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RPM: Beta features update
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<blockquote data-quote="Luke" data-source="post: 195735" data-attributes="member: 602"><p><strong>Re: RPM Pre-beta 4 Comments</strong></p><p></p><p></p><p>1. Game date/time: isn't yet a part of the working system. It seems to be low on people's priorities.</p><p></p><p>2. "unregistered version of TDBFilterPanel" message: Unfortunately there are nowhere near enough RPM donations to cover the shareware components used. This will hopefully change once the beta is out, or I'll have to do something else. Whilst I'm prepared to spend all my free time for over a year doing this, I'm not prepared to spend that much personal money on it. From the comments received, I hope the situation will soon change.</p><p></p><p>3. Class drop-down for adding creatures by the list grid: Definitely coming up. </p><p></p><p>4. "Green light" in tutorial: Thanks. I need to update that to a green checkmark.</p><p></p><p>5. First creature in first round not flatfooted: My mistake. They should become "unflatfooted" after their first action, not before.</p><p></p><p>6. Tutorial typo: Thanks.</p><p></p><p>7. "Green light" vs Green checkmark. It'll stay the way it is. The green checkmark superceeds the old Green light - and it normally means "I'm doing entering info here - continue on". The new role of the green light, which should only appear in the Execute Action window, is simply to update screen results when entering manual rolls. I think I'll make the "green light" disappear altogether.</p><p></p><p>8. [Instead of having to end a creature's turn, after their turn is done a pop-up saying "Initiative done, proceed to next.. Etc" yes/no dialog would be nice, with yes the default so you can just hit return.]</p><p>Sorry. Can't go with this one. RPM will never really know when a turn is done. You may, or may not, want to end with a 5' step, or some free action. The turn is only over when you say so. Mouse clicks and key stroke counts are everything for unobtrusive use of the computer at the gaming table, so popping up an additional "tes/no" dialog gets you nowhere.</p><p></p><p>9. D20 rerolls on dialog changes: How it works is correct. You should select your target before choosing the action. Targets sometimes get their own D20 rolls - such as when you're using an opposed skill, or casting a spell that has a save. You should notice that if you modify "DM adjustments", or other modifiers, the D20 roll doesn't change.</p><p></p><p>10. Show final damage in "Damage screen": There's a bit more to this than first meets the eye. The "Game Log" *does* show the final results. You don't quite see it yet, but RPM is designed so that attacked creatures can respond to the damage, for a truly final damage result. That is why the enchantment is shown, along with the *type* of each damage. Creature abilities can be configured to reduce or ignore damage, based on it's type ( eg. skeletons 1/2 from slashing, some creatures ignore critical threats, fire-based creatues may take 1/2 from fire, or double from cold).</p><p></p><p>11. Tutorial Creatures already on map: I'm illustrating a useful point about ability to drag from the list. Since that tutorial I've included a feature where you can create an entire encounter group created by a double-click on the map, but the point is still useful if you want to drag in creatures from another map (eg: same adventure), onto the current map.</p><p></p><p>12. RPM allowing "out-of-range" attacks: This is deliberate. RPM *never* stops you doing what you want to. It'll guide you by showing your threatend radius and calculating distances for you, but it's up to you what happens.</p><p></p><p>13. High-light target, as well as current creature: That's an excellent suggestion. The component I currently use only allows simple highlights (see donations and ability to use shareware/paid components). I should be able to come up with something, though. Probably after the beta.</p><p></p><p>14. Later round need "Repeat": Correct. A lot of the time you want the same action, with the same target(s) from one round to the next, and "Repeat" re-rolls the dice for you.</p><p></p><p>15. You can double-up by clicking repeat: This works fine, and may be quite appropriate if hasted etc. If you're unsure because you walked away for a while, just consult the "Gam Log".</p><p></p><p>[Others]</p><p>1. After updating to pre-beta 4, the splash screen still says pre-beta 3: Not quite. Update 4 gives you 1.3. I'll skip a number next time so that these come out the same.</p><p></p><p>2. I would love to save the screen layout between sessions:</p><p>How many packages with this many complexities (types of screens and docking options) do this for you? </p><p>Seriously, it's an excellent suggestion, and I half-built that capability 3 months ago. It's of a priority that will probably get finished after release 1 (ie: for release 2).</p><p></p><p>3. I think the creature list can be a view under creatures, similar to the map list under maps: The problem is that the same could be said for the BattleMap, Conditions, Manage Encounter, Action Execute etc etc. Back in the alpha version days I used to have the creature list automatically dock itself to the current window (if appropriate), and it seemed to be more trouble than it was worth.</p><p>Best thing is to arrange the "Creature List" to the left side of the screen, and have all other windows to the right.</p><p></p><p></p><p></p><p></p><p>Look forward to it...</p><p>Thanks</p></blockquote><p></p>
