Showing posts with label dnd. Show all posts
Showing posts with label dnd. Show all posts

Tuesday, January 30, 2024

Campaign Manager: Printing Maps

Lately, instead of using a computer screen for my DnD players, I've been using printed maps and notes. The print feature in Campaign Manager has come in very handy for this. Something it couldn't do well though is print the battle maps, until today.

Battle maps can be selected on the Player View, a grid configured, then hit print.

It will ask across how many pages should the print span. In this example it is spanning across a maximum of 4 pages.


It will give a print preview for review.


The printed pages can be easily taped together for an exceptionally large battle map using standard letter sized paper.

You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager

Monday, November 27, 2023

Campaign Manager: Encounter (Battle) Maps

New for this month are encounter (battle) maps! They're intended for use with the player view on a second screen where they can have optional grid lines, rotations, and scaled in a variety of ways, but they can be utilized in any way to improve the campaign. The number of maps bundled with Campaign Manager will also grow over time.




You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager

Wednesday, October 18, 2023

Campaign Manager: UI Improvements

 This new update has UI improvements in many parts of the software.

- Encounter notes now support HTML tags and can be put in a "View Mode" where they are rendered using those tags.

While editing...

While viewing...


- Improvements to combat evaluations user interface.

- Added buttons on combat form and encounter engagements to open details of the character.

- Added ability to cut/copy/paste asset characters, items, and abilities between assets. This makes it much easier to copy assets from SRD 5.1 and makes your own versions / tweaks in your own asset.


You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager

Wednesday, September 27, 2023

Campaign Manager: Printing

Latest update for Campaign Manager is printing!


Encounters and assets (characters/abilities/items) can now be easily printed as hard copies for play without needing a computer.


Select your print device...


Verify looks good in print preview...


If a PDF printing device is available (defaults with Windows), then you can also print to PDF format to easily share your creations electronically.

You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager







Thursday, July 20, 2023

Campaign Manager: More Names

Straightforward update this past month has been primarily additional content: Thousands of real world names of lakes, mountains, and rivers have been added for the random name generator.

Also some improvements to the user interface in selecting names via the random name generator.

You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager

Monday, June 12, 2023

Campaign Manager: Monster Formatting / Links

The latest update for Campaign Manager expands on the earlier update - last month I added support for HTML style tags in the description of assets. For this release, every SRD 5.1 monster type has its description updated to take advantage of the new feature. 


In addition to looking much better and easier to read, it is also very helpful in the middle of combat determining how to use abilities in a timely manner. The items in blue are links that can be selected to open up details of the ability/spell.

You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager

Wednesday, February 22, 2023

Campaign Manager: More Ambience Music

Campaign Manager improvement for this month is pretty simple - additional ambience music. The number of atmospheric songs is increase from 13 to 42. There are more songs for standard fantasy role playing but also some for futuristic / sci fi related gaming. Songs include:

​Babbling Brook
Battle Theme
Beach
Campfire
Destruction Earthquake
Destruction Fire Ball
Destruction Ice
Destruction Rock
Destruction Water
Destruction Wind
Dungeon Cave
Evil Forces
Facility Beeping
Facility Chirping
Facility Computer
Facility Damaged
Facility Noise
Facility Phasing
Facility Pulsing
Facility Screeching
Facility Signals
Facility Whooshing
Factory Clockwork
Factory Engine
Factory Ratcheting
Festive Crowd
Forest Night
Forest River
Mountain Breeze
Mountain Day
Mountain Night
Mysterious Cave
Ocean
Rain
Sewer
Space Ship
Tavern
Town
Tunnel
Underground
Village
Wind

​All the songs are looping and intended to be used as background ambience while playing together with friends.


You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager


Friday, January 27, 2023

Campaign Manager: A Better Combat Evaluator

Last month I mentioned populating standard damage attacks, special damage attacks, and healing for all 240 player/NPC character types (level 1 through 20 of fighter, druid, paladin, wizard, etc.). This past month, the same data (and more) has been populated to every monster type in the SRD 5.1 document.


All of which was necessary for the new Combat Evaluator. The Combat Evaluator tool aids game masters in balancing combat their players may encounter. Players and character assets are added to each Team and the results of the engagement calculated.


The victorious team is color coded - green for the winning team and red for the losing team. The colors will show gradients depending on how overpowered one team is versus the other. The advantage shows how much more additional attack and healing one team would require to win. In the above screenshot, Team B wins with a 12% advantage - meaning Team A must roll 12% higher than average on all of its healing and attack rolls to succeed.

The lower section shows an evaluated combat with no advantage given to either player. It includes how much power is left for the winning team at the very bottom.


The evaluation doesn’t take into account players that execute surprise attacks using meticulous plans, expert tactical decisions during a turn, or unbelievably lucky rolls. Instead, it computes using average rolls and typical attack patterns. If a combat is reported near-even, and the players perform very well - they should win. If the combat is reported near-even, and the players perform very poorly - they should lose.

