Combat Manager application


Homebrew and House Rules

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Damn, I had been using the 1.1.6 version, didn't realise there were so many updates! This saved my life in some occasions and now I can't imagine DMing without it. Thanks, Kyle, you rocked my world.


IN-CRED-I-BLE!!!!!!!1!!!1!!!1!!!!

The functionality of the dice roller is so smooth and displays perfectly. This tool is, without a doubt, any laptop GM's best friend. Not only has it cut down on my preparation time, now, with the dice roller, it will make story telling as easy as pie. I'm going to make sure and make a donation before the holiday weekend. Thank you so much for this invaluable program Kyle.

However... One note. There seem to be weapons missing from the melee list? I can't find a Greataxe or a Greatsword on the list? Those are the only two I noticed right away, but there may be others.

Liberty's Edge

Dude, you are so good at what you do it just makes me shake my head.

Great job.


One more small suggestion:

Any chance we could get a % dice roll button added in along with the ones you already have? I think that is the only die that is missing,


Pathfinder Adventure Path Subscriber

Kyle, this tool is amazing. Next game I GM I'm going to hook up my laptop to the tv behind me and awesomeness will ensue.

Now that I can display the initiative list to the players I do have a request (which may or may not be simple). I love the option to hide monster names, but it would be even cooler to be able to hide them individually. If the players are fighting some ogres that are led by a hideous creature they've never seen before, I'd like to show the names of the ogres, but not the creature. I can do this by altering the creature names myself, but a quick way to hide/reveal monster names would be cool.

I also have another request (which is probably more complicated). When I click "Delay" or "Ready" on a creature in the initiative list, it would be cool if I could click again on them and select "take action" which would automatically place them in the correct initiative location. For a readied action it would place them 1 count before the active creature and revert the active tag to them. For a delayed action it would probably place them one count after the active creature and leave the active tag in place. For added awesome, the tool could pop up a reminder at the end of the round that delayed characters must act or lose their action for that round.

Finally, the initiative window doesn't seem to display creatures with linked initiatives. One of my players has a cohort that I link to his initiative, and we have a hard enough time remembering to take her actions as it is. :P

Thanks again for the best gaming tool I've ever used.


Kyle Olson wrote:

Combat Manager update to 1.3.1:

Add Dice Roller
Add Attack, Skill, Save Rolls
Show links/tips on spells for Hero Lab Characters
Show links for Spell-Like Abilities
Update Monsters
Fix monster spell information
Fix senses editing in monster editor
Fix crash loading incorporeal creatures
Add crash log Files

CombatManager.com

Oh man, does this mean I can put the funky information things in for monsters now? I can't wait!!!!!!!


Wow, very cool. I think I have to hold further compliments for future versions or they will become meaningless ;)

Here's a list of stuff that's still open, just for completeness sake. I'd love to see your todo-list though :D

- Link Spell-Like Abilities from HeroLab Chars and Monsters
- No timeout for spell/feat popups
- HP modifiers (in the monster editor as well as from imported HL monsters)
- Ability to roll hp after adding a Monster (not as urgent since we're able to place imported monsters in the database)
- Has the hp rolling algorythm been checked for multiclassed characters?
- Making the Name-Textfield a label in "Mini"-view for more space and to make entries easier to select/right click

New ideas:
- Link skills and saves (and maybe attacks) in statblock for automatic rolling (faster then using the context menu)
- I havn't tried, but I fear a bit that the "roll skill" context menu might be a little too big for small screens... I'll check that out on saturday
- It would be cool to have single entries for class abilities (like Channel Energy) under the rules tab. That would be quicker then searching for cleric and then find the text for the abilitie. Any way of doing that?

Anyway, great work as usual! Keep up the good work :) And thanks for everything!


MendedWall12 wrote:
However... One note. There seem to be weapons missing from the melee list? I can't find a Greataxe or a Greatsword on the list? Those are the only two I noticed right away, but there may be others.

This is because the attacks editor only sees the monster as having one hand free (correctly or incorrectly) and removes 2-handed weapons from the options.


