Leopold said:
RPM= the winner! I love how i can take the output from jamis bucks' file and have it automatically inputted into a nice statblock and add items and so forth!!
adding items never made it so easy!!
Can't tell you how much that means to me, especially coming from you!
Just to let you know, I've starting work on "Generator Tables". You can create any number of generator tables based on:
- Race (useful for wondering monsters).
- Class (useful for selecting NPC classes).
- Skills, Feats, Spells (NPCs again).
- Equipment (for equipping NPCs)
The idea is that you can create many tables of any type, so you could have separate Items generators for different classes, or wandering monster tables for different locations or climates etc.
It's a simple concept, where you can drag any number of items available across to the table, then assign the chance for it occurring, and the number (ie "1d4" bugbears for a wandering monster table).
I'll distribute the standard tables, but the point of going to all the configurabilty is to allow you to have access to all the items from whatever campaign sources you're using, and to personalize things so they make more sense (ie fighters are unlikely to get scrolls).
I love Bruce's TableSmith stuff (which is already partially integrated to RPM), but I'm very keen on this new concept, since you get full access to the "real" items, and not just text. This means that any modifiers and effects from items can be applied to the character, rather than you just getting a text output.
Maybe I'll find a good way to integrate the 2 concepts.
Regards,