Design issues and on-going work
smc said:
RPM is feature-packed, but I find it a bit unwieldy. If I needed or wanted the mapping functions, this one probably would have been my choice, since that feature is pretty cool. However, we use a megamat at the table so I am not concerned with having a combat map display on my computer. This one is worth a look, however, if you are looking for something that includes a ton of stuff (and the kitchen sink).
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Thanks for that smc. I'll explain some things about the current state of RPM, and the approach to in-game issues:
RPM has only just being released as a full version, with character and adventure building capabilities quite complete. An enormous amount of effort has gone into the underlying RPG engine, to pave the way for the "ultimate" utility.
As I mentioned in my release, the focus is now is largely to improve the interface to make it smoother. This is comparatively simple, compared to the underlying engine, and input from people such as yourself is very welcome.
I think that on close examination, you'll find that RPM has an unparalled capability for in-game power, presented in a completely open and extendable fashion. The goal is an RPG engine capability similar to NeverWinterNights, and is recognizable as something like PCGen with increased in-game options.
To explain some of the key design decisions:
You won't see things like "Barbarian Rage" or points for "Power Attack" and "Expertise" hard-coded onto the screen. Whilst not too bad in the core system, in the openly expandable system, you can't afford screen space for things that may not apply.
For this reason RPM builds up "Options" for anything you have that needs them, into a single, simple list. These are built up from openly configurable and extendable stuff. For example, RPM program contains
no special core code for any class or feats, yet is capable of handling monk class, or clerical domains -
by user configuration.
As an example (using code I'm tidying up right now), consider a multi-classed Monk afflicted with Lycanthropy which has feats Rapid Shot, Expertise and Power Attack and Alertness.
The options are automatically built up for simple choices of your "Flurry of Blows", whether or not Monk BAB is used, whether to accept the penalty for the Rapid Shot, and Power attack and Expertise points, as well as whether you're in Lycanthropic form.
These simple choices can be altered at any time, resulting in instant recalcultion of the stats.
Whilst the complexities of combat are quite recognizable, what RPM will do in this case for something as simple as a skill like Listen is quite enlightening, as follows:
- The standard wisdom ability adjustment is there, taking into account any magic, equipment, or conditions.
- The standard listen ranks you've taken are, of course, there.
- An extra 4 ranks will be there, because you added the Lycanthrope (Werebear, whatever) template.
- An extra 2 ranks are in there marked as being for Alertness.
- In addition another 4 ranks will be added in,
if you're currently in lycanthropic form. An easy detail to miss.
As is standard for RPM skill checks, all typical DCs for the Listen skill are instantly available from a dropdown ("people talking", "quite slow pace" etc), along with standard modifiers for the skill (distance, listen through a dorr, a stone wall etc).
The point is that, as a DM in particular, you cannot afford to notice a lot of fine (but important) detail when managing a whole bunch of creatures that can easily be individually as complex as a PC in 3rd edition.
I believe that the core design is crucial, especially if you want extensions beyond the simple core.
I believe that RPM has the right design. In particular, its open-ness and power makes it easily extendable without introducing violations of Wizard's licenses.
I'm also confident that even minor tweaks of the user interface will make it more friendly, and that the process will continue from there.
I'll also explain why I use location markers on the map for jumping to location descriptions, instead of entire surface blocks:
Basically I use the mouse for many other things on the map, such as dragging around creature markers, and clicking to create new creatures on a particular spot. Even if you use a table mat, dragging creatures around is very useful for setting up initial creature locations during game preparation.
It may not actually be obvious that you can drag and drop from a list of locations you've created onto the map. You can drag from the creature list onto the map as well. I get e-mails from people who've used RPM for a long time, saying they're still discovering new things in RPM. The trick is to polish that user interface so that all the hidden capabilities are more obvious
Regards,