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RolePlayingmaster (RPM) full Beta available!

Skills are Wrong?

I've been testing the Beta for a few weeks now. I'm really getting to like the program and can't wait for updates.

I noticed that with the beta all of the creature's skills are messed up...Goblins get alchemy, and most monsters get none. It used to be correct in the pre-beta.

I relayed this to Luke, but wanted to check to see if anyone else has had this problem? Luke hasn't said anything about it, so I'm thinking it might be something I screwed up on my system?

Has anyone else noticed this?
 

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Re: Skills are Wrong?

Meursault said:
I've been testing the Beta for a few weeks now. I'm really getting to like the program and can't wait for updates.

I noticed that with the beta all of the creature's skills are messed up...Goblins get alchemy, and most monsters get none. It used to be correct in the pre-beta.

I relayed this to Luke, but wanted to check to see if anyone else has had this problem? Luke hasn't said anything about it, so I'm thinking it might be something I screwed up on my system?

Has anyone else noticed this?

Sorry. I often just take the feedback board, and you can assume I'll fix it. If it's that simple, and I'm pretty busy, I sometimes don't respond.

There were a few things of that nature which have been fixed. I'm getting ready to release an update within the week.

The major 3 new changes are:

- Wordprocessing/picture/table etc capability in notes ( for adventures, maps, locations, characters/creatures), as available in the Campaign Encyclopaedia. It took this long because I needed to figure out how to convert rich-text-format into HTML for reports first.

- Links inside these expanded notes (including the campaign encyclopaedia). Initially I'll only support links to web pages and the encyclopaedia itself (for jumping around), but I'm putting in the framework to also link to things such as adventures, locations, NPCs, spells, items etc

- A serious revamp of creature abilities (Str, Dex,...). You'll now see the separate dice rolls, level increase effects, age, templates (eg. half-celestial), and (most of all) racial adjustments.
The racial adjustments is an important, yet difficult thing to do nicely. The rules get especially finicky for racially adjusting a 3d6 roll for races with a lower than average "Int".
This is great news though, since you no longer have to create creatures that all have the stanadard racial average of the monster manual, since RPM will automatically apply the correct racial adjustments to 3d6 rolls, and work out all attacks/damage/saves etc from there.
Also, you can adjust "dice rolls" for Point Buy.

Regards,
 


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