Cutter wrote:

One more small suggestion:

Any chance we could get a % dice roll button added in along with the ones you already have? I think that is the only die that is missing,

I didn't have enough space when I laid out this. I'm going to need to find a way to rearrange the UI to add this.


Shadar Aman wrote:

Now that I can display the initiative list to the players I do have a request (which may or may not be simple). I love the option to hide monster names, but it would be even cooler to be able to hide them individually. If the players are fighting some ogres that are led by a hideous creature they've never seen before, I'd like to show the names of the ogres, but not the creature. I can do this by altering the creature names myself, but a quick way to hide/reveal monster names would be cool.

I also have another request (which is probably more complicated). When I click "Delay" or "Ready" on a creature in the initiative list, it would be cool if I could click again on them and select "take action" which would automatically place them in the correct initiative location. For a readied action it would place them 1 count before the active creature and revert the active tag to them. For a delayed action it would probably place them one count after the active creature and leave the active tag in place. For added awesome, the tool could pop up a reminder at the end of the round that delayed characters must act or lose their action for that round.

Finally, the initiative window doesn't seem to display creatures with linked initiatives. One of my players has a cohort that I link to his initiative, and we have a hard enough time remembering to take her actions as it is. :P

This delay/ready automove is a good idea. The other features I'll get in for certain at some point in the nearish future.


I quite often get crashs when using the clear button. Especially when I have many monsters and if they are imported (not 100% sure on both... but anyway). Here's what the log says:

Combat Manager error:

22:03:13
System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
bei CombatManager.MainWindow.UpdateConditions(Character ch)
bei CombatManager.MainWindow.UpdateAllConditions()
bei CombatManager.MainWindow.MoveDownCharacter(Character character)
bei CombatManager.MainWindow.MoveCharacterAfter(Character charMove, Character charAfter)
bei CombatManager.MainWindow.UnlinkLeader(Character ch)
bei CombatManager.MainWindow.UnlinkFollowers(Character ch)
bei CombatManager.MainWindow.RegroupFollowers(Character ch)
bei CombatManager.MainWindow.RemoveCharacter(Character character)
bei CombatManager.MainWindow.RemoveAllCharacters(ICollectionView view)
bei CombatManager.MainWindow.ClearMonstersButton_Click(Object sender, RoutedEventArgs e)
bei System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
bei System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
bei System.Windows.Controls.Button.OnClick()
bei System.Windows.Controls.Primitives.ButtonBase.OnMouseLeftButtonUp(MouseButt onEventArgs e)
bei System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
bei System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
bei System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)
bei System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
bei System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
bei System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
bei System.Windows.UIElement.RaiseTrustedEvent(RoutedEventArgs args)
bei System.Windows.Input.InputManager.ProcessStagingArea()
bei System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)
bei System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)
bei System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, WindowMessage msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
bei System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
bei MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
bei MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
bei System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
bei MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)


eXaminator wrote:

I quite often get crashs when using the clear button. Especially when I have many monsters and if they are imported (not 100% sure on both... but anyway). Here's what the log says:

** spoiler omitted **...

I'm really glad I added those error logs. I'll have that fixed up in the next version.


Just had another crash whil linking initiatives of custom monsters:

Combat Manager error:

22:48:45
System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
bei CombatManager.MainWindow.UpdateConditions(Character ch)
bei CombatManager.MainWindow.UpdateAllConditions()
bei CombatManager.MainWindow.MoveUpCharacter(Character character)
bei CombatManager.MainWindow.MoveCharacterAfter(Character charMove, Character charAfter)
bei CombatManager.MainWindow.LinkInitiative(Character ch, Character leader)
bei CombatManager.MainWindow.InitiativeLinkMenuItem_Click(Object sender, RoutedEventArgs e)
bei System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
bei System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
bei System.Windows.Controls.MenuItem.InvokeClickAfterRender(Object arg)
bei System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
bei MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)

Edit: After comparing thos logs... seems to be the same error ;)


Holy Potato Pancake!

What a great update. You continue to amaze us with your program. This rivals anything else out there by far.

