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RPM: Beta features update
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<blockquote data-quote="Luke" data-source="post: 37278" data-attributes="member: 602"><p><strong>Re: The evolving beta, and some answers to the above posts</strong></p><p></p><p>My very, very latest (personal) version now processes stacking bonuses correctly, and also creates enchantment bonus modifiers for armor and shields. With those 2 things in mind, I'll address the issues raised above...</p><p></p><p></p><p>Yes. I'm in favour of that too. It may wait till after the beta though.</p><p></p><p>Yes, and the same for skills, classes, items etc etc. I plan on those, but after release 1.</p><p></p><p>Was true. There's nothing very special to list in the game mechanics area.</p><p>Yes. When you go to "Level Up" you see that the Asn class is technically not qualified for. RPM will warn you, but still let you...</p><p></p><p>Yep. I *do* need to do this with natural attacks and weapons, but I'll find a way to ignore other weapons.</p><p></p><p>This is correct. The javelin is still a 1d6 piercing weapon. As per it's description, it's ability to transform itself into a 5d6 lightning bolt (when thrown) is a very different situation. From a game mechanics perspective, it needs a little script code to *transform* it into a lightning bolt. It essentially becomes a different weapon altogether.</p><p></p><p>Yes - and I'm not changing it. I've just been playing with a character that is wearing +2 leather over their chain shirt. With the stacking bonuses and the armor enchantment working correctly, you still get the +2 benefit from the leather, even if the leather itself is redundant due to the chainmail shirt <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=";)" /> Seems fair to me... At the very least, RPM doesn't just add them altogether anymore, with the stacking correctly applied.</p><p></p><p>Now they do. If your house rules allow you to go past +5, that's fine. Correct stacking now ensures that you get the correct maximum total.</p><p></p><p>Probably where you were in a modal screen (can't click outside of the window).</p><p>------------------</p><p></p><p>Simple data entry. Half-Orc and half-elf is actually correct, as per the SRD.</p><p></p><p>Well, SRD says +2 racial spot and listen for orcs and half-orcs. PHB says nothing for half-orc. SRD makes sense, or does it?</p><p>Those 2 ranks are mis-reported (badly worded) in the wizard, and aren't seen after the wizard is completed.</p><p></p><p>"Alertness" is as per the SRD (probably more correct than the PHB, since it takes a more universal approach to racial qualities, whereas the PHB is more a direct outgrowth of 2nd ed D&D). I've added the +2 listen, and the weapon/armor/shield proficiencies probably only appeared after you started playing with class levels.</p><p>"Iron Will" fixed.</p><p></p><p>That was because the javelin is listed as a range attack. Too bad there's no "Mighty" Javelin. Just goes to show: we're all human. When a program is wrong, it's because it was programmed that way by a human <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>Very, very close to being complete.</p><p></p><p>A simple, stupid mistake. Sorry about that. Will be fixed, and also displayed on the main screen.</p><p>Synergy bonuses, and a whole lot more, appear in-game, via the "Execute Action" window.</p><p></p><p>You should have found that the full monk attack was automatically calculated for you (in your version, I think...).</p><p>You may have been confused in that the "UseFlurryOfBlows" option wasn't invoked. This gives you the extra attack with the reduced to hit.</p><p>Lastly, I haven't yet coded the "FlurryOfBlows" attack modifiers for when that option is selected, and the attack is with a "monk weapon" <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>------------------</p><p></p><p>I'm trying to get the private release cleaned up for those who've requested it. Although I'm more keen on the core RPG engine issues than the simple data entry ones, please continue to report anything, and I'll clean as I go...</p><p></p><p>Thanks for the feedback guys!!</p></blockquote><p></p>
[QUOTE="Luke, post: 37278, member: 602"] [b]Re: The evolving beta, and some answers to the above posts[/b] My very, very latest (personal) version now processes stacking bonuses correctly, and also creates enchantment bonus modifiers for armor and shields. With those 2 things in mind, I'll address the issues raised above... Yes. I'm in favour of that too. It may wait till after the beta though. Yes, and the same for skills, classes, items etc etc. I plan on those, but after release 1. Was true. There's nothing very special to list in the game mechanics area. Yes. When you go to "Level Up" you see that the Asn class is technically not qualified for. RPM will warn you, but still let you... Yep. I *do* need to do this with natural attacks and weapons, but I'll find a way to ignore other weapons. This is correct. The javelin is still a 1d6 piercing weapon. As per it's description, it's ability to transform itself into a 5d6 lightning bolt (when thrown) is a very different situation. From a game mechanics perspective, it needs a little script code to *transform* it into a lightning bolt. It essentially becomes a different weapon altogether. Yes - and I'm not changing it. I've just been playing with a character that is wearing +2 leather over their chain shirt. With the stacking bonuses and the armor enchantment working correctly, you still get the +2 benefit from the leather, even if the leather itself is redundant due to the chainmail shirt ;) Seems fair to me... At the very least, RPM doesn't just add them altogether anymore, with the stacking correctly applied. Now they do. If your house rules allow you to go past +5, that's fine. Correct stacking now ensures that you get the correct maximum total. Probably where you were in a modal screen (can't click outside of the window). ------------------ Simple data entry. Half-Orc and half-elf is actually correct, as per the SRD. Well, SRD says +2 racial spot and listen for orcs and half-orcs. PHB says nothing for half-orc. SRD makes sense, or does it? Those 2 ranks are mis-reported (badly worded) in the wizard, and aren't seen after the wizard is completed. "Alertness" is as per the SRD (probably more correct than the PHB, since it takes a more universal approach to racial qualities, whereas the PHB is more a direct outgrowth of 2nd ed D&D). I've added the +2 listen, and the weapon/armor/shield proficiencies probably only appeared after you started playing with class levels. "Iron Will" fixed. That was because the javelin is listed as a range attack. Too bad there's no "Mighty" Javelin. Just goes to show: we're all human. When a program is wrong, it's because it was programmed that way by a human ;) Very, very close to being complete. A simple, stupid mistake. Sorry about that. Will be fixed, and also displayed on the main screen. Synergy bonuses, and a whole lot more, appear in-game, via the "Execute Action" window. You should have found that the full monk attack was automatically calculated for you (in your version, I think...). You may have been confused in that the "UseFlurryOfBlows" option wasn't invoked. This gives you the extra attack with the reduced to hit. Lastly, I haven't yet coded the "FlurryOfBlows" attack modifiers for when that option is selected, and the attack is with a "monk weapon" ;) ------------------ I'm trying to get the private release cleaned up for those who've requested it. Although I'm more keen on the core RPG engine issues than the simple data entry ones, please continue to report anything, and I'll clean as I go... Thanks for the feedback guys!! [/QUOTE]
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