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RolePlayingMaster 3.0 available - major revamp and new features
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<blockquote data-quote="Luke" data-source="post: 674076" data-attributes="member: 602"><p>Following a complete revamp with a new database manager, and an extensive amount of fan testing, the latest version is available.</p><p>The old database manager seemed to cause stability and corruption problems on some people's computers, and has been replaced by a faster, so far incorruptible, database system.</p><p></p><p>If you experienced speed or stability problems with a previous version, this is a *must have*, and will it seem like a very different system to you.</p><p></p><p>Aside from the increased speed and stabilty, I put in some very major features, and also got plenty of feedback from testers to make both subtle and unsubtle changes. The overall effect has led to some very appreciative comments from people who had previously been having troubles.</p><p></p><p><strong>In this new version, look out for:</strong></p><ul> <li data-xf-list-type="ul">Generators! This covers "lists" as well. Now RPM has a very strong capability to generate lists of feats, spells, abilities, magic items, weapons, etc. The uses go on and on, covering generation of encounters and spell lists through to items for magic shops. You can easily copy and modify existing tables, or build new tables from scratch. The point is that you have full access to the extensive RPG database, and can build lists according to your own world or D20 setting.<br /> Check out the following generators as examples:<br /> <em><br /> [*]Random spell list generation for each spell casting class by every level. <br /> [*]How RPM is being tailored in a way that allows you to define things such as class skill proficiencies, random feats, random skill point selection, random equipment and compulsory equipment. This will enable you to put as much campaign-specific custom generation behind any class or race of focus in your game. <br /> [*]Random encounters by CR, standard DMG Dungeons, or by climate (hills, underground, etc). Or, build your own.<br /> [*]Equipment generators, from a fighters weapons and armor package, through to a "magic shop" where you can decide how many items to have, and generate from various magic table types. Try your own variations with weightings for different table types (eg a Wizard shop focussing on staves, rods and wondrous magic, or an armourer focussing on weapons, armor and potions). <br /> [*]D20 Modern NPCs can randomly determine occupations. Tinker with the numbers to get a weighting suitable to your own world. <br /> </em><br /> </li> <li data-xf-list-type="ul"><strong>Character/Creature Generators:</strong> Levelling up now uses the generators/lists when adding feats with subtypes. As an example, when you take "Exotic Weapon Proficiency" feat, a list of exotic weapons pops up to choose from. Lots of little convenience functions, like: <br /> <em><br /> [*]By default, create an attack description whenever you add (buy) a new weapon. <br /> [*]A skills "max out" button to bump up points in a selected skill to its max. <br /> [*]Quick execute action buttons for Creature tabs in areas like Attacks and Skills.<br /> </em></li> <li data-xf-list-type="ul">Nice word-processor capabilities now more widely used, for things such as statblocks, skill descriptions and the game log. This works particularly well with the game log which gives you all the in-game numbers (for stuff like attacks), but now highlights things such as AC hit and damage caused. </li> <li data-xf-list-type="ul">Preview the "New Reports" which allows you to easily create or modify all sorts of reports, with a professional quality finish. This will be very useful for customizing your own character sheets. </li> <li data-xf-list-type="ul">Speed. The new system is a lot smoother and faster - particularly in you're shuffling creature counters around the BattleMap, and executing actions. </li> <li data-xf-list-type="ul">A simple, common approach to selecting and setting pictures for characters/creatures, races or maps.</li> </ul><p></p><p>Continuing work will find nice ways of building on the basic generator capabilities.</p><p></p><p>Regards,</p></blockquote><p></p>
[QUOTE="Luke, post: 674076, member: 602"] Following a complete revamp with a new database manager, and an extensive amount of fan testing, the latest version is available. The old database manager seemed to cause stability and corruption problems on some people's computers, and has been replaced by a faster, so far incorruptible, database system. If you experienced speed or stability problems with a previous version, this is a *must have*, and will it seem like a very different system to you. Aside from the increased speed and stabilty, I put in some very major features, and also got plenty of feedback from testers to make both subtle and unsubtle changes. The overall effect has led to some very appreciative comments from people who had previously been having troubles. [B]In this new version, look out for:[/B] [list] [*]Generators! This covers "lists" as well. Now RPM has a very strong capability to generate lists of feats, spells, abilities, magic items, weapons, etc. The uses go on and on, covering generation of encounters and spell lists through to items for magic shops. You can easily copy and modify existing tables, or build new tables from scratch. The point is that you have full access to the extensive RPG database, and can build lists according to your own world or D20 setting. Check out the following generators as examples: [i] [*]Random spell list generation for each spell casting class by every level. [*]How RPM is being tailored in a way that allows you to define things such as class skill proficiencies, random feats, random skill point selection, random equipment and compulsory equipment. This will enable you to put as much campaign-specific custom generation behind any class or race of focus in your game. [*]Random encounters by CR, standard DMG Dungeons, or by climate (hills, underground, etc). Or, build your own. [*]Equipment generators, from a fighters weapons and armor package, through to a "magic shop" where you can decide how many items to have, and generate from various magic table types. Try your own variations with weightings for different table types (eg a Wizard shop focussing on staves, rods and wondrous magic, or an armourer focussing on weapons, armor and potions). [*]D20 Modern NPCs can randomly determine occupations. Tinker with the numbers to get a weighting suitable to your own world. [/i] [*][B]Character/Creature Generators:[/B] Levelling up now uses the generators/lists when adding feats with subtypes. As an example, when you take "Exotic Weapon Proficiency" feat, a list of exotic weapons pops up to choose from. Lots of little convenience functions, like: [i] [*]By default, create an attack description whenever you add (buy) a new weapon. [*]A skills "max out" button to bump up points in a selected skill to its max. [*]Quick execute action buttons for Creature tabs in areas like Attacks and Skills. [/i] [*]Nice word-processor capabilities now more widely used, for things such as statblocks, skill descriptions and the game log. This works particularly well with the game log which gives you all the in-game numbers (for stuff like attacks), but now highlights things such as AC hit and damage caused. [*]Preview the "New Reports" which allows you to easily create or modify all sorts of reports, with a professional quality finish. This will be very useful for customizing your own character sheets. [*]Speed. The new system is a lot smoother and faster - particularly in you're shuffling creature counters around the BattleMap, and executing actions. [*]A simple, common approach to selecting and setting pictures for characters/creatures, races or maps. [/list] Continuing work will find nice ways of building on the basic generator capabilities. Regards, [/QUOTE]
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