Now for my suggestion. =)

I'd love to see a way to have the entire Party roll a skill or save check. Or even better, a way to select who rolls a check. For instance, if Goblin A, B, and M are in the blast radius of a fireball, I could just highlight them and have them roll a reflex save all at once. Same thing for the party please....

EDIT.....WOW. Apparently you can already do this. NICE! Same thing with damage as well!

I am in awe.


Astralplaydoh wrote:


Apparently you can already do this. NICE! Same thing with damage as well!

I use the group damage/half damage quite a bit myself and I think combining this with the save rolls to do a real auto-fireball would be nice. I haven't quite figured out how I want to stuff this in.

I'm also tempted to turn the dice roller window into a log window, as someone had wanted before, with HP or other changes listed in the window. I could probably hook this up through the current Undo system.


Kyle Olson wrote:
Astralplaydoh wrote:


Apparently you can already do this. NICE! Same thing with damage as well!

I use the group damage/half damage quite a bit myself and I think combining this with the save rolls to do a real auto-fireball would be nice. I haven't quite figured out how I want to stuff this in.

I'm also tempted to turn the dice roller window into a log window, as someone had wanted before, with HP or other changes listed in the window. I could probably hook this up through the current Undo system.

That is going to save my bacon this weekend! Thank you so much!!!


Kyle Olson wrote:
MendedWall12 wrote:
However... One note. There seem to be weapons missing from the melee list? I can't find a Greataxe or a Greatsword on the list? Those are the only two I noticed right away, but there may be others.
This is because the attacks editor only sees the monster as having one hand free (correctly or incorrectly) and removes 2-handed weapons from the options.

Yup, you're right. Got it all fixed. Thanks again for this ragingly intense update.


Pathfinder Roleplaying Game Superscriber
Kyle Olson wrote:
I didn't have enough space when I laid out this. I'm going to need to find a way to rearrange the UI to add this.

I would recommend putting the d100 or d% button on the top near the clear button. you wouldn't have to move much in the layout, and that button really doesn't need to be near the others.

The Exchange

So much new stuff I need to play with. With all the extra bits it's starting to turn into a full-screen app! No problems with that. I just remember when the window was a lot more basic and you felt you could leave it in the corner of your screen.


kingpin wrote:
So much new stuff I need to play with. With all the extra bits it's starting to turn into a full-screen app! No problems with that. I just remember when the window was a lot more basic and you felt you could leave it in the corner of your screen.

What kind of computer do you use at the table? 22" screen? ;)

The Exchange

eXaminator wrote:
kingpin wrote:
So much new stuff I need to play with. With all the extra bits it's starting to turn into a full-screen app! No problems with that. I just remember when the window was a lot more basic and you felt you could leave it in the corner of your screen.
What kind of computer do you use at the table? 22" screen? ;)

I wish. Only a 15.4 widescreen unfortunately. 1280x800 resolution.


I've been using the Combat Manager since Version 1.1.3.

This is just an incredible Tool! Thank you very much, Kyle!


Argh. Didn't get a chance to DL this yesterday. Will update tonight without fail.


Apparently Kyle has completed the challenge of the Starstone and kept it a secret. The man must not sleep, eat, or have time to do anything but grant spells to his followers. o-o;; The updates just keep coming and keep raising the bar like there's no limit.

Honestly, I can't express my amazement with words. You are a beast, a machine... a Dino-bot, maybe.


kingpin wrote:
So much new stuff I need to play with. With all the extra bits it's starting to turn into a full-screen app! No problems with that. I just remember when the window was a lot more basic and you felt you could leave it in the corner of your screen.

I've been making the UI more customizable so that tiny screens are still usable, but I think there's probably more I can do for that.

The Exchange

Kyle Olson wrote:
kingpin wrote:
So much new stuff I need to play with. With all the extra bits it's starting to turn into a full-screen app! No problems with that. I just remember when the window was a lot more basic and you felt you could leave it in the corner of your screen.
I've been making the UI more customizable so that tiny screens are still usable, but I think there's probably more I can do for that.

That wasn't a complaint or anything. I was just taking a broad look at the development of the application over it's life and the amount on the UI is a good way to look at it.

Keep up the good work. I'm glad you fixed up the incorporeal as I need it tonight.

