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RPM: Beta features update
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<blockquote data-quote="Luke" data-source="post: 21470" data-attributes="member: 602"><p><strong>Re: Re: Re:Templates</strong></p><p></p><p>Thanks for this Cergorach.</p><p></p><p>Firstly, I've now put in the templates. You can add them in, and they appear in the statblock. Have to make them do all the right mechanics now...</p><p></p><p></p><p>Interesting one. I've been wondering if I should actually remove functions that are not fully polished, for the beta.</p><p></p><p>That's <strong>big</strong>. Real big. It's practically everything in the PHB, DMG and MM combined. It's easy to ask for, but...</p><p>Additionally, my ultimate aim is to be able to play the mechanics in-game correctly. That's absolutely massive. I don't think you'll find anything even vaguely like that anywhere. It won't happen for release 1, so the on-going question is - "What should happen for release 1?"</p><p></p><p>Any specifics? Polishes needed in character/creature generation, character sheet reports, adventure and map making?</p><p></p><p>This is the obvious place to cut corners for release 1. The issue is - what can be put in simply, yet will do enough work (and quickly enough), to make it worth having RPM in-game, even for experienced DMs?</p><p></p><p>In general, there's a lot already in RPM, in all areas. The question is one of specifics. Which features to polish.</p><p></p><p>Problem. Whilst those who've been looking at RPM long enough might not (and by all reports aren't) to fussed about user interface, for others the user interface is the thing needed most to get functionality out of RPM.</p><p></p><p>Problem. In alpha mode, screens change around and different ways of doing things are found. Final implementation often depends on user feedback. If sufficient documentation is done on an on-going basis, I end up throwing most of it away - and time is the most precious commodity. It's the old catch22, and I depend on those that manage to get by without doco to be able to get enough work done in the minimum time.</p><p></p><p>Not a bad idea at all. Point out all the short falls (semi-finished stuff), and get "votes" on them.</p><p></p><p>Good feedback. Thanks. <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></blockquote><p></p>
[QUOTE="Luke, post: 21470, member: 602"] [b]Re: Re: Re:Templates[/b] Thanks for this Cergorach. Firstly, I've now put in the templates. You can add them in, and they appear in the statblock. Have to make them do all the right mechanics now... Interesting one. I've been wondering if I should actually remove functions that are not fully polished, for the beta. That's [B]big[/B]. Real big. It's practically everything in the PHB, DMG and MM combined. It's easy to ask for, but... Additionally, my ultimate aim is to be able to play the mechanics in-game correctly. That's absolutely massive. I don't think you'll find anything even vaguely like that anywhere. It won't happen for release 1, so the on-going question is - "What should happen for release 1?" Any specifics? Polishes needed in character/creature generation, character sheet reports, adventure and map making? This is the obvious place to cut corners for release 1. The issue is - what can be put in simply, yet will do enough work (and quickly enough), to make it worth having RPM in-game, even for experienced DMs? In general, there's a lot already in RPM, in all areas. The question is one of specifics. Which features to polish. Problem. Whilst those who've been looking at RPM long enough might not (and by all reports aren't) to fussed about user interface, for others the user interface is the thing needed most to get functionality out of RPM. Problem. In alpha mode, screens change around and different ways of doing things are found. Final implementation often depends on user feedback. If sufficient documentation is done on an on-going basis, I end up throwing most of it away - and time is the most precious commodity. It's the old catch22, and I depend on those that manage to get by without doco to be able to get enough work done in the minimum time. Not a bad idea at all. Point out all the short falls (semi-finished stuff), and get "votes" on them. Good feedback. Thanks. :) [/QUOTE]
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