Also of note - no random numbers are used in the combat evaluation. The evaluator will return the exact same results given the same input every time. For example, if an attacker’s chance to hit is +10 and the defender’s chance to defend is 20, half damage is always applied to the average attack roll - as that is the damage that would be dealt averaged across hundreds of turns with random valued attacks.


The combat evaluator takes into account a character's "Initiative" (or "DEX Mod" if no "Initiative" available), "Hit Points", "Armor Class", "Eval Standard Damage", "Eval Standard To Hit", "Eval Special Damage", "Eval Special Count", "Eval Healing Amount", "Eval Healing Count", "Eval Regeneration Amount", and “Eval Reactive Damage”.

"Eval Special Damage" can include "*#" to denote damage may be applied to multiple characters.

"Eval Special Damage" can include "/#" to denote damage may be divided to multiple characters.

"Eval Healing Amount" can include "*#" to denote damage may be applied to multiple characters.

"Eval Healing Amount" can include "/#" to denote damage may be divided to multiple characters.

"Eval Special Count" can include "*" to denote bonus action.

"Eval Special Count" can include "!" to denote the number represents turns between special damage becomes available again.

"Eval Healing Count" can include "*" to denote bonus action.

"Eval Reactive Damage" can include "*" to denote damage dealt when killed.

If something is denoted as a bonus action, then it is used simultaneously with the standard attack or healing. Healings are performed when a fellow teammate is down or if multiple healings are available and a teammate is low. In the above Adult Red Dragon asset, the Fire Breath damage from a special attack is applied to 3 characters each time it is used, and it is available every 3 rounds of combat.

The Combat Evaluator is also accessible from Encounters that have engagements defined. The configured players are automatically added as Team A and the Engagement creatures as Team B.


In the above example, there are players “Luther” and “Aleena” which are set to use Fighter Level 2 and Druid Level 2 in their player configurations respectively. There is an encounter with an Engagement against 2 hobgoblins and 2 goblins. When “Evaluate” is selected on the engagement, a Combat Evaluator is opened putting the players against the engagement participants.


You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager


Thursday, December 29, 2022

Campaign Manager: Building a Better Combat Evaluator - Player Stats

Progress on Campaign Manager continues...

Although I've gotten better at balancing combat for my DnD players over time, it's still very difficult. I've found the monster "Challenge Ratings" to be mediocre guidelines at best. For a combat to be challenging the total challenge rating I throw at my players is usually double their player levels. There must be a better way...

Which is why I've been assigning standard damage attacks, special damage attacks, and healing information to all 240 character types this past month. Next month I will continue assigning the same values to all SRDv5.1 monsters. And all this information is for a new combat evaluator function.

The combat evaluator takes in characters' hit points, initiative, and the many new properties I've added to play out a mini combat turn by turn. I'll post a more detailed explanation later of how it works, but it looks quite promising! It's not ready for release yet but likely in the next month or two.

You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager

Monday, November 28, 2022

Campaign Manager: Ready To Use Character Portraits

For Campaign Manager, 240 characters were created, but the user interface was more like a parameter dump rather than an appealing character sheet. The update this month is a presentable display of characters, items, and spells similar to how DnD sheets look. Additionally, almost 200 fantasy character portraits are included that can be applied to a character asset.

Example Bard...

Example Cleric...

Example Wizard...


You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager

Sunday, October 30, 2022

Campaign Manager: Ready To Use Characters - Continued

The update last month included ready to use characters: level 1 to 20 of barbarians, bards, clerics, druids, fighters, monks, paladins, rangers, rogues, sorcerers, warlocks, and wizards.

This past month the data for all 240 characters has been standardized and even more details added to them to make their use even easier.



The plan next month... an alternative user interface so instead of a (usable but less than ideal) parameter dump, the character details will be displayed as they would be on a Character Sheet. I'm looking forward to how this will turn out - it will really help convey how useful the underlying data within Campaign Manager can be to a tabletop RPG game master.

You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager


Friday, September 30, 2022

Campaign Manager: Ready To Use Characters

​This one took a bit of time, but every class in the SRDv5.1 documentation (Barbarians, Bards, Clerics, Druids, Fighters, Monks, Paladins, Rangers, Rogues, Sorcerers, Warlocks, and Wizards) now have ready to go characters from level 1 all the way to 20.
Need a Druid NPC your players meet up with in the forest? Pick the level of Druid that best aligns with how much support you want it to provide. The Druid has ready to go stats, appropriate weapons for its level, and spells already selected and ready to cast.

Want an opposing Monk the players must battle? Pick the one that gives the challenge you desire. The Monk has not only its basic information (stats, hit points, weapons) but also all its special Ki abilities with their descriptions.

Got someone new to tabletop role playing games that is trying it out for the first time or even someone experienced that is just playing for a session or two? They can pick from their desired class and your specified level and jump right into the game.

I'd like to go back through and expand a few details for some of the classes and standardize everything a bit (the last class I did was better than the first!). But as it stands, this is a huge help for campaign building, managing for the game master, and helping players.

