RPM: Beta features update

Beta testers and latest features

Stability:
I've accidentally discovered RPM script problems if you have IExplorer 5.x, and fixed up the issues, so look forward to a more stable program in the next release if that's your explorer version.

Tester's Wanted:
I'm looking for a few testers that can give me feedback within a week of receiving a private release. I'm very close to the beta release now, and want a few comments on all the latest features.
There's a lot of good stuff in since the last release, and I'm particularly keen to trial the streamlined combat system. I'll be providing a tutorial walkthrough to guide you through a simple combat.
You should see a great improvement with features and ease-of-use. I've done some very focussed work on this.

Major Features for pre-beta testers to check out:
- New streamlined combat manager.
- New import/export facilities.
- New "Outlook" side menu buttons.
- New "Outlook" calendar for managing your campaign planner/diary.
- New, super quick creature generator, using the "List Grid".
- Improved stability.
- Improved "Creature List" window. A more standard, integrated and useful tool now.

Thanks,
 

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I'll sign up, though I'm not sure how much feedback I'll be able to give. (I'm getting busy these day, you know... :()
 
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Sign me up :)

Deffinitly Sign me up.

I am really interested in the Combat section
Keeping tabs on who's about to die and whos turn it is next :)

Is it setup so that PC can roll and then have the npc generate automaticly the initiatve ?
 

Another Quick Easy Feature

Just an idea for when making a character
What about automaticly adding all the features that everyone can already use. Like Jump etc to the character when it is created.

So only the skills that you need to add ranks in to get are not initally included
 

Re: Sign me up :)

RRakis said:
Deffinitly Sign me up.
Is it setup so that PC can roll and then have the npc generate automaticly the initiatve ?
Yep. And that's just the start.

The first decision is whether you will enter both the NPCs and players into RPM, or just the NPCs. Either way works, but RPM can give you the full breakdown for both sides of the fence, if both sides are entered. The new export facilities would make it easy for players to develop their own characters, then quickly import into the DMs machine for fully managed, instant play.

The combat round starts something like:
- Button press rolls initiative for everyone. You may then quickly override the D20 rolls for PCs (or anyone else).
- RPM understands the effects of dexterity, and initiative-related feats etc, and will apply those modifiers to the base D20 roll, to come up with a final initiative order.
- A button press starts the first round, setting everyone to flatfooted, which causes the effects you'd expect.
- If you have surprise, you can "deactivate" surprised creatures, or simply execute ad-hoc actions (attacks, spells, skill checks, whatever) before getting into the encounter proper.
- From there simply go through a cycle of clicking "next character" and selecting an action. RPM understands all the modifiers and will spit up screens for you to review (mostly this is about showing attack modifiers, AC modifiers and damage modifiers). You've got full control, but basically you can just press "Enter", "Enter", "Enter"... to accept the attack rolls and damage.
- Simply repeat for subsequent rounds. RPM will automatically remove the "Flatfooted" state after the first round, but you can always override the flatfooted, or even the active state, with a simple mouse click, on a case by case basis.
- When creatures lose sufficient hitpoints, they automatically become staggered, unconcious, dying or dead (depending on the circumstances), and become "inactive" for further combat.
- When you've whacked the opponents, you press a button to calculate the XP, and assign XP to the victors.
... in a quick nutshell...

The walkthrough will start from scratch, and have much greater detail, and explanations. :)

It's worth confessing that I think prior versions RPM were unwieldly, flowed badly, and buggy, compared to the private release I'm about to make.

It's reallu only now that it's starting to come together as I initially envisioned it.

Regards,
 

luke if you want to hit a bigger audiance you might try talking to us on the pcgen yahoo group. We are aware of your software and in conjunction with pcgen using your software makes gaming allot easier. Feel free to popin over on our yahoo group and say hello and what you need us to do. I am sure you will have some volunteers. After all, one day we hope to port your program to ours and ours to yours..
 

PCGen and RPM

Leopold said:
luke if you want to hit a bigger audiance you might try talking to us on the pcgen yahoo group. We are aware of your software and in conjunction with pcgen using your software makes gaming allot easier. Feel free to popin over on our yahoo group and say hello and what you need us to do. I am sure you will have some volunteers. After all, one day we hope to port your program to ours and ours to yours..

Hey,
Thanks for the invite!

The PCGen import problem is constantly in my mind, and hearing this helps a lot.

My actual problem is all the non-SRD data in PCGen. I don't have the loose agreement with the copyright owners that you guys have, and you can bet that players importing their PCGen characters into RPM are gonna expect the non-core stuff to all work...

Regardless of difficulties, based on intent, and your invitation, I'll "pop in" in the message boards.

I'm gratified to hear that people are experiencing good things when combining the 2 programs!!

Regards,
 

Hi Luke,

I think you should fix your BDE installation issues for the beta release, e.g. a real install of the BDE instead of local to your program. So that we can run other BDE programs while your program is running.

*:> Scott
 

Re: Beta testers and latest features

Luke said:
Tester's Wanted:
I'm looking for a few testers that can give me feedback within a week of receiving a private release. I'm very close to the beta release now, and want a few comments on all the latest features.
There's a lot of good stuff in since the last release, and I'm particularly keen to trial the streamlined combat system. I'll be providing a tutorial walkthrough to guide you through a simple combat.
You should see a great improvement with features and ease-of-use. I've done some very focussed work on this.

Hey Luke, I'm interested in doing the test for the new release, thanks!
 

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