I'm not too sold on the dice roller as after a bit of playing I'm not convinced on how random it is. I'm sure I'm starting to see some patterns. I might just be seeing things though.


kingpin wrote:
I'm not too sold on the dice roller as after a bit of playing I'm not convinced on how random it is. I'm sure I'm starting to see some patterns. I might just be seeing things though.

I use the C# System.Random class. I create one static instance and reuse it. It's not cryptographically secure, but it's far too random for a human to detect patterns without a computer for assistance and will produce less biased results than the roll of an average physical die.

Realistically, unless you are dealing with cryptography or a similar situation where someone might try to crack your algorithm, any standard random number generator, properly used, is good enough.


Kyle Olson wrote:

... and will produce less biased results than the roll of an average physical die.

Yah!!! I've seen a guy at the table roll 17's and 18's consistently for the period of about 3 minutes. So much so that I asked if his dice were loaded. The dice roller on here is much more "consistently" random. If that makes sense?


Kyle,

I am still having issues with importing PCGen files, with "bows" (cross, composite, and regular).

Here is the BBCode output for a Monk that I created with a Light Crossbow:

BBCode:

Monk
Male Human Monk 1
LG Medium humanoid (human)
Init: +4, Senses: Perception +6

DEFENSE

AC 14, Touch 14, Flat-footed 12 (+2 Dex, +2 misc, )
HP 14 (1d8)+6
Fort: +4, Ref: +4, Will: +5

OFFENSE

Speed: 30 ft. (6 Squares)
Melee Dagger +3 (1d4+3/19-20)
Ranged Dagger (thrown) +2 (1d4+3/19-20)
Melee Kama +3 (1d6+3)
Ranged Shuriken +2 (1d2+3)
Ranged Crossbow, Light +2 (1d8/19-20)
Melee Flurry Of Blows +2/+2 (1d6+3)
Space 5 ft. Reach 5 ft.
Special Attacks Flurry of Blows, Stunning Fist,

STATISTICS

Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Base Atk: +0, CMB: +3, CMD: 17
Feats: Improved Grapple, Improved Unarmed Strike, Martial Weapon Proficiency (Longbow), Stunning Fist, Toughness
Skills: Acrobatics +6, Climb +3, Escape Artist +6, Fly +2, Heal +2, Knowledge (Religion) +4, Perception +6, Ride +2, Sense Motive +2, Stealth +6, Survival +2, Swim +3,
Languages:Common
SpecialQualities: AC Bonus, Bonus Feat, Skilled,

Possessions monk's outfit; dagger; kama; shuriken; Crossbow, Light;

SPECIALABILITIES

1. Grant Default Racial Abilities

AC Bonus (Ex) When unarmored and unencumbered, you add +2 to your AC and your CMD.

Bastard One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you've learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you've lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family's henchmen or you merely seek to prove the worth of the blood in your veins, you've joined an expedition into the Stolen Lands, hoping to make a name all your own. You take a -1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.

Bonus Feat Humans select one extra feat at 1st level.

Classically Schooled Your apprenticeship or early education was particularly focused on the direct application of magic.

Flurry of Blows (Ex) You can make a flurry of blows as a full-attack action.

Monk Bonus Feat

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Stunning Fist (Ex) You gain Stunning Fist as a bonus feat.

Created using PCGen 5.17.7 on Jul 1, 2011

Here is the file that was generated as the input for Combat Manager:

.rpgrp:

