RPM: Beta features update

Luke

Explorer
RolePlayingMaster (RPM) is currently at the stage where I'm waiting on feedback to finalize the featureset of the beta release, (ie. for release 1). These features will be the ones I concentrate on for polish (fully working, with doco and possibly examples) in the first release.

I'll use this thread to keep you updated on a summary of the feedback I receive, and also possibly note any development improvements I may make whilst waiting for the feedback to come in.

Please do not be tempted to regard this as my personal reporting thread. Posts on this thread are most welcome, or e-mail to luke_jones@bigpond.com, or even fill out a survey form at www.enworld.org/roleplayingmaster.

Unless there's a good reason, such as a popular request, there may possibly not be any more release updates, until the actual beta release.

-----------------------------

23 Jan - The story so far

  • The new Guide - response to this has been very positive so far. Naturally there have been a few requests to have more options and more detailed explanations (which will happen). Just one person so far wanted a completely new interface, which won't happen.
  • In-game vs Preparation features: There is a basic question on whether most use RPM as purely a preparation tool, or for actual in-game use. At this stage, the feedback indicates that the in-game features are a very important part of RPM use. Quite a few have indicated that they're starting to change their minds about not using a computer at the table...
  • The new generators - response has been good, but nothing much to suggest how they might be expanded, and integrated more thoroughly with RPM itself. I actually believe that they do have pretty awesome potential, so perhaps something more will happen after release 1.
  • AC and Dodge - A few have made the point that my visual separation of dodge factors (dex, feats etc) out of the AC is non-standard. Others like the fact that dodge only applies in certain cases, and is hence added to AC, when required. I'll probably go with the standard on this on. It's a small point for in-game combat, since all these factors are distinctly, automatically handled there.
  • A few calls for a PCgen import. Depending on the time available after the feedback rolls in, I might give this a go.
  • Import/Export features. At this stage it looks as though this will be limited to the specialized version for characters/creatures, and adventures. The very good news, though, is that I have have almost finalized the release 1 database schema. This is a techie way of saying that perhaps you'll only need program updates, and no longer wipe your own entered creations for races, classes, feats etc. when you update
  • Auto-update causes lots of "list jumping" when playing with the item or spell lists. This is already mostly fixed.
  • Request for villages and towns: I hope to do something more integrated for this with the generators, in the future.
  • Examples. Despite the "Guide" now being available, a few have said to to forget examples of generating encounters etc. - I won't.
  • Psionics - a couple have asked when the rest of the psionics work will be done. So far, it looks as though just after release 1.
  • TileMapper tilesets - a couple have asked for expansions in this area. I actually have some freeware tilesets that could be converted, that I've been sitting on for a while. If anybody wants to take on such an effort, please let me know.
  • There are some other fairly minor points - not specifically mentioned here.

I normally try to respond to e-mail I recieve within 24 hours. Please note that whilst I'm waiting for beta feature feedback to flow in, I probably won't respond, but rather add your input to the list. If you want a direct response, just say so in your e-mail.

Regards,
 

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Evolving beta: Monks, Barbarians and Options

This is to keep you abreast of preparations for the beta.

The New Features
(actually more a polishing of existing stuff)
  • Monks: If you add a level of monk to your character/NPC, RPM will now automatically give it a new "Monk Attack" attack with damage appropriate to level and size.
  • Barbarian: If you have barbarian levels, and click on "IsEnraged" in the new "Options" window, you'll instantly see the effect on Hp, AC, Con, Str and Will. All knock effects apply in RPM. If you click Enraged off again, stats return to normal.
  • Options Window: This new window gathers together all the options your character/creature has, and allows you to change them with quick mouse clicks. Virtually anything, such as a feat, class feature, magical item etc, can create an "option". Examples of options: - A barbarian's choice to "Rage". - A monk's choice to pay the penalty and get an extra attack with "Flurry of Blows". - The type of attack you want to make (standard, feint, trip etc). - The number of points you want to allocate as hit and damage modifiers, using your "Power Attack" feat.

