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RPM: Beta features update
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<blockquote data-quote="Luke" data-source="post: 14092" data-attributes="member: 602"><p><strong>Evolving beta: "Skills" gets some serious polish</strong></p><p></p><p>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".</p><p></p><p>This is about using RPM in-game. The most important facets about in-game features are that they are very firstly <strong>useful</strong> (providing reference material and automating mechanics as much as possible), and that they work well at the gaming table (they're <strong>quick</strong>, so you don't get distracted by prolonged looking at the computer).</p><p></p><p>So this is what you now have for skills...</p><ul> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">All the standard modifiers are already included - ranks, abilities, armour checks (based on armor currently worn), DM adjustment etc.</li> <li data-xf-list-type="ul"> 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").</li> <li data-xf-list-type="ul">All available DC selections are presented (eg the various options for "Spellcraft" , or types of "Jump", or types of "Heal").</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul"> If you need to see a detailed description of the skill, it's a mouse click away.</li> </ul><p></p><p>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.</p><p></p><p><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=":)" /> 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.</p></blockquote><p></p>
[QUOTE="Luke, post: 14092, member: 602"] [b]Evolving beta: "Skills" gets some serious polish[/b] 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 [b]useful[/b] (providing reference material and automating mechanics as much as possible), and that they work well at the gaming table (they're [b]quick[/b], so you don't get distracted by prolonged looking at the computer). So this is what you now have for skills... [list] [*]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. [/list] 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. [/QUOTE]
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