There have been a number of important features added to RolePlayingMaster over the last few weeks, so here's an update...
Basic Character Management
This one was long-overdue.
A fair bit of work in the "Skills" area of levelling up PCs or creatures.
The skill rank maximums (with total class skill overview), and total point overspending are now clearly shown, with a much better grid to display the current skill breakdown.
Good fixes to the choosing/changing of races, and particularly adding (or general playing with) templates. Some tweaks were made to fix templates which beef up your racial hit dice (such as Vampires and Half-Dragons). No "ReCalculate" is needed, and hitdice/hit points are done correctly from the outset.
A characters/creatures defenses are now clearly displayed in the statblock (and the damage window), where damage resistances, immunities, resistances etc are all clearly calculated (according to the "stacking rules" for combining effects).
Along with this work there was a review and cleanup in this area for monster templates and racial types.
Campaign Source Management
Since the release of the D20 Modern supplement (recently updated), I've split the "Core" source into "Core" and "Core Fantasy".
This means that if you want to play use something like the D20 Modern supplement, or the DragonStar supplement without the high fantasy stuff, you can turn it all of.
Of course, you may not agree with me on which feats should remain as "non-magical", and there are certain races that could fit into either "Core" or "Core fantasy". If you don't like my choices, though, its a simple edit to change them!
In-Game Encounter management
This is a very useful feature that quite a few people were waiting on.
Essentially, RPM could easily manage a full combat (as per the Combat tutorial), and resolve them - almost without needing you to understand 3rd edition combat rules. There were definite issues, however, if you didn't have the opponents entered into RPM (such as when you're managing your own character at the gaming table, or if you're a DM who doesn't have all the PCs entered into RPM.
Now, RPM lets you specify whether or not you're in "Opponents" mode. If not you can still do your standard actions (attack, charge, make saves, cast spells, do skill checks etc), and RPM will tell you how well you did - after fully calculating all the modifiers on "your side" (eg will hit AC 23 for 7 hp of slashing damage).
This makes it *much* easier at the gaming table.
There is also a "Review" mode, which you can turn on or off. With review mode on, you can see (and edit) all dice rolls, and review all modifers at each stage (as with multiple attacks).
With review mode off, you can quickly get the results of an entire attack sequence.
You still get an opportunity for a quick initial review (eg. select a skill check DC, as in the type of Climb being attempted, or the width of surface you're trying to balance on, or the conditions under which you're trying to move silently).
Miscellaneous
Those were the key things, but there were a bunch of more minor issues reported "from the field", which were fixed.
There was also some screen re-arrangement to make certain things a little more tidy and friendly.
Stability in resource management appears to have been finally solved for those using multiple apps on resource sensitive versions of Windows (95, 98, Me)!
You can pick up the download, or a smaller update file here (RolePlayingMaster)
Basic Character Management
This one was long-overdue.
A fair bit of work in the "Skills" area of levelling up PCs or creatures.
The skill rank maximums (with total class skill overview), and total point overspending are now clearly shown, with a much better grid to display the current skill breakdown.
Good fixes to the choosing/changing of races, and particularly adding (or general playing with) templates. Some tweaks were made to fix templates which beef up your racial hit dice (such as Vampires and Half-Dragons). No "ReCalculate" is needed, and hitdice/hit points are done correctly from the outset.
A characters/creatures defenses are now clearly displayed in the statblock (and the damage window), where damage resistances, immunities, resistances etc are all clearly calculated (according to the "stacking rules" for combining effects).
Along with this work there was a review and cleanup in this area for monster templates and racial types.
Campaign Source Management
Since the release of the D20 Modern supplement (recently updated), I've split the "Core" source into "Core" and "Core Fantasy".
This means that if you want to play use something like the D20 Modern supplement, or the DragonStar supplement without the high fantasy stuff, you can turn it all of.
Of course, you may not agree with me on which feats should remain as "non-magical", and there are certain races that could fit into either "Core" or "Core fantasy". If you don't like my choices, though, its a simple edit to change them!
In-Game Encounter management
This is a very useful feature that quite a few people were waiting on.
Essentially, RPM could easily manage a full combat (as per the Combat tutorial), and resolve them - almost without needing you to understand 3rd edition combat rules. There were definite issues, however, if you didn't have the opponents entered into RPM (such as when you're managing your own character at the gaming table, or if you're a DM who doesn't have all the PCs entered into RPM.
Now, RPM lets you specify whether or not you're in "Opponents" mode. If not you can still do your standard actions (attack, charge, make saves, cast spells, do skill checks etc), and RPM will tell you how well you did - after fully calculating all the modifiers on "your side" (eg will hit AC 23 for 7 hp of slashing damage).
This makes it *much* easier at the gaming table.
There is also a "Review" mode, which you can turn on or off. With review mode on, you can see (and edit) all dice rolls, and review all modifers at each stage (as with multiple attacks).
With review mode off, you can quickly get the results of an entire attack sequence.
You still get an opportunity for a quick initial review (eg. select a skill check DC, as in the type of Climb being attempted, or the width of surface you're trying to balance on, or the conditions under which you're trying to move silently).
Miscellaneous
Those were the key things, but there were a bunch of more minor issues reported "from the field", which were fixed.
There was also some screen re-arrangement to make certain things a little more tidy and friendly.
Stability in resource management appears to have been finally solved for those using multiple apps on resource sensitive versions of Windows (95, 98, Me)!
You can pick up the download, or a smaller update file here (RolePlayingMaster)
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