Cergorach said:I've got my new laptop up and running *drool*, and have installed the 'new' RPM. Did a test run with it last week and my players are really happy with it. I used it to run an encounter with 3 Mind Flayers and 5 Grimlocks (bar7) against a 13th level party.
... let's see how much RPM can do ;-)
You'll find the next release of RPM very useful for running encounters. It'll do spell casting, skill checks and attacks.
The attacks and opposed skill checks can be quite clever. For example, if you target several opponents, and try the "Hide" skill, RPM will automatically do the check against each creature's "Spot" skill.
- With spells, the saving throws and modifiers are viewable.
- With attacks, RPM will auto-roll attacks against the opponent AC.
- You can override with manual dice rolls.
- You can see all the attack an all the AC modifiers.
- RPM will pop up damage windows that can show different types of damage (eg. critical threat damage, as well as standard damage). Once again, you can enter your own rolls.
Try the new "Add Creature by Grid list". You can set up a combat of a dozen elves against a dozen orcs in a handful of mouse clicks!I love the ability to copy a creature from current creature, that saved me so much time last week!
If you're happy to go with standard armor and weapons for them, there's virtually nothing much you have to do.
Log window is excellent, can it save to file so you can reference it later? The automation of combat sounds good, only problem is that i probably wouldn't use it in game untill it's fully finised, i would not want to risk it that RPM messed up something that gets one of my players killed in the end. I will use it to test combat, just to get a feeling of an encounter.
Fair enough. RPM shows you all modifiers every step of the way, though, so it's hard to go wrong.
At worst, you just edit the Hp damage to fix a mistake.
Thoughts are appreciated and useful. If by "threatened", you mean AOO, it's up to the DM/Players to make the extra attack (initially). I've gone away from needing to use the BattleMap. From what I can work out, many seem happy just working from a list using other little utilities. In such cases, RPM won't know the distances, and automation is difficult.
How are you handling whether creatures are threathened or not? Are you going to use a coordinates system? I have some thoughts on this, but before spending an hour trying to explain them, are such thought appreciated and usefull?
As is standard with RPM, you don't get trapped into a "wizard style" forcing of a particular order of actions. This means that you can have several creatures "in the middle" of their actions, with a quick button press to return you to the "current turn" creature. Ths makes it easy to do AOO etc.
Use of RPM in both a fully managed and partially managed way:
What my players would like to see is that they can still throw their own dice (that's part of the kick ;-) and let RPM use those results to calculate the correct results (so that the bonuses of that vorpal sword they don't know anything about are added correctly). What mode would this be? I'm guessing fully managed, but does that allow of editing of results (or more corectly, giving it data)?
As above, you can always use your own dice
Unknown vorpal bonuses are easily done with a DM adjustment. This works particularly well with RPM, since the players can just tell you their D20 roll (in fully managed mode), and they get an end result.
Partially managed simply means that when 2 creatures oppose each other, one of them is not managed by RPM (as, for example, when a DM has all his creatures entered, but the player characters aren't enetered). In such cases, RPM can only automate one side of the opposition. For example, the attack normally has to hit modifiers in the top half on the screen, and AC modifiers in the bottom half. If the defender isn't entered into RPM, you need to manually enter in the final AC, and the attack can proceed as normal.
As another example, If you try the "Hide" skill, RPM might not have the stats for the creature attempting the "Spot", so you need to manually enter in the finally adjusted spot roll (or simply view the roll/final adjustment, and leave it at that.
Haven't yet completed the natural weapons and associated feats yet, but it all fits in pretty simply to the RPM D20 framework. Things like this are just about having enough tme now.
The two weapon attack looks sound, i was afrai that it would be troubl. How are you handeling multiple natural attacks? Especially at high BAB, then RPM says that the creature gets multiple attacks, but because they are only using natural attacks they should only get a single attack with each natural weapon.
Not abysmal, but not good. In all, it may be naive of me to think that people can respond on the basis of screenshots. It's probably the sort of thing that needs a "hands on" play.
In all the future of RPM is burning bright! How is it going with the amount of responses you get? Still abysmal?