Color coding for conditions?

Firebeetle

Explorer
I'm going to finally break down and buy some of the Alea tools magnetic markers

http://www.aleatools.com/Default.aspx
These are used to mark conditions and buffs. I'd like to know what you think should go with each. When ENWorld does 4th ed condition cards again, I would like to see versions that are coded the same way.

Here are the colors available:
red
orange
yellow
dark gray
light gray
white
light blue
medium blue
dark blue
medium purple
dark purple
black
light green
medium green
dark green
light brown
medium brown
dark brown

Here are the 4e conditions:
blinded
dazed
deafened
dominated
dying
helpless
immobilized
marked
petrified
prone
restrained
slowed
stunned
surprised
unconscious
weakened

4e buffs are a bit harder, I'm not sure how to proceed there. The big question is, what buffs would benefit from being immediate visible with the miniature? What would make the game go faster?
 

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Here is an attempt. Just found out Alea has more colors too. I'm including numbers as well

red- Bloodied (10)
yellow- helpless (5)
orange- unconscious (5)
black- dying (5)
dark gray- petrified (5)
light gray- stunned (5)
white- DM marked (10) (numbered for creature and their mark)
light blue- surprised (5?)
dark blue- deaf (5)
medium purple- dazed (5)
dark purple- dominated (5)
light green- weakened (5)
medium green- poisoned (5)
dark green-diseased (5)
light brown- prone (5)
dark brown- blinded

Player colors (5 each) for noting player based effects (marked, etc.)
gold
silver
teal
burgundy
medium blue
medium brown

comments? feed back?
 

Uh... good luck..

I just write down an player name on an sheet.. and the effects behind him.. i Use an *1 or *2 to notate where the effect starts or ends..
 

I don't have all the colors but here's what I did

White: Hunter’s Quarry Mark (Monster)
Light Gray: Weakened
Dark Gray: Blinded/Deafened/Other

Red: Bloodied
Orange: Marked (Monster)
Yellow: Marked (PC)

Dark Blue: Invisible
Blue: Concealed
Light Blue: Cursed Mark

Black: Immobilized
Dark Purple: Stunned
Light Purple: Dazed

In my game, based on the characters, I figure these are the conditions that will come up most often, especially with marks/quarry/curses. I tried to align colors with effects somewhat and keep groups together as much as possible. Granted, the additional colors would help a lot.
 

Uh... good luck..

I just write down an player name on an sheet.. and the effects behind him.. i Use an *1 or *2 to notate where the effect starts or ends..

I try to eliminate all note taking during combat (hence the condition markers), because I feel it slows things down. I've also taken to using poker chips for monster hp. I have a long sheet I have marked with numbers for each stack. I use four colors:

white: 1 hp
green: 5 hp
red: 1 hp bloodied
blue: 5 hp bloodied (want to replace these with black chips)

I make a stack for each monster, half red and blue(black) and half green and white. A single chip for minions. Since I use numbers for the monsters on the initiative board makes the correlation easy (I pencil it in my adventure stats too.) I make the stacks while the players are doing their thing. When I have enough chips, I could even make them ahead of time.

This has made things go much, much faster. I'm in love with it, I'm never going back to constant scribbling anymore.
 

I try to eliminate all note taking during combat (hence the condition markers), because I feel it slows things down. I've also taken to using poker chips for monster hp. I have a long sheet I have marked with numbers for each stack. I use four colors:

white: 1 hp
green: 5 hp
red: 1 hp bloodied
blue: 5 hp bloodied (want to replace these with black chips)

I make a stack for each monster, half red and blue(black) and half green and white. A single chip for minions. Since I use numbers for the monsters on the initiative board makes the correlation easy (I pencil it in my adventure stats too.) I make the stacks while the players are doing their thing. When I have enough chips, I could even make them ahead of time.

This has made things go much, much faster. I'm in love with it, I'm never going back to constant scribbling anymore.

My players aint fast.. so scribbling notes is not an difficult thing for me :P
 

I try to eliminate all note taking during combat (hence the condition markers), because I feel it slows things down.

Same here. In fact, I try to eliminate all note taking throughout the game period. That's why I use things like quest cards, treasure cards, and plot cards. I don't want to force my players to divide attention between the game interaction and taking notes. Plus, I make sure all the relevant points are written down, which note takers miss some times.

I use the Alea Tools as well, but we haven't definitively decided on which colors will do what, except for Bloodied (which is red, obviously :p).
 

Marble markers

Another possible solution to the whole "marked" and individual player effect thing, if Alea will do it. A couple of years ago they made "marbled" markers. These would be perfect for player use, if there were six different varieties. Right now, they are not for sale.
 

Anyone used these? They're like the Alea ones but instead of being magnetic they come with a couple of words custom printed on them. I'm torn between the convenience of magnets and the print making reference sheets unneccessary.
 

Folowup for the folks who have used either kind: what's their texture like? Could you mark something on them with a wet or dry erare marker and get it off?
 

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