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RPM: Beta features update
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<blockquote data-quote="Luke" data-source="post: 183475" data-attributes="member: 602"><p><strong>Re: Re: Campaign management with tree-view</strong></p><p></p><p></p><p></p><p>Well, I've had very good response to the idea, so I'm including it immediately.</p><p>I'll focus initially on tree-view wordprocessor/graphics -style features, and reserve the option to integrate internal spell/item/race/etc links to a much later date.</p><p></p><p>To be frank RPM already offers quick lookup to all required RPG data, so duplicating dynamic lookups by storing links in a static tree knowledgebase is only going to create unnecessary clutter. </p><p></p><p>With the latest combat model implemented for the PreBeta, there's actually very little need to even do the lookups.</p><p>- The creatures are fully constructed according to the race and class rules (with all abilities and items instantly available for viewing through the creatures themselves).</p><p>- Maps, groups and location descriptions are instantly accessible from the BattleMap.</p><p>- For any chosen actions (spells, attacks etc), RPM has already retrieved the descriptions for possible review, and precalculated that which can be precalculated.</p><p>- Skills are the classic, where different variations with different DCs are already choosable via a combo box, all modifiers are already calculated and presented (magical item enhancements, synergy bonuses, armor checks etc), and RPM will even automatically determine opposed checks and present both sides of the issue for resolution (eg. creature targets "Hide" at several opponents, so RPM instantly builds up Hide vs Spot checks, with all possible modifiers already there (no need for lookups)).</p><p></p><p>Since RPM's various RPG database files (adventures, groups, maps, creatures etc) are all tightly integrated and optimized ( for best in-game data presentation, and achieving things such as fully compiled adventure reports etc), storing that sort of information in the tree knowledgbase would simply be a backwards step. If the information organization was that loose, RPM wouldn't be able to offer the level of automation and speed that it does.</p><p></p><p>In fact, given a tightly integrated RPG database, engine, and GUI, I can't see much use for a tree codex other than to store campaign setting, history, and perhaps on-going player history.</p><p></p><p>Naturally the campaign/knowledge tree is fully importable/exportable, as is the the rest of RPM.</p><p>As per standard RPM integration, any tree records that are part of a given "Source" export, get included in a "Source" export.</p><p>This means, for example, that a "DaemonForge" source export would incorporate the full classes, skills, feats, items, spells etc data and game rules, along with the campaign setting maps, history, timelines and strongholds.</p><p></p><p>Regards,</p></blockquote><p></p>
[QUOTE="Luke, post: 183475, member: 602"] [b]Re: Re: Campaign management with tree-view[/b] Well, I've had very good response to the idea, so I'm including it immediately. I'll focus initially on tree-view wordprocessor/graphics -style features, and reserve the option to integrate internal spell/item/race/etc links to a much later date. To be frank RPM already offers quick lookup to all required RPG data, so duplicating dynamic lookups by storing links in a static tree knowledgebase is only going to create unnecessary clutter. With the latest combat model implemented for the PreBeta, there's actually very little need to even do the lookups. - The creatures are fully constructed according to the race and class rules (with all abilities and items instantly available for viewing through the creatures themselves). - Maps, groups and location descriptions are instantly accessible from the BattleMap. - For any chosen actions (spells, attacks etc), RPM has already retrieved the descriptions for possible review, and precalculated that which can be precalculated. - Skills are the classic, where different variations with different DCs are already choosable via a combo box, all modifiers are already calculated and presented (magical item enhancements, synergy bonuses, armor checks etc), and RPM will even automatically determine opposed checks and present both sides of the issue for resolution (eg. creature targets "Hide" at several opponents, so RPM instantly builds up Hide vs Spot checks, with all possible modifiers already there (no need for lookups)). Since RPM's various RPG database files (adventures, groups, maps, creatures etc) are all tightly integrated and optimized ( for best in-game data presentation, and achieving things such as fully compiled adventure reports etc), storing that sort of information in the tree knowledgbase would simply be a backwards step. If the information organization was that loose, RPM wouldn't be able to offer the level of automation and speed that it does. In fact, given a tightly integrated RPG database, engine, and GUI, I can't see much use for a tree codex other than to store campaign setting, history, and perhaps on-going player history. Naturally the campaign/knowledge tree is fully importable/exportable, as is the the rest of RPM. As per standard RPM integration, any tree records that are part of a given "Source" export, get included in a "Source" export. This means, for example, that a "DaemonForge" source export would incorporate the full classes, skills, feats, items, spells etc data and game rules, along with the campaign setting maps, history, timelines and strongholds. Regards, [/QUOTE]
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