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<blockquote data-quote="Luke" data-source="post: 79693" data-attributes="member: 602"><p>Well, it's only been a few hours, but your input in particularly welcome.</p><p></p><p></p><p>"Simple" question, and a lengthy explanation. Tell me if this line of thinking works for you...</p><p></p><p>You can use RPM for fully managed combat, or partially managed combat. If it's fully managed, then everything (PCs and NPCs/monsters) are stored and managed in RPM. If you're a player using RPM to manage your character at the table, or a DM using it to manage only your own NPCs and monsters, then it's partially managed.</p><p></p><p>For fully managed play, you could trust RPM to just manage the lot, but in partial management, you need to see the breakdown. It's not obvious here, but if you have a racial bonus against giants, or you are a ranger attacking a favoured enemy, you need to see the breakdown, and choose which apply.</p><p></p><p>The breakdown of AC is even more problematic. It's not difficult to get up to 8+ different components affecting total AC, but only certain components applying under different conditions (eg. flatfooted, attack form - melee/touch/range, attacked by brilliant energy weapons etc.)</p><p></p><p>Switching to the near future, imagine the attack represented in my standard skill check "Execute Action" window. The top modifiers (skill modifiers) are replaced by "ToHit" modifiers, and the bottom modifiers (DC modifiers) are replaced by the AC modifiers. You then process the attempt to attack, similarly to the attempt to perform a skill check. RPM has what it needs for the "Brialliant Energy" ability to go and switch off the appropriate AC modifiers, but you can still review the breakdown, and check modifiers that RPM has no knowledge of (such as "higher ground"), or simply override.</p><p></p><p>The "Option Selection" is always available, and necessary (in-game) to change your selections as required. Pretty much initial configuration for statblocks, or as required in-game.</p><p></p><p></p><p>Sure. Nothing about this is hard-coded. The ambidexterity pops in with it's +4, if you're using 2 weapons, for the off-hand weapon. If you don't have the feat, you pay the heavier penalty.</p><p></p><p>Here's the expression code for the ambidexterity feat (in your familiar javascript):</p><p>function OnCalcWeapon( obj )</p><p>{</p><p> if( (obj.Attack.Style == 4) && obj.OffHand ) // {</p><p> obj.Mods.addMod( "Attack@Ambidexterity", 4, true );</p><p> }</p><p>}</p><p></p><p></p><p>You always get me with something <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> I haven't yet coded in the multi-attack, 3+ limb creatures.</p><p></p><p>Not sure what you mean. These are already displayed. I realize that I display 1 where we mean 20, or 3 where we mean 18-20. I use the number for convenience because "Keen" abilities can change them. I actually display them as expected in the statblock</p><p></p><p>Names are changeable. "Masterwork" less so (it's in code). Essentially, RPM is fully configurable in both it's code and it's database configuration.</p><p></p><p>Thanks,</p></blockquote><p></p>
[QUOTE="Luke, post: 79693, member: 602"] Well, it's only been a few hours, but your input in particularly welcome. "Simple" question, and a lengthy explanation. Tell me if this line of thinking works for you... You can use RPM for fully managed combat, or partially managed combat. If it's fully managed, then everything (PCs and NPCs/monsters) are stored and managed in RPM. If you're a player using RPM to manage your character at the table, or a DM using it to manage only your own NPCs and monsters, then it's partially managed. For fully managed play, you could trust RPM to just manage the lot, but in partial management, you need to see the breakdown. It's not obvious here, but if you have a racial bonus against giants, or you are a ranger attacking a favoured enemy, you need to see the breakdown, and choose which apply. The breakdown of AC is even more problematic. It's not difficult to get up to 8+ different components affecting total AC, but only certain components applying under different conditions (eg. flatfooted, attack form - melee/touch/range, attacked by brilliant energy weapons etc.) Switching to the near future, imagine the attack represented in my standard skill check "Execute Action" window. The top modifiers (skill modifiers) are replaced by "ToHit" modifiers, and the bottom modifiers (DC modifiers) are replaced by the AC modifiers. You then process the attempt to attack, similarly to the attempt to perform a skill check. RPM has what it needs for the "Brialliant Energy" ability to go and switch off the appropriate AC modifiers, but you can still review the breakdown, and check modifiers that RPM has no knowledge of (such as "higher ground"), or simply override. The "Option Selection" is always available, and necessary (in-game) to change your selections as required. Pretty much initial configuration for statblocks, or as required in-game. Sure. Nothing about this is hard-coded. The ambidexterity pops in with it's +4, if you're using 2 weapons, for the off-hand weapon. If you don't have the feat, you pay the heavier penalty. Here's the expression code for the ambidexterity feat (in your familiar javascript): function OnCalcWeapon( obj ) { if( (obj.Attack.Style == 4) && obj.OffHand ) // { obj.Mods.addMod( "Attack@Ambidexterity", 4, true ); } } You always get me with something ;) I haven't yet coded in the multi-attack, 3+ limb creatures. Not sure what you mean. These are already displayed. I realize that I display 1 where we mean 20, or 3 where we mean 18-20. I use the number for convenience because "Keen" abilities can change them. I actually display them as expected in the statblock Names are changeable. "Masterwork" less so (it's in code). Essentially, RPM is fully configurable in both it's code and it's database configuration. Thanks, [/QUOTE]
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