Hey everyone, I'm a programming student that hates rolling for initiative and other things. I'm working on a program that will do all of that for you.
This is still a work in progress: features are missing, bugs are crawling around.
What I've got:
You can create adversaries, Lich Master will roll initiative and create attack pools based on their stats.
Minions are implemented and their dice pools will change depending on how much damage they take.
Damage on adversaries is tracked and adjusted based on their soak.
You can roll criticals against your players.
A player's defense is automatically taken into account when you do try to attack them.
You can create any adversary you desire! As long as that desire is an adversary without any talents or abilities and consisting of only weapons without any qualities.
What I'm planning:
I want to release a simple combat version of the demo below soon. I've still got some bugs I need to squash. Talents and qualities need to be added.
Right now, the advantage table, besides criticals, are just reminders for you. They don't actually do anything when you click them. I'd like to change that, so if you select a boost on your next attack it will boost your next attack so you don't forget when weird stuff or food happens between actions.
I want to have an ongoing effects window for player shenanigans against your adversaries. Right now, this app only tracks direct damage against your adversaries.
I need to implement a reference for your adversaries. In the demo below if you were to click the adversaries name, it would do nothing. I want it to open a panel giving all of their skills and stats in depth. More importantly this will give a link to their talents and abilities. For the time being I'm planning on this just being a reference until I can figure out if implementing talents in a clean and procedural way is doable.
An idea I have is to try and break abilities down into inputs and outputs that the program can understand. Right now for instance, criticals are read in at their critical value based on the weapon being rolled. The program understands that and assigns the critical to the appropriate slot. Inputs could be advantage symbols or triumph that could be fed in a similar way. Outputs could be damage on the player or perhaps an ongoing effect such as 'Jacob is immobilized'. This would sit in a corner for like two actions and then disappear.
Wild speculation ideas:
You can currently setup encounters and place adversaries into them. Only adversaries. I'd like to expand how you can plan an encounter ahead of time. Such as adding terrain features: traps, cover, impassible terrain. Or maybe adding quest items attached to certain rolls (if they pass perception here they can find the body in the wheat field, that key item will lead to encounter b7 if passed).
Maybe randomly generated encounters? Right now I'm having adversaries be sorted into groups when you create them. The reanimates are part of the Undead group. The bandits from the core book are part of an outlaw group. I just have this implemented so you can better organized adversaries you create. It shouldn't be too difficult to set up a few parameters and tell the program to randomly pull 3 rivals and 2 minion groups from this adversary type because the players set the cows on fire, that wasn't supposed to be feasible option, but now I need some angry guards.