What makes DM software excellent?
"Why?". Now there's a big, open question...
What to look for in DM software
Getting the best out of at-the-table DM software, for me, relies very heavily on the support for the game rules mechanics, and the ability to get the most out of game preparation, as well as "on-the-fly" incidents.
Ultimately, it would be nice if your DM software could give you the level of automation, yet ultimate control, that exists in NeverWinterNights. Of course, you wouldn't accept the severe constraints that NeverWinterNights places on you in your gaming world - but the assistance for game mechanics, that allows you to focus on your roleplaying, is very important.
The sorts of things I'd look for in DM software are:
General
* An integrated package.This is invaluable for speed. Integrated software can create and access what it needs very quickly, using a commun user interface.
* Rules Manageability.
- Openly viewable way to easily see, modify and add to the modifiers and game rules.
*Campaign Management.
- Create your own encyclopaedia of standard rules, special rules, campaign setting (maps and notes), and anything else you want.
- Flexible, hierarchical management with decent wordprocessing.
- Easy import/export to share.
*Source Management.
- Import or create your own sources (eg. Sword & Fist) as a collection of item, race, class, skill, spell, feat, encyclopaedia entries etc.
- export easily to share.
- select from available sources to suit your current game.
* Generators.
- Text generators for names, plot ideas - almost anything.
- Table generators for making tables of Races (random encounters), items (NPC equipment), etc.
*Flexibility.
- Ability to adapt to a gaming style (react well to jumping around), rather than force a particular sequence of control (like a wizard").
*Speed and Simplicity.
- The final aim is to simplify the game, and make it quicker. Speed (flexibility) is a particular issue when using a compter at the gaming table. The computer should not be a distraction. At the very least, if used to full capacity, it should be less of a distraction than the book and map reading and general page searching, that it replaces.
Creature Management
* Character/NPC/Monster Builder. This should be fully featured, allowing you to either create characters step-by-step, in detail, or quickly create an entire encounter. It should support easily adding templates, changing races, adding class levels and adding equipment. It should ideally be able to make racial adjustments to randomized ability rolls (str, dex, etc), so that you can add the appropriate flavour (eg frail orc, or brutal orc), and not be tied to the straight monster manual template.
*Creatures must calculate from the game rules mechanics pulling together all the modifiers for racial abilities, class features, feats, equipped items, spell effects, and especially current conditions. The individual modifiers need to be properly tallied according to stacking rules, building a correct "statblock" for the current situation. Playing from a printout statblock can easily become very difficult in a flexible game, particularly at higher levels with lots of effects and magic in play.
I'd rate this as being the hardest thing to do - but done *very* well in NeverWinterNights.
* You need to be able to easily add magical effects to your items (primarily weapons and armor), or select from a large database. The mechanics, where relevant, should be included.
Preparation
* You should be able to build complete adventures. This would include:
- Open capacity for a lot of plot and background detail.
- Maps (imported or created), complete with locations and player/DM descriptions.
- Generating quick, or detailed encounters, with a "Group" capability that allows for easy EL calculation and tactics descriptions.
- Capability to print out *complete* adventures, in case you don't want your computer at the gaming table.
Game Play
*There needs to be support for creature options during game play. There are many instances of what this could mean, including things such as points allocated to power attack or expertise feats, rapid shot option, multi-class Monk's deciding on using Monk BAB or flurry of blows, barbarians using rage (which causes lots of knock-on effects). Basically, you should be able to easily change your options, and have everything down to the attack/damage descriptions of your attacks instantly updated.
*Actions.
- There should be a simple action selection for attacks, skill checks, saves and other actions.
- Selected actions should carry their description, avoiding lookups.
- The selection should build up the success picture for you (eg. attack vs AC, skill vs opposed skill or DC type, save vs DC), showing all the different modifiers, and allowing for real dice rolls, as well as DM adjustments (esp. for things like "Cover").
- Skill checks should show you the various DC options, and note especially bad failures (eg drowning, rather than just "no progress" when swimming).
- Successful attacks should show default damage, including specials such as sneak, critical or special resistances/immunities.
*At a base level there needs to be overall management of encounters, which includes.
- Instant encounter generation, including EL.
- Proper initiative handling, including effects of flatfootedness.
- Manual dice/editing overrides.
- Instant XP calculation and distribution.
- Flexibility to play with a windowed map, or a simple list (for when miniatures are used.
- Remembering actions for all creatures during the encounter, so that you know where you are with AOOs and similar issues.
*A "BattleMap" is a nice option which would:
- Allow you to import a map, or use a built-in mapper.
- Perform distance calculations, for targeting, moves and steps.
- Allow the use of the mouse for moving and accessing functions such as targeting and action selection (primarily attacks).
- Make full use of prepared adventures, with mouse clicks on location markers instantly bringing up the appropriate detail.
- There's other stuff, but this is more than enough for a "quick post".
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I haven't really modelled these requirements around the RolePlayingMaster (RPM) app. Rather, I've modelled RPM around those requirements.
How complete is RPM for all this? Pretty much complete.
I'm currently completing a patch update to fix a few niggles, and make it a lot easier to create modifiers (rules mechanics). Of course, many spells still need to be coded up for game mechanics (there's so darn many of them!). Also, my "next big thing" is better integration of the generators to creating creatures, for equipment generation.
There are still some ease-of-use issues to improve on, based on feedback and ideas yet to be received. When you manage this much complexity, and expose it to be open for review and adjustment, there is naturally more of a user-interface challenge than with many typical apps.
In all, I have*many reports of players gushing over the usefulness of RPM, and I can highly recommend it.
Regards,