You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager

Thursday, July 21, 2022

Campaign Manager: Continuous Canvas

Many small improvements have been made throughout the Campaign Manager software, but the major update this release is the "continuous canvas". There is no longer any need to manually define the size of the canvas where encounters and regions reside. The canvas and scroll bars automatically shrink/grow as the user creates components, zooms, and pans.


You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager

Wednesday, June 15, 2022

Campaign Manager: Player View

For some encounters in my DnD group, I had been making paper battle maps with the occasional 3D structure. The issue was there were so many areas the players could get into combat and physical battle maps take so much time to produce. Also, I wanted to take it up a notch.

The latest new feature for Campaign Manager is the ability to display battle maps on a second screen for players to see / have their character minis on.


On the game master side, there is a "Player View Control" form to select which image to show, its scale and orientation, and an optional grid to draw. For convenience, it shows a cloned view of what the players will see.

A second "Player View" form is for the players. The view is ideally shown on a second monitor for the players - the form can be set to always on top with no borders to completely fill the screen.  


I tried to streamline the setup as much as possible. If Campaign Manager detects a second monitor when you open the "Player View", it asks a single Yes/No question if to auto-configure. If you answer yes then it will open the Player View form on the second monitor, maximized, always on top, and black. Then I can select which battle map to use, but it's not shown to the players until I click the "Draw Player View" option.

You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager

Thursday, May 19, 2022

Campaign Manager: Icons and Snapping

Most recent significant changes have been improvements to the user interface.

Icons have been added to all the main menu items, which gives it a much more polished look.


Functionality wise, when dragging encounters/regions or resizing regions, they will now snap to nearby encounters/regions to help keep everything aligned.


You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager

Friday, April 22, 2022

Campaign Manager: Name Generator

First, my kamoly.com website has been revamped to actually be professional looking! It has links to obtain both Slay the Oly Dragon and Campaign Manager.


Second, the big development update is a random name generator for Campaign Manager.


It pulls from a list of hundreds of thousands of options to randomly generate names for people, towns, shops, and ships.

Some names are randomly pulled together from two separate lists (for example first and last names) or to give many interesting options (such as "The Hidden Dragon" or "The Mystic Shop").


The database is externalized so the user can create their own lists to mix & match and pull names from.

You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager

Thursday, March 24, 2022

Campaign Manager: Shadows, Dice, and Search

Several notable improvements for the latest version of Campaign Manager:

1. I polished up the appearances of encounters and regions with rounded corners and drop shadows:

2. I added a Dice tool:

Just clicking on one of the dice images "rolls" it. You can combine multiple dice by selecting one after the other and then optionally log them.

3. And best of all, a search feature! This was a must have as I had a couple moments with my players where they referenced something in the past and I had to rummage through multiple encounters trying to find the correct one. Now with the search feature finding the relevant encounter is incredibly fast. You can double click on one of the results to open the noted encounter.


You can download Campaign Manager from:

https://kamoly.itch.io/campaign-manager


 

Tuesday, February 22, 2022

Campaign Manager: Sample Campaign

A sample one-shot table top campaign has been added to Campaign Manager to demonstrate many of its features and how it can be used.

The campaign involves a mystery of several villagers that have gone missing in nearby towns. A band of adventurers has been hired to find out what's happening, recover the lost people, and prevent future disappearances. The campaign goes across a few days in game time in which the players discover the missing people had gone to a Bed and Breakfast in the country. When the players get there, they find the hosts aren't quite right.

The sample campaign demonstrates regions with overworld and interior maps, a timeline of events linked together, encounters with descriptions and music for the players, and finally a combat. The entire sample is within the limits of the Free version of the software to further demonstrate what is capable even in that version.

Available now at: https://kamoly.itch.io/campaign-manager

Wednesday, January 26, 2022

Campaign Manager: Released!

Took a lot for the final push, but Campaign Manager is officially released and available on itch.io!

https://kamoly.itch.io/campaign-manager

I have 2 versions posted: A free trial version that is limited to 30 encounters (which is actually quite a few) and a full version for a very small price.

The marathon changes this past month include:

  • Fixed formatting in SRD v5.1 assets.

  • Associated .campaign files in File Explorer to open Campaign Manager.

  • Made nicer icons for add/edit/remove buttons.

  • Added keyboard shortcuts for closing forms.
  • Added appropriate icons to all forms.

  • Added ability to assign an asset character type and description to a player or npc.

  • When creating a combat, use the initiative and health from the character type.
  • Add encounter over region by right clicking on it.

  • Improvements to sample campaigns.
  • Fixes to read-only assets / permissions in installed ProgramData path.
  • Created trial version.
  • Automated script that compiles and builds trial and release installers with a single click.
  • Offer to open existing combats instead of always creating new.

  • Added copy option for assets.
  • Added Barbarian and Cleric NPC assets.

  • Cleaned up variable names in campaign XML file.
  • A bunch of other little glitches and bugs fixed.

Please download the trial and give it a shot! More features will be added, but I'd love to get feedback on what should have priority.