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Combat Calculator: comments and suggestions sought
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<blockquote data-quote="Luke" data-source="post: 77788" data-attributes="member: 602"><p>Hi,</p><p></p><p>I've expanded the creature "Attacks" section of my program into a full window that details the exact makeup of attacks and damage, automatically determined from all factors (feats, fighting style, magical enhancement, other magical enhancement from items, masterwork, current conditions - if used in-game etc).</p><p></p><p>There is a sample screen and some notes at <a href="http://www.enworld.org/roleplayingmaster/combat_calc.html" target="_blank">http://www.enworld.org/roleplayingmaster/combat_calc.html</a> .</p><p>The example presented is for one of the more difficult cases ( the off-hand of a 2 weapon attack, using a magical weapon with different feats etc taken into account). The window displayed has been made bigger from the default, to show all the different attack and damage modifiers.</p><p></p><p>I'm very keen to get any comments or suggestions for this. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p>For example, is enough information detailed, or is more required. Is the layout reasonably easy to comprehend (given the complexity of detail presented).</p><p></p><p>For game preparation, the final attack and damage seen is what would appear in the printed statblock (so leave Power Attack and Expertise points at 0, for example, if that's what you expect from a statblock).</p><p></p><p>Note that you don't need to enter any of the details yourself. They are built up from the database. You simply equip weapons (and other equipment), magically enhance them (if required), and RPM works out the rest for you.</p><p></p><p>Thanks in advance,</p></blockquote><p></p>
[QUOTE="Luke, post: 77788, member: 602"] Hi, I've expanded the creature "Attacks" section of my program into a full window that details the exact makeup of attacks and damage, automatically determined from all factors (feats, fighting style, magical enhancement, other magical enhancement from items, masterwork, current conditions - if used in-game etc). There is a sample screen and some notes at [URL=http://www.enworld.org/roleplayingmaster/combat_calc.html]http://www.enworld.org/roleplayingmaster/combat_calc.html[/URL] . The example presented is for one of the more difficult cases ( the off-hand of a 2 weapon attack, using a magical weapon with different feats etc taken into account). The window displayed has been made bigger from the default, to show all the different attack and damage modifiers. I'm very keen to get any comments or suggestions for this. :) For example, is enough information detailed, or is more required. Is the layout reasonably easy to comprehend (given the complexity of detail presented). For game preparation, the final attack and damage seen is what would appear in the printed statblock (so leave Power Attack and Expertise points at 0, for example, if that's what you expect from a statblock). Note that you don't need to enter any of the details yourself. They are built up from the database. You simply equip weapons (and other equipment), magically enhance them (if required), and RPM works out the rest for you. Thanks in advance, [/QUOTE]
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