></p><p></p><p></p><p>Yes, thats exactly what I've been saying. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>As far as I can see it offers unparalled, properly integrated power for character/creature development that fits right into adventure building and in-game play. I don't see any other in-game play solution that easily does templates, levelling etc to near the same degree.</p></blockquote><p></p>
[QUOTE="Hollywood, post: 474509, member: 7408"] Not when they don't take into account custom feats, classes, abilities, equipment, etc. and send that data along with it. Without that extra information, if needed, the statblock is pretty useless. No, I believe thats Luke's point is that by encapsulating the actual game mechanics code in script, anyone can add something new even to a closed program. Correct me if I'm wrong Chris, but last I looked, I couldn't manipulate the game mechanics with your program to allow for my house rules - a simple example would be; we allow cross-class skill limit to be the same as the class skill limit, no double jeopardy. That would be one of the most simple house rules. Have you actually done feasibility and usage studies on this? Or are you just relying on feedback from those who take the time to download a trial version or actually purcahse it? Best for yourself is not always best for anyone else and often you will find that what, with all the best intentions, what you think is best for the end-user actually ends up being the worst. Sorry, that was completely my fault. :) I don't necessarily get the feeling that was the case, at least I hope it wasn't. - RPM has an extremely flexible development environment within in it, that doesn't require me to rip out code and replace it. Anybody wanting to take the time can add their own stuff to what is a very flexible framework for this. In fact, there is no special built-in coding for a Monk's BAB, or even Cleric domains. RPM's flexible framework allows for it, so anyone can do it. What scripting language are you using? Yes, thats exactly what I've been saying. :) As far as I can see it offers unparalled, properly integrated power for character/creature development that fits right into adventure building and in-game play. I don't see any other in-game play solution that easily does templates, levelling etc to near the same degree. [/QUOTE]
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