[Addon] RPToolkit v0.7.0 - Roll-based Events, Reimagined

RPT (RPToolkit)

Version: 0.7.0 (beta), updated 30/03
Discord: discord.gg/jZVFqPCw6q
Curseforge: curseforge.com/wow/addons/rptoolkit
WowInterface: wowinterface.com/downloads/info26909-RPToolkit.html

Last changelog (0.6.0): Click here!

TLDR

Addon for a 5e-based roll system that does everything for you - stat sheet, talking heads, unit frames, equipping items, crafting, everything. Join the Discord to help test the addon and/or to see what it really does.


Ever joined a guild and been faced with a three page document about how their roll system works? Ever started up a guild and spent a week figuring out a roll system, only for people to express their confusion and/or leave after a few events because they can't get their head around whatever you've cooked up? We've probably all been there at some point (in fact, I'm guilty of both of these things).

RPToolkit is an out-of-the-box event system packed neatly into a single addon, with even more ambitious features planned in the very near future!

What is RPT?

RPT is an addon which handles everything for you. Statistic sheets. Equipping items to improve your stats. Displaying enemy health bars. Prompting you to roll to defend yourself when you’re attacked. Cooking you breakfast in bed. The list goes on. It is designed to be as a hands-off for the guild member as possible, whilst being as flexible as possible for the guild master. Not only that, but it is designed to be as lightweight as possible when it comes to addon communications so that there is as little data lost as possible (the no. 1 cause of broken addons).

Although RPT development has only been going on for about a month (at the time that this thread was first posted), the actual roll system itself has been a fine-tuned piece of work for the past 5+ years. The addon encapsulates the roll system that I have used for my guild since the middle of BfA, and that system can be roughly described as ‘5e with a Warcraft twist’.

Why RPT?

RPT has a whole list of attractive features for new and experienced dungeon masters alike:
  • Almost completely hands-off. Once you make your character sheet, which takes about a minute, you’re good to go. All bonuses to your stats are handled by the addon by equipping items. No more manually editing a stat sheet or your TRP profile to keep track of your bonuses.
  • Click and play. No more typing /roll commands to check if you hit your target. When it’s your turn to act, attack enemies and heal allies with just a single click of the action bar. The only time you’ll need to type is to emote in the chat.
  • Works entirely in-game. Google sheets containing your spells and cumbersome import codes are a thing of the past. As the group leader, send collections of spells and items directly to your party members in a safe and efficient manner.
  • Fully integrated dice system. You’ll never need to memorise the rules of an event system ever again. RPT handles everything from turn order to player actions to prompting the player to roll to defend themselves.

Moreover, what is the philosophy behind RPT? As a guildmaster of almost twenty years, one of the biggest barriers to RP is the event system that a guild uses. All too often, people join a guild and are faced with overwhelming documentation on how the guild’s events work - roll thresholds, rules, exceptions. At the same time, the new and eager guildmaster might spend more time developing a rough event system than actually roleplay with their new members.

With RPT, these issues are a thing of the past. RPT is not just an out-of-the-box solution, but it is itself a black box: it takes inputs and it gives outputs. Now you can write stories, run events, and enjoy challenging, rewarding and interactive events without needing to reinvent the wheel!

What’s more, the Addon is actively being worked on on a daily basis. I am committed to maintaining close contact with supporters on the Discord channel, and the addon is being worked on on a daily basis. Bugfixes roll out within an hour of being reported (if they are reported at a sensible hour!) and deployed by the end of the same day.

The RPT System

The dice system is fundamentally based on D&D 5e, with ability scores, proficiency bonuses and the full set of 5e non-combat skills. However, where it differs is in the handling of combat-related rolls:

  • Attack rolls are largely the same. Each type of basic attack (melee, ranged, spell) has three modifiers: hit, power, and crit threshold.

  • RPT includes a special kind of attack called a haste attack, which is essentially a free action that is triggered by certain spells. Like other attack rolls, it has hit, power and crit modifiers. This essentially enables the player to create a ‘haste’ build which focuses on triggering and improving their haste attack.

  • Healing comes with a healing power and critical heal modifier.