[QUOTE="Luke, post: 195735, member: 602"] [b]Re: RPM Pre-beta 4 Comments[/b] 1. Game date/time: isn't yet a part of the working system. It seems to be low on people's priorities. 2. "unregistered version of TDBFilterPanel" message: Unfortunately there are nowhere near enough RPM donations to cover the shareware components used. This will hopefully change once the beta is out, or I'll have to do something else. Whilst I'm prepared to spend all my free time for over a year doing this, I'm not prepared to spend that much personal money on it. From the comments received, I hope the situation will soon change. 3. Class drop-down for adding creatures by the list grid: Definitely coming up. 4. "Green light" in tutorial: Thanks. I need to update that to a green checkmark. 5. First creature in first round not flatfooted: My mistake. They should become "unflatfooted" after their first action, not before. 6. Tutorial typo: Thanks. 7. "Green light" vs Green checkmark. It'll stay the way it is. The green checkmark superceeds the old Green light - and it normally means "I'm doing entering info here - continue on". The new role of the green light, which should only appear in the Execute Action window, is simply to update screen results when entering manual rolls. I think I'll make the "green light" disappear altogether. 8. [Instead of having to end a creature's turn, after their turn is done a pop-up saying "Initiative done, proceed to next.. Etc" yes/no dialog would be nice, with yes the default so you can just hit return.] Sorry. Can't go with this one. RPM will never really know when a turn is done. You may, or may not, want to end with a 5' step, or some free action. The turn is only over when you say so. Mouse clicks and key stroke counts are everything for unobtrusive use of the computer at the gaming table, so popping up an additional "tes/no" dialog gets you nowhere. 9. D20 rerolls on dialog changes: How it works is correct. You should select your target before choosing the action. Targets sometimes get their own D20 rolls - such as when you're using an opposed skill, or casting a spell that has a save. You should notice that if you modify "DM adjustments", or other modifiers, the D20 roll doesn't change. 10. Show final damage in "Damage screen": There's a bit more to this than first meets the eye. The "Game Log" *does* show the final results. You don't quite see it yet, but RPM is designed so that attacked creatures can respond to the damage, for a truly final damage result. That is why the enchantment is shown, along with the *type* of each damage. Creature abilities can be configured to reduce or ignore damage, based on it's type ( eg. skeletons 1/2 from slashing, some creatures ignore critical threats, fire-based creatues may take 1/2 from fire, or double from cold). 11. Tutorial Creatures already on map: I'm illustrating a useful point about ability to drag from the list. Since that tutorial I've included a feature where you can create an entire encounter group created by a double-click on the map, but the point is still useful if you want to drag in creatures from another map (eg: same adventure), onto the current map. 12. RPM allowing "out-of-range" attacks: This is deliberate. RPM *never* stops you doing what you want to. It'll guide you by showing your threatend radius and calculating distances for you, but it's up to you what happens. 13. High-light target, as well as current creature: That's an excellent suggestion. The component I currently use only allows simple highlights (see donations and ability to use shareware/paid components). I should be able to come up with something, though. Probably after the beta. 14. Later round need "Repeat": Correct. A lot of the time you want the same action, with the same target(s) from one round to the next, and "Repeat" re-rolls the dice for you. 15. You can double-up by clicking repeat: This works fine, and may be quite appropriate if hasted etc. If you're unsure because you walked away for a while, just consult the "Gam Log". [Others] 1. After updating to pre-beta 4, the splash screen still says pre-beta 3: Not quite. Update 4 gives you 1.3. I'll skip a number next time so that these come out the same. 2. I would love to save the screen layout between sessions: How many packages with this many complexities (types of screens and docking options) do this for you? Seriously, it's an excellent suggestion, and I half-built that capability 3 months ago. It's of a priority that will probably get finished after release 1 (ie: for release 2). 3. I think the creature list can be a view under creatures, similar to the map list under maps: The problem is that the same could be said for the BattleMap, Conditions, Manage Encounter, Action Execute etc etc. Back in the alpha version days I used to have the creature list automatically dock itself to the current window (if appropriate), and it seemed to be more trouble than it was worth. Best thing is to arrange the "Creature List" to the left side of the screen, and have all other windows to the right. Look forward to it... Thanks [/QUOTE]
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