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<blockquote data-quote="Luke" data-source="post: 193676" data-attributes="member: 602"><p><strong>Re: Excuse the Newbie But...</strong></p><p></p><p></p><p>E-mail is easier for me to track, but you've included a text file, so fine.</p><p>I guess the question/response for items like this do mean a LOT of detail where people normally like to flick through messages. I've had a few people tell me they enjoy reading through these. Probably gives some people an idea on what goes on with a typical user/developer interaction.</p><p></p><p><strong>Adding Creatures via List Grid:</strong></p><p>- You'll see that there is an empty drop-down. I have this as a lower priority in case you forget class abbreviations.</p><p></p><p>- The level without class (to be randomly selected) is an interesting idea (not without issues).</p><p>- If no class(es) are specified, you simply get the race levels as per Monster manual. Your crash is surprising. I'll see if I can replicate it.</p><p>- HobGoblin ratings of 31 &33: Do you mean these are the Str & Con modifiers. A couple of testers mentioned this, and I couldn't reproduce. Assumed it was on a previous release. Will try some more. There is always the "ReCalculate (full)" option to fix anything like this.</p><p>- Individual equipment for group: I'll have my eye on this post release 1. The idea of adding by "List Grid" is to get you encounter groups *very* quickly. At some point of individual tweaking you're talking more the "Text/Jamis" form of entry, where you can list a whole bunch of creatures out with their full set of choices for skills, feats and classes.</p><p>What I could do is *copy* your List Grid info into the Text/Jamis import window, and let you hand-edit the results, before actually creating the creatures.</p><p>I can see that ultimately the Text/Jamis window itself would grow to have nice lists on a per creature basis. Then again, you reach a point where you select feats based on what you don't already have from your race and class features, so you may as well left it simple -> generate the simple list, then go hand-tune!</p><p>Different people will have different expectations on how much hand-tinkering is enough before doing the actual "create creatures".</p><p></p><p><strong>Creature Details</strong></p><p>- Double click for item "Details": There is a handy "Details" button, but I take your point that you do save some mouse movement between clicks <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=";)" /> Like-wise for current item.</p><p>- Use of "DEL" key to delete records: Feel a bit uneasy about this one. Do it in one place, and I have to do it everywhere...</p><p>- Item Regeneration: This would wait on the "Generators" capability (see my website news). I don't know if you realize it, but automatically assigned equipment is as designated by the race and class. It's not about random generation.</p><p></p><p><strong>Generating Encounters</strong></p><p>- Adding to the Player or Opponent Group removed others: I think you'll find that the "others" were old data that had since being deleted, or that you were in fact (more likely) moving creatures between the two groups (ie. swapping sides).</p><p></p><p><strong>Generic User Interface</strong></p><p>Implement key-search in list grids: I am planning on this. Whilst Filter is great for doing detailed querying, a quick name search is often the most needed.</p><p></p><p><strong>In-Game Actions</strong></p><p>- Target list looks funny: Yes, there is a chopping of of space problem. The first number is the number of targets in the list. I should probably use square brackets to help distinguish it from other bracketed numbers. It's not really an issue, and you can alwayd flick to the "Targets" tab to see (or change) the targets.</p><p></p><p>-Is the Expression tag changeable? : Definitely!! You can change the way any skill, action, feat, item, spell etc etc works (not there though!). This is key to RPM being an open and extendable OGL/D20/D&D system. You can change the core rules if you want.</p><p></p><p>- Game Log features: It's fairly simplistic at the moment. I have plans to take that game log and optionally throw it into the Calendar/Planner in the long term. It'll give you the chance to browse your diary and pull out the exact details of anything you like. I've always thought that there should be a computer aid capable of keeping the full player history. Level of detail (such as amount of critical damage) is a future finesse.</p><p></p><p>- Narrating to players from Game Log: Like this idea! Also, using the type of damage (slashing etc) would help narration. I was going to say that you get that in the popup damage box anyway, but I plan on a "Full Auto" mode where you can whiz through combat (your choice - I wouldn't personally) without bothering about manual dice rolls, or reviewing windows. In such cases, the GameLog would just fill out with the detail. *Very* quick gaming.</p><p></p><p>- "Cannot focus" error: I'm beginning to wonder if your using an old release update, but I'll double-check it.</p><p></p><p>- Have to hit button twice when attack missed: Will look into it.</p><p></p><p>- "Snap-To" feature: Well, the computer gives you the automatic distance calculations that mean you don't need to restrict yourself to the artificial 5' square, but an option wouldn't hurt. I'll see how well the 5' grid can be locked down on the BattleMap component.</p><p></p><p></p><p>Handy Feedback! At least most of these should make it into the beta/realease1.</p><p></p><p>Thanks,</p></blockquote><p></p>
