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<blockquote data-quote="Sinjin the Rogue" data-source="post: 565253" data-attributes="member: 2288"><p><strong>program</strong></p><p></p><p>One of me fellow gamers developed a program which utilizes XML files to keep track of encounters. The program features:</p><p>1. A PC list that displays all of the characters in a group, their AC, max hit points, current hit points, spot, listen, search and other skills that the DM may have to roll checks for secretly, saving throws, current experience and other info. </p><p>2. An NPC database that allows you to add NPCs to a file, which you then can use to populate encounter tables. What's nice is that you can copy and paste most monster info from the SRD into the database, and keep that data for future reference. Then, you only end up having to add unique NPC's from individual adventures.</p><p>3. An encounter table that allows the DM to construct pre-determined encounters as well as random encounters. This is done by simply adding room numbers and room names, and by pulling NPC's from the NPC databse and placing them in the encounter table.</p><p>4. A combat tracker which allows you to open an encounter file and add player characters to an encounter. The program automatically determines NPC initiatives, including dex and feat bonuses. The DM then adds initiative for the PC's based upon their rolls. Once intiatives are added, the program sorts all encounter participants in initiative order. Once the first participant goes, the DM clicks a button to advance the counter to the next initiative and so on. Once all participants go, the program moves to the next round. The program tracks rounds as they go by. The combat file also allows the DM to add alerts for specific occurrences, such as: "After two rounds, the orcs in area one are joined by the orcs in area two". When the alert sounds, the DM can easily grab the orcs from encounter 2 and add them to the combat file. The program calculates the initiative for the new combatants, and everything moves on seamlessly.</p><p>5. A time tracker which allows the DM to add alerts to help track when spell effects end. The time tracker can be advanced by rounds, minutes and hours, so that the DM always knows what time it is in game time. In addition, the time tracker ties into the alert system, so that when "Fistandantilus's mage armor expires", the timer provides an audible ding along with the text.</p><p>6. A trap file, which is similar to the NPC file, but that allows the DM to add informatin on traps, including effects, DC's and CR.</p><p>Whenever traps or NPCs are defeated, the CR's are calculated into experience and divided appropriately among the players, automatically. This helps the DM keep track of when players gain additional levels.</p><p>7. A treasure generator that uses the treasure tables in the DMG to create random treasures, dependent upon CR. The treasure generated comes with the complete text description from the DMG, so that a DM has all the information displayed, and does not have to go back to the DMG for descriptions on what things are worth or what they do.</p><p>8. A shop generator that takes city gold piece values into consideration and develops a list of items that are available at any one time inside a shop. This feature allows the DM to keep players from using the DMG as a shopping cart. It also provides the incentive for players to use their diplomacy skills to haggle for better prices, and it provides incentive for spellcasters to use craft feats. This of course is an optional component, used at the DM's discretion.</p><p>9. An adventure log that is printable, so that the DM can keep notes of everything the players defeat, what their exp value was and what treasure was discovered from encounters. </p><p></p><p>This tool allows DM's to concentrate more fully on roleplaying, as time spent flipping through pages in the PHB, MM, DMG, module and other source books is no longer necessary. We use a laptop computer to run the program on the gaming table, and it takes up very little space.</p></blockquote><p></p>
[QUOTE="Sinjin the Rogue, post: 565253, member: 2288"] [b]program[/b] One of me fellow gamers developed a program which utilizes XML files to keep track of encounters. The program features: 1. A PC list that displays all of the characters in a group, their AC, max hit points, current hit points, spot, listen, search and other skills that the DM may have to roll checks for secretly, saving throws, current experience and other info. 2. An NPC database that allows you to add NPCs to a file, which you then can use to populate encounter tables. What's nice is that you can copy and paste most monster info from the SRD into the database, and keep that data for future reference. Then, you only end up having to add unique NPC's from individual adventures. 3. An encounter table that allows the DM to construct pre-determined encounters as well as random encounters. This is done by simply adding room numbers and room names, and by pulling NPC's from the NPC databse and placing them in the encounter table. 4. A combat tracker which allows you to open an encounter file and add player characters to an encounter. The program automatically determines NPC initiatives, including dex and feat bonuses. The DM then adds initiative for the PC's based upon their rolls. Once intiatives are added, the program sorts all encounter participants in initiative order. Once the first participant goes, the DM clicks a button to advance the counter to the next initiative and so on. Once all participants go, the program moves to the next round. The program tracks rounds as they go by. The combat file also allows the DM to add alerts for specific occurrences, such as: "After two rounds, the orcs in area one are joined by the orcs in area two". When the alert sounds, the DM can easily grab the orcs from encounter 2 and add them to the combat file. The program calculates the initiative for the new combatants, and everything moves on seamlessly. 5. A time tracker which allows the DM to add alerts to help track when spell effects end. The time tracker can be advanced by rounds, minutes and hours, so that the DM always knows what time it is in game time. In addition, the time tracker ties into the alert system, so that when "Fistandantilus's mage armor expires", the timer provides an audible ding along with the text. 6. A trap file, which is similar to the NPC file, but that allows the DM to add informatin on traps, including effects, DC's and CR. Whenever traps or NPCs are defeated, the CR's are calculated into experience and divided appropriately among the players, automatically. This helps the DM keep track of when players gain additional levels. 7. A treasure generator that uses the treasure tables in the DMG to create random treasures, dependent upon CR. The treasure generated comes with the complete text description from the DMG, so that a DM has all the information displayed, and does not have to go back to the DMG for descriptions on what things are worth or what they do. 8. A shop generator that takes city gold piece values into consideration and develops a list of items that are available at any one time inside a shop. This feature allows the DM to keep players from using the DMG as a shopping cart. It also provides the incentive for players to use their diplomacy skills to haggle for better prices, and it provides incentive for spellcasters to use craft feats. This of course is an optional component, used at the DM's discretion. 9. An adventure log that is printable, so that the DM can keep notes of everything the players defeat, what their exp value was and what treasure was discovered from encounters. This tool allows DM's to concentrate more fully on roleplaying, as time spent flipping through pages in the PHB, MM, DMG, module and other source books is no longer necessary. We use a laptop computer to run the program on the gaming table, and it takes up very little space. [/QUOTE]
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