The Technical Background
I've finally started to fill out the script expressions you can place in just about anything (classes, class features, skills, feats, items, etc), and tie them altogether in the RPG engine.

RPM is a generic D20 RPG engine, and that means that it's not allowed to specially code RPG data and code as part of the executable application. The RPG stuff all comes from the database, and from little scripts that anyone (with the knowledge) can add to, or modify.
The monk is a case in point. It is one of the more unusual core classes, in that it gets an extra attack, and damage based on level, which isn't part of the very core standard rules. Due to it's scripting flexibility, however, RPM can create the special "Monk Attack", along with damage that grows as the monk gains levels. There is no special "monk coding" within the RPM executable.

In this way RPM enables the use of new and different feats, (prestige) classes, skills etc. - as a truly expandable D20 RPG engine, capable of automating your in-game mechanics (as per Barbarian rage).

If you're into expanding the core system, scripting isn't always needed. A standard "Modifiers" system with a consistent GUI allows you to do much of the calculation work for many things, such as feats, items, class features, or racial abilities. Where scripting is needed, existing scripts can often be examined and copied.
 

What needs to be done to the

"TileMapper tilesets - a couple have asked for expansions in this area. I actually have some freeware tilesets that could be converted, that I've been sitting on for a while. If anybody wants to take on such an effort, please let me know."?

I have PSP7 and a couple of other editing programs, along with CC2 and FT.

I might be able to help on this.

Anna M. Dobritt
 

Re: Mapper tilesets

annadobritt said:
I might be able to help on this.

Thanks for the offer Anna. I've already forwarded material to somebody who offered (he may contect you). I'll let you know how it goes...
 

Evolving beta: "Skills" gets some serious polish

I've done some polishing work on the use of skills in RPM. Specifically, I've done all the little code scripts for all the skills from "Alchemy" to "Wilderness Lore".

This is about using RPM in-game. The most important facets about in-game features are that they are very firstly useful (providing reference material and automating mechanics as much as possible), and that they work well at the gaming table (they're quick, so you don't get distracted by prolonged looking at the computer).

So this is what you now have for skills...
  • If you click on a creature and ask for a skill, a skill list pops up. The list includes the creatures skills, as well as any untrained skills available. Alphabetical key search gets the skill quickly.
  • Once the skill is selected, the Action dialog displays the skill, with all of its options, and selections showing the appropriate defaults. It's also pre-rolled for speed, but you can press a re-roll button, or edit in a real dice roll.
  • All the standard modifiers are already included - ranks, abilities, armour checks (based on armor currently worn), DM adjustment etc.
  • All specific modifiers are already included - synergy bonuses, special options for the skill (eg when you "Ride" an unusual mount, or have an alchemist's lab available for "Alchemy").
  • All available DC selections are presented (eg the various options for "Spellcraft" , or types of "Jump", or types of "Heal").
  • Any special results are given. Examples: "Jump" tells you how far you jumped. "Perform" randomly generates the amout you could earn, based on your check.
  • Any special failures are given. Examples: "Bluff" can simply fail, or be seen through. A failed "Craft" check may lose 1/2 the material cost.
  • If you need to see a detailed description of the skill, it's a mouse click away.

If you're into extending RPM with your own skills, it's pretty simple. Once I did the first 5, the rest were tediously similar, and generally a few lines long. The standout was "Jump", which is more of a calculation. An an example, the creature height is needed, and RPM will prompt once for it, if necessary. RPM has no problem creating and storing ad-hoc variables for a creature, to support house rule variations.

:) In all, a pretty quick, yet comprehensive process. You get a result with a couple of mouse clicks, or you can peruse to turn on specific conditions that may apply, all laid out for you.
 

Problems needing you to update your Internet Explorer

I've recently become aware that in the latest version of RPM, you actually need to have Internet Explorer version 5.0, or higher, installed. :(

If it's lower, you'll get a "syntax" error when you start up RPM.

