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RPM: Beta features update
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<blockquote data-quote="Luke" data-source="post: 136804" data-attributes="member: 602"><p><strong>Re: Sign me up <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></strong></p><p></p><p></p><p>Yep. And that's just the start.</p><p></p><p>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.</p><p></p><p>The combat round starts something like:</p><p>- Button press rolls initiative for everyone. You may then quickly override the D20 rolls for PCs (or anyone else).</p><p>- 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.</p><p>- A button press starts the first round, setting everyone to flatfooted, which causes the effects you'd expect.</p><p>- 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.</p><p>- 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.</p><p>- 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.</p><p>- When creatures lose sufficient hitpoints, they automatically become staggered, unconcious, dying or dead (depending on the circumstances), and become "inactive" for further combat.</p><p>- When you've whacked the opponents, you press a button to calculate the XP, and assign XP to the victors.</p><p>... in a quick nutshell...</p><p></p><p> The walkthrough will start from scratch, and have much greater detail, and explanations. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>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. </p><p></p><p>It's reallu only now that it's starting to come together as I initially envisioned it.</p><p></p><p>Regards,</p></blockquote><p></p>
[QUOTE="Luke, post: 136804, member: 602"] [b]Re: Sign me up :)[/b] 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, [/QUOTE]
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