Re: DazKaz feedback
The most important thing is that everyone has an opportunity to get a pretty decent glimpse of what RPM will be when "finished", and has every opportunity to have a say in how it turns out...
Thanks!
Thanks DazKaz. Haven't forgotten it.DazKaz said:This is a copy of an E Mail I sent you a while back.
Spells, like skills now do, could have their own code to do things - like create new creatures. It just so happens I (hot of the press) have templates working, but the form of it isn't yet finalised.
A list of pre-generated monsters as per the Summon Monsters Spell, I had a lot of trouble trying to create a celestial dog. Have you addressed the issue of Monster Templates yet?
No can do. They are copyright, and providing them is illegal. You need to enter them yourself, or perhaps get an export from somebody else (down the track). I'll be hoping that those using other people's exports actually have the books themselves.
I would like to see the Forgotten Realms feats etc. as I am playing a Forgotten Realms campaign at present.
You can do this in the "Feats" tab on the creature window, and I'll look into something for the "Level Up" window.
In the character creation wizard there doesn't appear to be a way to remove feats / skills once you have chosen them to swap them for another. This is especially annoying, and I feel is a priority for change.
RPM knows which feats can be taken multiply, and will throw up a warning message anyway. In "Level Up" (where you should do this sort of thing), a feat is already colour coded green, If you have it.
Feats and skills that come with class i.e. Rangers Track, should be greyed out when selecting feats in the wizard so as not to select them twice.
Thanks. A couple of volenteers are looking into providing more tilesets. Your "fog of war" idea is what I actually have in mind eventually for network play. The current BattleMap is really for the DM, but it would be nice if he could "flick the switch" for player view, and show them. My idea for networking is that each character would have movements and sight tiles recorded, so they could refer to their map etc. TileMappers are excellent for being able to record that sort of detail.
The tile mapper is excellent, it obviously needs more tile sets but the concept is superb. I would like to see a layer of dark tiles that can be placed over the whole map, and then with the click of the mouse reveal the map you created underneath as the PC's explore areas. i.e If they can only see 30ft just click on the tiles immediately surrounding them until 30ft radius is revealed.
And I want to do that. It's pretty low priority compared to things that must be done for the beta release though. My thought are that it would be nice if certain items (such as bags of holding, or portable holes) actually "absorbed" weight. I think that very few are going to want to get down to a pouch left/pouch right level. If you think it all through, it's a lot of laborious work - for any kind of user interface - for very little return.
I would still like to see a way of handling the weight, and cost of equipment carried in the Backpack or other removable storage items. Perhaps it can be dun by adding tabs to the Items/Active bar i.e C carried, E equipped, S stored you could also have B backpack, PL pouch left, PR pouch right, BA bandolear etc.
Understand, but it's too much assumption. The game rules are huge, and I'd like to eventually get everything done, but I need to get a release 1 out (ie. the beta), and it can't have everything (see "crashes" below).
I think people are not Informing you about things like Templates, and Standard character sheet layouts when printing, because like me they assumed it was a necessity and sure to be implemented, just that you hadn't got round to incorporating it yet.
Sorry to hear that. Some seem to have problems, and others report that they think it's stable. That's the nature of alpha version software, and why I must get a release 1 out, that does "guarantee" stability in the "must have" features (whatever they are). Whilst this is an alpha-feedback program, I do try hard to make sure that the "early adopters" get something useful out of playing with it.
I'm really looking forward to the finnished product, but like some of the others I'm having trouble creating stuff due to frequent crashes.
The most important thing is that everyone has an opportunity to get a pretty decent glimpse of what RPM will be when "finished", and has every opportunity to have a say in how it turns out...

Thanks!