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RPM: Beta features update
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<blockquote data-quote="Luke" data-source="post: 24922" data-attributes="member: 602"><p><strong>Re:Naldek</strong></p><p></p><p></p><p>You probably edited in the level number (no dice are rolled). If you "Level Up" a class at a time, you do the right dice rolls - with manual override, if you want it.</p><p></p><p>Something I need to change. These are as defined for the race type, and works well for DMs quickly knocking up masses of creatures. At the least, I need to reproduce natural attacks, and perhaps ignore weapons, after the first time. In my version, I also support items based on class, rather than just race. Problem was I followed the monster manual (excuse me - the SRD!), which tends to assign default weapons to many races that actually can have classes for which the weapons are inappropriate.</p><p>My long term plan is be able to configure certain items (weapons/attacks..) as "mandatory" (eg. natural attacks), and possibly a randomly selected list after that. This all ties in with my earlier questions on the new "generators" and what people thought. In the blink of an eye, the scripting engine could be calling the generators to pick weapons, equipment, visual traits etc etc. All the infrastructure is there - just need the time.</p><p></p><p>Ahh... You're a rules man. How do you determine a cap on a skill which is a class skill for some class levels you have, and a cross-skill for other class skills??? Don't be tempted to answer too quickly now <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Now I recall. On the version you have, the totals are set to the last item, rather than the true sum. It's fixed now.</p><p></p><p>I really should make my current version available to you. I think you'd love it (see my very early post in this thread on skills). The handling is very, very nice in-game, but scant in the statblock. I've raised issues before (that you may have read) with regard to pretending that you're showing all the modifiers in a statblock.</p><p></p><p>In general response to "armor check" penalties, RPM knows which skills are afected by armor check, and it automatically keeps track of your total check penalty, based on equipped shield and armor (or any other item modifier that the DM decides needs an armor check penalty - house rules). There's also always the full description, just a mouse click away.</p><p></p><p>Yeah, all taken care of (partly in your version as well). I've played with equipping magical items with climbing and swimming bonuses, and with Alertness. "Skill Focus" is unfortunately, at the moment, in the same bag a "Weapon Focus" (earlier post).</p><p></p><p>Just bring up the creature "Modifiers" window. You can check out modifiers all over the place (creatures, feats, racial abilities, items, etc). It'll show you how feats like Alertness effect skills, and how a ring of swimming effects the swim skill. Using "Modifiers" is the RPM front-line to avoiding scripting. The "rank" makes sure you process everything in the right order (for example you must apply all modifers that affect Strength, before you apply other modifiers that utilise the strength modifier.</p><p></p><p>Again, go check out the "Modifiers". There are various sort methods for listing them all, and you should find the things that affect "Dodge" in there.</p><p></p><p>Not at all. When you get the next version and check it out in-game, I think you'll be impressed. Just re-read that earlier post of mine on skills.</p></blockquote><p></p>
[QUOTE="Luke, post: 24922, member: 602"] [b]Re:Naldek[/b] You probably edited in the level number (no dice are rolled). If you "Level Up" a class at a time, you do the right dice rolls - with manual override, if you want it. Something I need to change. These are as defined for the race type, and works well for DMs quickly knocking up masses of creatures. At the least, I need to reproduce natural attacks, and perhaps ignore weapons, after the first time. In my version, I also support items based on class, rather than just race. Problem was I followed the monster manual (excuse me - the SRD!), which tends to assign default weapons to many races that actually can have classes for which the weapons are inappropriate. My long term plan is be able to configure certain items (weapons/attacks..) as "mandatory" (eg. natural attacks), and possibly a randomly selected list after that. This all ties in with my earlier questions on the new "generators" and what people thought. In the blink of an eye, the scripting engine could be calling the generators to pick weapons, equipment, visual traits etc etc. All the infrastructure is there - just need the time. Ahh... You're a rules man. How do you determine a cap on a skill which is a class skill for some class levels you have, and a cross-skill for other class skills??? Don't be tempted to answer too quickly now ;) Now I recall. On the version you have, the totals are set to the last item, rather than the true sum. It's fixed now. I really should make my current version available to you. I think you'd love it (see my very early post in this thread on skills). The handling is very, very nice in-game, but scant in the statblock. I've raised issues before (that you may have read) with regard to pretending that you're showing all the modifiers in a statblock. In general response to "armor check" penalties, RPM knows which skills are afected by armor check, and it automatically keeps track of your total check penalty, based on equipped shield and armor (or any other item modifier that the DM decides needs an armor check penalty - house rules). There's also always the full description, just a mouse click away. Yeah, all taken care of (partly in your version as well). I've played with equipping magical items with climbing and swimming bonuses, and with Alertness. "Skill Focus" is unfortunately, at the moment, in the same bag a "Weapon Focus" (earlier post). Just bring up the creature "Modifiers" window. You can check out modifiers all over the place (creatures, feats, racial abilities, items, etc). It'll show you how feats like Alertness effect skills, and how a ring of swimming effects the swim skill. Using "Modifiers" is the RPM front-line to avoiding scripting. The "rank" makes sure you process everything in the right order (for example you must apply all modifers that affect Strength, before you apply other modifiers that utilise the strength modifier. Again, go check out the "Modifiers". There are various sort methods for listing them all, and you should find the things that affect "Dodge" in there. Not at all. When you get the next version and check it out in-game, I think you'll be impressed. Just re-read that earlier post of mine on skills. [/QUOTE]
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