The change which caused this increases the stability of RPM, so I need to keep it, and would ask that if you have a problem, simply update your version of internet explorer, for free, at http://www.microsoft.com .

My website stats show that about 1% of people browsing my site actually use a version of IE less than 5.0 .

Thanks,
 

Small Suggestions

What about hiding all of the Key id feilds needed for the database from the user. the user should never have to come up with a unque number to add a new spell or item :)

also it really is a nice little program, Have you setup a way for people to share their items they added in to the program. ie like new classes from the books, etc .
 

Luke,

I know its late in the game for a feature request but...

Would it be possible for you to make it so that a group or even a single critter be attached to a location on a map instead of the entire map? The reason being is I have started messing around with the report output and made a somewhat custom adventure report (see attachment) and trying to be able to organize things as easiest as possible. Example:

Location 1
Player Notes: blah blah blah
DM notes: blah blah blah
Critters/Groups: Orc Raiders; Orc Leader, Orc 1, Orc 2, Orc 3
Items: trap, big huge magical sword +10, 1000 gold

Also do you have a list of [[ ]] commands available so I could do more things with the reports?

Thanks,
Heath
 

Re: Small Suggestions

RRakis said:
What about hiding all of the Key id feilds needed for the database from the user. the user should never have to come up with a unque number to add a new spell or item :)

also it really is a nice little program, Have you setup a way for people to share their items they added in to the program. ie like new classes from the books, etc .

- Hiding ID fields: Good idea. I'll have a "Developer Mode" option to show this sort of thing. For either the beta, or after release 1, I'll have "Developer Mode" show all the little script windows for skills, feats etc where you can all your own new material, or modify your own house rules.

- Sharing data: This is actually about completing the general import/export capabililty in RPM. The adventures and creatures import/export will be polished for the beta, and I'm currently planning to do the full box-and-dice after the beta. If there are enough requests to get it in time for the beta, I'll try and swing it.

- "Nice little program"??? I would have thought that "little" would be one of the last words to describe it. If anything, it's so feature rich that the big challenge is to make it easy enough for people to get their heads everything available. I know of entire programs that are simply a "Jump Calculator", whereas RPM does this as a very, very minor side-line effect of executing a skill. ;) Just kidding! Good ideas, and thanks for the input.
 

Velik said:
Luke,

I know its late in the game for a feature request but...
Hi Velik,
It's not at all late. This is what the "beta features request" is all about. I simply rank the importance of all feedback, and do what I can to fit it all into the beta.


Would it be possible for you to make it so that a group or even a single critter be attached to a location on a map instead of the entire map? The reason being is I have started messing around with the report output and made a somewhat custom adventure report (see attachment) and trying to be able to organize things as easiest as possible.
Nice idea! I've often though about attaching creatures to a location, but avoided it since you can move them around anywhere on the map. I like where you're going with the "Adventure" report though, and can see the benefits - especially if you don't want to go "in-game", and simply use RPM for game preparation.
How's about this for a thought: What if I let you associated a group[\b] of creatures with a location, and well as the map itself? There's less fiddling, since assigning a group does it for all the creatures of the group, and you could still report the creatures belonging to a specific loaction.



Also do you have a list of [[ ]] commands available so I could do more things with the reports?
Good to see you playing with reports at this level of depth! I've been waiting for a few people to start playing with reports, before filling out doco for it. If people start to use it, I also have a few extra commands in mind. \
For example, I plan to implement a [[Report:reportname]] command, which allows you to link reports together. This would be great, for example, to define your own specialised "Statblock" report. Then, whenever you needed to output a statblock (such as the "Adventure" report, you could just refer to this, and voila! People could have the same basic "Adventure" report, and other reports, with the statblock coming out just the way they like it!

Send me an e-mail, at your leisure, describing what else you want to do, and I'll get back with the available command set, some descriptions, and perhaps some ideas.

Regards,
 

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