  • Armour Class (AC) does not exist for players. Instead, defences are handled more interactively: the player has the following rolls, which they are prompted to use when an NPC attacks them:
    – Dodge, based on dexterity, allowing a counterattack on a critical dodge.
    – Parry, based on strength, allowing a counterattack on a critical parry.
    – Block, based on strength, but requires a shield to use. On a failed block roll, the damage taken is reduced by the equipped shield’s deflection rating.
    The player can only use each of these defensive rolls once on their turn, after which they take the full damage of the attack instead. This promotes the use of defensive spells and damage mitigation in situations where they may be subjected to many attacks per turn.

  • Spell Resistances. Seven spell resistances exist within RPT, based on the schools of magic in World of Warcraft. Like the physical defences described above, the player will roll to resist spells. The modifier is based on one of their ability score modifiers and, likewise, the damage they taken is reduced by the same amount:
    – CON - Fire, Frost, Nature
    – INT - Arcane, Fel
    – WIS - Shadow, Holy

Why not?

Roll systems aren't for everyone and that is fine. A lot of RPT's functionality is set in stone because, ultimately, I wrote the addon to facilitate my own guild's RP. However, I strongly encourage anyone to give it a go, even if your guild/community already has an event system. RPT is designed to be intuitive, quick to set up, and easy to use, adding a level of immersion and challenge to events - something that I've found has made my events much more enjoyable both as a DM and as a player.

Along with the benefits described above, the ability to share spell lists means that cross-guild events using RPT will be easier than ever before. In the right hands, RPT has the potential to bring more guilds together for events than ever before, with the potential for a unified roll system that requires no adjustments to work in larger groups.

The addon is currently in a testing phase. If you are interested in helping test the addon and provide feedback, please join the Discord at the top of the post. I would love to hear your thoughts and suggestions!

For more direct enquiries, message ortellus on Discord.

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This is awesome work! Thanks for sharing :smiley:

At long last, RPT 0.7 is out!

:star: MAJOR FEATURE: EVENT MANAGER
A new and expansive Event Manager has been added. This replaces the rudimentary Unit Frame Editor of previous versions, and expands upon it in various ways. The event manager is split into several parts:

  • Allied and Enemy Units - The main part of the Event Manager shows the units that are on the party’s side and those that are against them.
  • NPC Editor - In the NPC editor, various statistics can be set for each NPC, including their health, the number of actions per turn that they have, the spells that they have and more. NPCs can now be saved and loaded.
  • Difficulty Editor - In the Difficulty editor, the difficulty of the event can be set between Normal, Heroic and Mythic. The Mythic difficulty scales from +0 to +15, affecting the strength of the enemies. In addition, Affixes can be applied to NPCs to empower them or perform special actions during combat.
  • Environment Editor - In the Environment editor, environmental debuffs/buffs and damage over time can be automatically handled. The light level of the event can also be specified.
  • Progress Editor - By clicking on the bar at the top of the Event Manager, you can optional choose for a progress bar to appear for players during the event. This bar can either tick down or tick up each turn, or can display a Total War-like ‘balance of power’, symbolising the relative strength of the party against the enemy.
  • Quick Actions - Various ‘quick actions’, including damaging and healing enemies or players, applying auras (buffs/debuffs), and requesting rolls can be selected from the event manager.

A more extensive guide on the use of the Event Manager will be provided in guides channel in the RPT Discord.

:star: MAJOR FEATURE: TARGETING AND UNITS OVERHAUL
Targeting and units have had a major overhaul to accommodate the changes made to the Event Manager. The main change is that multiple enemies can be assigned the same raid marker. This is useful if you have more than 8 enemies in a single battle, and there is currently no limit to how many units you can have on each raid marker.

Similarly, spell targets are no longer selected by clicking on the unit frame, or on the target ally. Instead, your spells will dynamically provide a list of possible targets to choose from. Some spells target entire raid marker groups, will others may only target 1 unit, or multiple units across different raid markers. The tooltips of your spells will indicate whether or not the spell targets an entire raid marker or otherwise.

:star: MAJOR FEATURE: RACIAL BONUSES, (DIS)ADVANTAGE AND THREAT
Races now have various racial bonuses to statistics. Some of these bonuses may even give advantage on various skills.

