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Easy to use combat map programs?
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<blockquote data-quote="Luke" data-source="post: 144968" data-attributes="member: 602"><p>Gotta recommend RolePlayingMaster (RPM) for this one! It's the most fully featured, integrated software for this, by a mile.</p><p></p><p>You can find an updated tutorial for the latest <a href="http://www.enworld.org/roleplayingmaster/preview/tut_sampleCombat.htm" target="_blank">combat tutorial here</a> .</p><p></p><p>It basically takes you through:</p><p>- Quick generation of 2 groups to combat each other. These are fully featured, fully calculated creatures.</p><p>- Placement of the creatures on a BattleMap, so you can visualize and control the action.</p><p>- You can import any map from an external program, or you can use a built-in fully featured TileMapper to very quickly construct a map for the BattleMap.</p><p>- The tutorial takes you through running an encounter. If you want, you can fully manage initiative, click on the creatures to select their actions, and target other creatures with their attacks.</p><p>- You may may RPM generate attack rolls and results, along with damage. You can override any result with manual dice rolls.</p><p>- RPM will automatically determine when creatures are defeated, and can work out XP at the end. Maps can be calibrated, giving you automatic distance calculation for targeting.</p><p></p><p>In all, a fully rules calculated program, centered around use of an integrated BattleMap to make it all flow smoothly.</p><p></p><p>Can use Jamis Generators to quickly generate full parties. Can beef up weapons, armor with magic (and see the result in attacks). Can apply the effect of class features, race features and feats etc to everthing (like initiative). etc etc...</p></blockquote><p></p>
[QUOTE="Luke, post: 144968, member: 602"] Gotta recommend RolePlayingMaster (RPM) for this one! It's the most fully featured, integrated software for this, by a mile. You can find an updated tutorial for the latest [URL=http://www.enworld.org/roleplayingmaster/preview/tut_sampleCombat.htm]combat tutorial here[/URL] . It basically takes you through: - Quick generation of 2 groups to combat each other. These are fully featured, fully calculated creatures. - Placement of the creatures on a BattleMap, so you can visualize and control the action. - You can import any map from an external program, or you can use a built-in fully featured TileMapper to very quickly construct a map for the BattleMap. - The tutorial takes you through running an encounter. If you want, you can fully manage initiative, click on the creatures to select their actions, and target other creatures with their attacks. - You may may RPM generate attack rolls and results, along with damage. You can override any result with manual dice rolls. - RPM will automatically determine when creatures are defeated, and can work out XP at the end. Maps can be calibrated, giving you automatic distance calculation for targeting. In all, a fully rules calculated program, centered around use of an integrated BattleMap to make it all flow smoothly. Can use Jamis Generators to quickly generate full parties. Can beef up weapons, armor with magic (and see the result in attacks). Can apply the effect of class features, race features and feats etc to everthing (like initiative). etc etc... [/QUOTE]
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