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D&D 4E 4eTurnTracker, D&D 4e Combat Manager

Bundersnatch

Explorer
Hi All,

The previous thread for this program was here. But the forum is now closed.

The latest update of 4eTurnTracker implements Traps and Hazards! :)

You can read more about the new version here. This was followed by a couple of bug-fix updates, so the current version number is 1.5.08.

Another useful feature of the update is support for "alias" names for creatures in an encounter. You can use this to hide the names of Monsters.

The previous version, 1.5.05, will expire on the 20 April so please update soon! The latest version has no expiry date. :cool:

In case you have never heard of 4eTurnTracker:

The program is free, and open source. It runs on Windows and Mac (including old PPC Macs).

The program features include:

  • Copy and paste creation of Monsters, Traps and Hazards from any source: PDF, D&D Compendium, Adventure Tools.
  • Import .monster file from the D&D Adventure Tools.
  • Prepare encounters and load them load them as required.
  • Run multiple campaigns by using different data locations for storage of monsters, characters and encounters.
  • Import Character information from .dnd4e files (exported by the Character Builder).
  • Control initiative order, automatic initiative rolls for monsters, manage delay turn and readied actions.
  • Tracking of all kinds of conditions and effects, and end conditions, e.g. Save Ends, End of Next Turn, etc.
  • Tracking of Hit Points, Temp HP, Healing Surges and Action Points.
  • Tracking of Power usage and automatic rolling of recharge.
  • Apply Damage, Conditions and Effects to multiple targets at once.
  • A complete History allows you to undo any number of actions, or view the encounter at a previous point in time.
  • A Players Windows, allows the Players to follow the action on a second monitor.
Feedback, comments, bug reports are welcome! :)
 

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4eTurnTracker 2.0 implements "programmable" PC Powers

I have just released 4eTurnTracker 2.0.03 Beta. You can read about the new release here. :cool:

This version implements a much asked for feature: Player Character Powers. The powers are imported automatically from a .dnd4e file (as exported by the online D&D Character Builder).

But the biggest innovation in 2.0 is the new "programmable" Conditions and Effects dialog. In short: you select the targets click on the power to be used, and then enter the effects of the power (damage, ongoing conditions, end condition, etc).

Now the program remembers the effects you entered for the power, so the next time you use the power, you don't have to enter all the effects and conditions again. This is done for both monster and PC powers, but the biggest time saver will be for PC powers which are used much more often.

And, there is lots more. You can read all about it in the release notes. :)
 
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4eTurnTracker 2.0.07 Beta adds separate programming of Hit, Miss and Effect

This latest 2.0 Beta version of 4eTurnTracker includes practically every feature you need to speed up 4th Edition encounters. :cool:

This version allows you to "pre-program" PC and Monster powers, including the effects to targeted creatures (hit and/or miss) and separately for "effected" creatures.

The result is you can track the effects of complex powers with a few key strokes or mouse clicks.

Click on a PC or Monster power when it is used, select the targets and effected creatures, and add the damage amount, and you are done.

On-going effects and damage, conditions, healing surges, damage type, end conditions, etc. can all specified for a power so that this need not be done each time the power is used during combat.

Read about the latest release here. For details of all changes and new features in 2.0, check out the release notes.
 


This version allows you to "pre-program" PC and Monster powers, including the effects to targeted creatures (hit and/or miss) and separately for "effected" creatures.

The result is you can track the effects of complex powers with a few key strokes or mouse clicks.

Click on a PC or Monster power when it is used, select the targets and effected creatures, and add the damage amount, and you are done.
This is what I want. But I'm too stupid to figure out how to do it. Let me try again.
 

(sorry I replied on the other thread, so I am repeating it here, for anyone following this thread. Originally I created this new thread because my old one was killed, but no it seams to be alive again... ? :-S)

I have updated the documentation, so that will help with some examples and details.

Preparing the powers beforehand is fairly straightforward for Characters. You can do this in the Character Creator Window. Import a recent .dnd4e export for each of your PCs. Then click on the power (in the Character Creator window) and add the Conditions and Effects in the Hit, Miss and Effect areas.