Rolls can be performed with advantage or disadvantage. In both cases, the base dice is rolled twice. With advantage, the highest roll is taken, and vice versa for disadvantage. You can see if you have advantage or disadvantage on a skill by either (a) the green border around the roll icon, for rolls such as block, parry etc., or (b) the skill’s name in green text in the character sheet. Alternatively, checks that are rolled with advantage have a [+] in the combat log, and [-] for disadvantage.

All damage and healing generates threat. You can see who has the highest threat on an enemy by hovering over their portrait below the turn tracker. The DM can also see who has the highest threat when they use an NPC action. This is purely for DM guidance.

Items and Stats

  • NPCs now have creature sizes and types (e.g., Medium Humanoid, Gargantuan Abomination, Tiny Beast etc.).
  • Likewise, you can now have bonus damage against different creature types as a stat on your weapons, or given by buffs.
  • Add various other stats alongside threat, including % total damage mitigation, % spell damage mitigation, flat critical damage mitigation.

Auras and Spells

  • Added 417 spells and 170 auras.
  • OnEnemyHit has been split up into OnMeleeHit, OnRangedHit, OnSpellHit.
  • OnBlock, OnParry and OnDodge have been added as aura triggers.
  • OnDeath has been added as an aura trigger.
  • Auras can now apply advantage and disadvantage.
  • Auras can now grant Haste attacks.
  • Spells can now target all allies in the party.
  • You can use 6 active spells and select 2 passive spells in total. Passive spells are automatically cast when combat begins.
  • Spells that are marked as ‘Reaction’ spells will consume your Bonus Action if cast during your turn.
  • Added the ‘Protect’ spell type, which reverts the last direct damage which the target took.
  • Counterattacks now work again on critical dodge and parries against melee attacks.
  • Added the ‘Resurrect’ spell type, which… you know… resurrects the target.

QoL Updates

  • If you try to end your turn without taking an action, you are notified about it first.
  • A sound is played when combat begins, and when your turn begins. The WoW icon on the task bar also flashes if you’re tabbed out (sinner!)
  • The character setup wizard has been massively expanded, and now walks the user through setting up ther ability scores, proficiencies, equipment and spells.
  • You can now view the turn order by hovering over the turn tracker icon during combat.
  • During character setup, you are prompted to choose to increase one ability score by 2, and another by 1, irrespective of race.
  • The exact damage that spells do is now displayed on the tooltip. Likewise, your weapons’ damage range is correctly displayed, accounting for damage modifiers.
  • Offensive spells now tell you your chance to hit.
  • All on-use effects now have a 10 turn cooldown.
  • The turn order only changes once the turn counter ticks up. This basically stops the turn order being scrambled and peoples’ turns being skipped if you add an enemy to the event.
  • Added an icon browser!

Bug Fixes

  • Item stats now properly serialise and deserialise.
  • Events which should trigger on tick or on a player’s turn (like casting) now works correctly.
  • End turn button now no longer sends errors and can not be used if it is not your turn.
  • Movement bar should show all the time now.
  • Fixed a bug which caused duplicate enemies to appear in the targeting frame if the unit was updated on the group leader’s end.
  • Fixed a bug which caused an LUA error relating to resolving a unit’s unique ID.
  • You can no longer end your turn when it is not your turn.
  • Fixed an issue where auras applied to yourself would throw an error when they expired.
  • Fixed an issue which caused NPC’s remaining actions to not refresh when the turn started (and other such tomfoolery)
  • Fixed a funny issue where it was possible to stack infinite amounts of Haste Hit Rating by reloading the UI.
  • Fixed an issue where on-use effects were not triggering the correct spells.
  • Fixed an issue where the unit frame turn UI was letting you cycle through all NPCs rather than just those whose turn it was.
  • Balance of power now calculates correctly.
  • Fixed some minor UI layout bugs.

Behind-the-Scenes

  • Fixed an issue which prevent multiple auras/instances of damage etc. from being sent because of addon message throttling.

Known Limitations

  • NPC healing not fully supported yet, but you can heal NPCs from the event manager.
  • Affixes and event progress events (as in, events which trigger at various turns in the event) not fully support yet.
  • Not all classes’ spells are fully functional. In fact, only paladin /priest /warrior /hunter are really functional currently (almost as though that’s what my guild recruits primarily!), but this is going to be addressed over the coming week.
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