<group-set>
<game-name>PCGen stat block</game-name>
<groups>
<group>
<name>PCGen Export</name>
<combatants>
<combatant>
<name>Monk</name>
<count>1</count>
<init-modifier>4</init-modifier>
<player></player>
<type>default</type>
<token></token>
<type>Humanoid</type>
<fullType>
LG Medium
humanoid
(human)
</fullType>
<raceClass>
Human;
monk 1
</raceClass>
<descriptor>Human</descriptor>
<levels>1 st lvl Monk; </levels>
<senses>, Perception +6; </senses>
<languages>Common</languages>
<hitDice>(1d8)+6 (14 hp)</hitDice>
<hitPoints>14</hitPoints>
<currentHitPoints>14</currentHitPoints>
<size>M</size>
<speed>Walk 30 ft.</speed>
<ac>14</ac>
<touchAc>14</touchAc>
<flatFootedAc>12</flatFootedAc>
<fullArmorClass>14, touch: 14, flat-footed: 12</fullArmorClass>
<baseAttack>+0</baseAttack>
<grapple>+3</grapple>
<baseAttackGrapple>+0; CMB +3; CMD 17</baseAttackGrapple>
<space>5 ft.</space>
<reach>5 ft.</reach>
<faceReach>5 ft. Reach: 5 ft.</faceReach>
<fortSave>+4</fortSave>
<reflexSave>+4</reflexSave>
<willSave>+5</willSave>
<fullSaves>Fort: +4, Ref: +4, Will: +5</fullSaves>
<str>16 [+3]</str>
<dex>14 [+2]</dex>
<con>14 [+2]</con>
<int>10 [+0]</int>
<wis>14 [+2]</wis>
<cha>10 [+0]</cha>
<fullAbilities>Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10</fullAbilities>
<challengeRating>1/2</challengeRating>
<attack>
Dagger:
+3
melee
(
1d4+3
/19-20
)
Dagger (Thrown):
+2
ranged
(
1d4+3
/19-20
)
Kama:
+3
melee
(
1d6+3
)
Shuriken:
+2
ranged
(
1d2+3
)
Crossbow, Light:
+2
ranged
(
1d8
/19-20
)
Flurry of Blows:
+2/+2
melee
(
1d6+3
)
</attack>
<specialAttacks>Flurry of Blows, Stunning Fist</specialAttacks>
<specialQualities>AC Bonus, Bonus Feat, Skilled </specialQualities>
<skills>
Acrobatics +6;
Appraise +0;
Bluff +0;
Climb +3;
Craft (Untrained) +0;
Diplomacy +0;
Disguise +0;
Escape Artist +6;
Fly +2;
Heal +2;
Intimidate +0;
Knowledge (Religion) +4;
Perception +6;
Perform (Untrained) +0;
Ride +2;
Sense Motive +2;
Stealth +6;
Survival +2;
Swim +3;
</skills>
<feats>Improved Grapple, Improved Unarmed Strike, Martial Weapon Proficiency (Longbow), Stunning Fist, Toughness</feats>
<levalAdjustment>0</levalAdjustment>
<alignment>Lawful Good</alignment>
<possessions>
Monk's Outfit;
Dagger;
Kama;
Shuriken;
Flurry of Blows;
Crossbow, Light
;
</possessions>
</combatant>
</combatants>
</group>
</groups>
</group-set>

It looks like everything *except* the Light Crossbow shows up correctly. I also tried with a regular Longbow, a composite Longbow and they also do not show up in the ranged weapons. Both the dagger & shuriken are fine.

-- david
Papa.DRB


It seems to run a bit on the slow side, but I am enjoying editing my monsters even as we speak! I AM LOVING THIS!!!!!


Pathfinder Adventure Path Subscriber

Thanks for getting the incorporeal monsters fixed and updating the monster database file thing. Also, thanks for putting in the Augment summoning monster template in the monster advancer. That literally saved my hide tonight in the major battle I ran tonight when my conjurer player started spamming down monsters with Augmented summoned feat. Your program makes this all so easy to deal with.


Kyle Olson wrote:

I'm not reproducing with 1.3.0 or the new version I'm working on (although it did help me catch a crash for the new version). Can I get a copy of the all the files from C:\Users\<user>\AppData\Roaming\Combat Manager sent to combatman@kyleolson.com?

I think I need to add a new error handling method to the application so I can get some better crash information. I'll work on that for the next version.

Will do Kyle.


There's another bug in the zombie template: A fast or plague zombie sgouldn't get toughness as feat I think.


Any chance the NPC's from the new Rival Guide could be put into the monster's database in there near to mid-near future?

Dark Archive

MendedWall12 wrote:
Any chance the NPC's from the new Rival Guide could be put into the monster's database in there near to mid-near future?

They are in my NPC DB on d20pfsrd.com link.