This is described in the documentation, but if you have any questions, then please ask! Then I will know how I can improve the docs.

Preparing Monster powers is not so easy, because this must be done in the main Initiative Window. To do this, make sure an encounter is not running. Then go to the "File" menu and select "Add Monster...". Select the monster you want to program. When it is in the initiative list, double-click on the monster. Make sure you are in the "Programmable Power Dialog" (button in title bar of the dialog).

Select a power from the "Powers" popup. Now you can add Conditions and Effects to the Miss, Hit and Effect areas. Click on the "Save Changes" button when you are done (for each power you program - changes are lost if you switch to a different power).

I plan to add program-ability to the Monster Manager window, to avoid this inconvenience.

But basically I expected that users would prepare the PC powers, but program the monster power "on-the-fly". This actually saves the most time because you may not even use all monster powers before a monster dies.

Programming on-the-fly means programming the powers as you use them in combat. The best way to do this is to click on the power when a monster uses the power (you do this, whether the power is pre-programmed or not).

Then, you add the Conditions and Effects as usual to the Hit, Miss and Effect areas. In combat, you also select the targets for the Hit, Miss and Effect areas. In combat you also enter the correct amount of damage, and the correct amounts for healing. Programming a power like this can be really fast, especially if you use the keyboard short-cuts.

Now, when you press OK on the dialog, the Effects are applied to the targets, and the stuff you programmed for the power are also saved! So, then next time a monster uses the power, you don't have to add all the items again.

Hope that helps, but, as I mentioned above: let me know where there are holes in my explanation/documentation.
 

I figured it out: all I had to do is read. I had the non-beta version, and the pre-programmed effects are only on the beta version.

It's VERY good. Seriously. Excellent. Hopefully helpful feedback:

I would integrate the "End Condition" portion into the "Add Condition" and "Bonus/Penalty portions. Any condition worth tracking has a duration, and if it's not integrated folks will forget to specify it. It may be necessary to add a "Once" and "Once before the end of your next turn" to the list.

It would be nice to use variables such as ability score bonuses or half level, when calculating certain things.You may have implemented this, but I don't see it.

Some powers (such as hybrid aegis marks) recharge. There should be an option somewhere to allow a quick an easy way to do this. Maybe if it's used, place a recharge button next to the power. Maybe you already have and I missed it.

Many powers trigger saves. I would like to see a way to have that happen when the power is triggered.

As a minor issue, when I tried to target a PC with another PC's power (Troll Rampage, fully detailed), the sofware stopped working. These kinds of bugs are why you have a beta label there... ;)
 

I would integrate the "End Condition" portion into the "Add Condition" and "Bonus/Penalty portions. Any condition worth tracking has a duration, and if it's not integrated folks will forget to specify it. It may be necessary to add a "Once" and "Once before the end of your next turn" to the list.
Yes, its not ideal. But, the reason I did it this way was so that you could add a number of effects before adding an end condition. This way you can specify, for example, that one saving throw ends a number of conditions.

It would be nice to use variables such as ability score bonuses or half level, when calculating certain things.You may have implemented this, but I don't see it.
I am not sure how I could do this without making things too complicated. Maybe you have a suggestion...
Some powers (such as hybrid aegis marks) recharge. There should be an option somewhere to allow a quick an easy way to do this. Maybe if it's used, place a recharge button next to the power. Maybe you already have and I missed it.
I think you missed that one. Just click on the used power to re-charge it. If a power is useable a number of times per encounter, this can be specified by editing the power header.

Many powers trigger saves. I would like to see a way to have that happen when the power is triggered.
Good idea! Do you have an example power?

As a minor issue, when I tried to target a PC with another PC's power (Troll Rampage, fully detailed), the sofware stopped working. These kinds of bugs are why you have a beta label there...
I am not able to repeat this crash. If you are able to repeat it, please contact me here. I would be great if I could get some details from you, so I can fix the bug for the next release!

Thanks!
 

I'm on my phone, so forgive the short response. Warforged Resolve triggers a save. Or any healing power if you take the mark of healing feat.
 

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