[QUOTE="Luke, post: 193676, member: 602"] [b]Re: Excuse the Newbie But...[/b] E-mail is easier for me to track, but you've included a text file, so fine. I guess the question/response for items like this do mean a LOT of detail where people normally like to flick through messages. I've had a few people tell me they enjoy reading through these. Probably gives some people an idea on what goes on with a typical user/developer interaction. [B]Adding Creatures via List Grid:[/B] - You'll see that there is an empty drop-down. I have this as a lower priority in case you forget class abbreviations. - The level without class (to be randomly selected) is an interesting idea (not without issues). - If no class(es) are specified, you simply get the race levels as per Monster manual. Your crash is surprising. I'll see if I can replicate it. - HobGoblin ratings of 31 &33: Do you mean these are the Str & Con modifiers. A couple of testers mentioned this, and I couldn't reproduce. Assumed it was on a previous release. Will try some more. There is always the "ReCalculate (full)" option to fix anything like this. - Individual equipment for group: I'll have my eye on this post release 1. The idea of adding by "List Grid" is to get you encounter groups *very* quickly. At some point of individual tweaking you're talking more the "Text/Jamis" form of entry, where you can list a whole bunch of creatures out with their full set of choices for skills, feats and classes. What I could do is *copy* your List Grid info into the Text/Jamis import window, and let you hand-edit the results, before actually creating the creatures. I can see that ultimately the Text/Jamis window itself would grow to have nice lists on a per creature basis. Then again, you reach a point where you select feats based on what you don't already have from your race and class features, so you may as well left it simple -> generate the simple list, then go hand-tune! Different people will have different expectations on how much hand-tinkering is enough before doing the actual "create creatures". [B]Creature Details[/B] - Double click for item "Details": There is a handy "Details" button, but I take your point that you do save some mouse movement between clicks ;) Like-wise for current item. - Use of "DEL" key to delete records: Feel a bit uneasy about this one. Do it in one place, and I have to do it everywhere... - Item Regeneration: This would wait on the "Generators" capability (see my website news). I don't know if you realize it, but automatically assigned equipment is as designated by the race and class. It's not about random generation. [B]Generating Encounters[/B] - Adding to the Player or Opponent Group removed others: I think you'll find that the "others" were old data that had since being deleted, or that you were in fact (more likely) moving creatures between the two groups (ie. swapping sides). [B]Generic User Interface[/B] Implement key-search in list grids: I am planning on this. Whilst Filter is great for doing detailed querying, a quick name search is often the most needed. [B]In-Game Actions[/B] - Target list looks funny: Yes, there is a chopping of of space problem. The first number is the number of targets in the list. I should probably use square brackets to help distinguish it from other bracketed numbers. It's not really an issue, and you can alwayd flick to the "Targets" tab to see (or change) the targets. -Is the Expression tag changeable? : Definitely!! You can change the way any skill, action, feat, item, spell etc etc works (not there though!). This is key to RPM being an open and extendable OGL/D20/D&D system. You can change the core rules if you want. - Game Log features: It's fairly simplistic at the moment. I have plans to take that game log and optionally throw it into the Calendar/Planner in the long term. It'll give you the chance to browse your diary and pull out the exact details of anything you like. I've always thought that there should be a computer aid capable of keeping the full player history. Level of detail (such as amount of critical damage) is a future finesse. - Narrating to players from Game Log: Like this idea! Also, using the type of damage (slashing etc) would help narration. I was going to say that you get that in the popup damage box anyway, but I plan on a "Full Auto" mode where you can whiz through combat (your choice - I wouldn't personally) without bothering about manual dice rolls, or reviewing windows. In such cases, the GameLog would just fill out with the detail. *Very* quick gaming. - "Cannot focus" error: I'm beginning to wonder if your using an old release update, but I'll double-check it. - Have to hit button twice when attack missed: Will look into it. - "Snap-To" feature: Well, the computer gives you the automatic distance calculations that mean you don't need to restrict yourself to the artificial 5' square, but an option wouldn't hurt. I'll see how well the 5' grid can be locked down on the BattleMap component. Handy Feedback! At least most of these should make it into the beta/realease1. Thanks, [/QUOTE]
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