It is up to Kyle to import it.


chopswil wrote:
MendedWall12 wrote:
Any chance the NPC's from the new Rival Guide could be put into the monster's database in there near to mid-near future?

They are in my NPC DB on d20pfsrd.com link.

It is up to Kyle to import it.

Yep. They should already be in there.


eXaminator wrote:
There's another bug in the zombie template: A fast or plague zombie sgouldn't get toughness as feat I think.

I don't see anything about these types losing the Toughness feat. The sample versions I see online also have the Toughness feat.


Hey Kyle, sorry, you're right. I didn't actually notice that the variant zombies were to be applied to the zombie instead of the base creature. Just pretened I never said anything ;)

The Exchange

Is it possible to have it so that when you press tab whilst your cursor is in one of the initiative boxes on the left, the cursor will move to the box directly below it.

My players like to roll their own initiative you see, and it would speed things up.


Kyle Olson wrote:
chopswil wrote:
MendedWall12 wrote:
Any chance the NPC's from the new Rival Guide could be put into the monster's database in there near to mid-near future?

They are in my NPC DB on d20pfsrd.com link.

It is up to Kyle to import it.
Yep. They should already be in there.

Sure enough, there they are. I should have checked before I made the request. I used the new version yesterday for a small encounter. It went at least 5 times as fast as it would have before I had this great program. The dice roller for attacks, saves, and skills is absolutely awesome and saved a ton of time. I also used the monster editor to add some homebrew options to animal companions and it worked flawlessly. Continued thanks.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Wow, the updates are awesome! Thank you for the time you've spent on this great program!

All that's missing is a manual! There's so many features it's getting hard to find them all.

Kinda linked to this, how do folks choose what values to use for the treasure generator (x1, x3, etc.)? I'm not sure what it's asking for, or how it is using those values.


Thanks again for another great update.

I would love to see the following as well, specifically with the attacks. If not in the stat block, then in the "Attacks" tab of the creature/character.

eXaminator wrote:


New ideas:
- Link skills and saves (and maybe attacks) in statblock for automatic rolling (faster then using the context menu)


Any chance of a mac friendly version? I've been using your program for the past few months and I am not sure I can Dm with out it now on my new laptop :(.

Maybe I'll just have to install windows.


Hi Kyle,

I'm just another rookie pathfinder GM (but DM for 20+ years) thinking your app is the best thing since sliced bread. This is the stuff I used to dream about being able to do "in the future".

Might as well throw in some wild ideas: would it be difficult to design a random encounter table (customizable) that would check for encounters AND create them on-the-fly?

Thanks for all your hard work, man.


I want to install the latest update, but I made a few custom monsters/npcs for my games so I'm not sure if they would be overwritten or not. Anyone know?


Soullos wrote:
I want to install the latest update, but I made a few custom monsters/npcs for my games so I'm not sure if they would be overwritten or not. Anyone know?

Nothing should be overwritten.


Kyle Olson wrote:
I'm also tempted to turn the dice roller window into a log window, as someone had wanted before, with HP or other changes listed in the window. I could probably hook this up through the current Undo system.

As "that guy" who suggested a log window, I'll support your ponderings :).

Grand Lodge

Pathfinder Adventure, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Mage Evolving wrote:

Any chance of a mac friendly version? I've been using your program for the past few months and I am not sure I can Dm with out it now on my new laptop :(.

Maybe I'll just have to install windows.

It's been rather strange, I downloaded CM to both my laptops (one PC the other a MAC). I did install per instructions on both (using vmware and windows vista on the mac) and I have never gotten CM to display its characters correctly on the mac.

It runsfine on my pc laptop.

I contacted the developer and he wasn't able to diagnose or fix the problem, so I would not recommend this program to any mac owner.


miniaturepeddler wrote:


I contacted the developer and he wasn't able to diagnose or fix the problem, so I would not recommend this program to any mac owner.

I honestly have not got around to testing the problem yet, I apologize for that.


I have a few issues with the display of some (alphabetical) characters in the Monster-Editor (if that's what you mean) on Windows 7. I'll send a screenshot as soon as I get around to it.

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