Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Fewer conditions?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="OchreJelly" data-source="post: 5205472" data-attributes="member: 62056"><p>My take on this:</p><p></p><p>THE GOOD:</p><p>I think the conditions are an excellent evolution in the game mechanics. In the past everything was codified individually in a given spell or ability which lead to redundancies. Moreover conditional effects are short-lived which does away with a lot of the pre-combat bookkeeping. Everyone remembers the old buff spreadsheets, but this is largely gone. The short-lived nature does, however, present new bookkeeping challenges (see below). But overall, to use programmer-speak: normalizing your data is a good thing. </p><p></p><p>THE LESS GOOD:</p><p>Most of the problems I see with conditions is in the tracking and timing. Short-lived conditions mean you either have to remember to do a save-ends or end-of-turn type of effect. For me, this is mostly a problem that resides in the DM's chair. It's hard enough to run a bunch of monsters all with cool abilities, and to remember what conditions are imposed on them, AND to remember when / how those conditions end. </p><p></p><p>IN ACTUAL PLAY: </p><p>Long ago I created my own condition 3x5 cards that I hand out to players when they are hit with a condition. Now in late-paragon play, I can't imagine how we'd play without them. Some have suggested using less condition-monsters, but the reality is by paragon level almost every type of monster is throwing out a condition or two -- at least this is my experience with published encounters. We use tokens to track things like quarry, mark, curse and bloodied. Again, I don't know how we would function without these tools. For our group, if a conditional can't be handled by one of those two methods above, it's often forgotten. I'm speaking of things like monster-marking, auras, etc. Lastly there are quasi-conditions which are fire-and-forget. I'm speaking of forced movement and prone. For prone, we just put the mini on its side which is pretty easy to track.</p><p></p><p>SOLUTIONS? </p><p>I really only have problems with the timing. All this beginning-of-turn, end-of-turn, save-ends etc. I just wish it was as normalized a system as the conditions themselves, but I don't really have anything to offer. I would only recommend DMs to use cards and tokens. They help us a ton.</p></blockquote><p></p>
[QUOTE="OchreJelly, post: 5205472, member: 62056"] My take on this: THE GOOD: I think the conditions are an excellent evolution in the game mechanics. In the past everything was codified individually in a given spell or ability which lead to redundancies. Moreover conditional effects are short-lived which does away with a lot of the pre-combat bookkeeping. Everyone remembers the old buff spreadsheets, but this is largely gone. The short-lived nature does, however, present new bookkeeping challenges (see below). But overall, to use programmer-speak: normalizing your data is a good thing. THE LESS GOOD: Most of the problems I see with conditions is in the tracking and timing. Short-lived conditions mean you either have to remember to do a save-ends or end-of-turn type of effect. For me, this is mostly a problem that resides in the DM's chair. It's hard enough to run a bunch of monsters all with cool abilities, and to remember what conditions are imposed on them, AND to remember when / how those conditions end. IN ACTUAL PLAY: Long ago I created my own condition 3x5 cards that I hand out to players when they are hit with a condition. Now in late-paragon play, I can't imagine how we'd play without them. Some have suggested using less condition-monsters, but the reality is by paragon level almost every type of monster is throwing out a condition or two -- at least this is my experience with published encounters. We use tokens to track things like quarry, mark, curse and bloodied. Again, I don't know how we would function without these tools. For our group, if a conditional can't be handled by one of those two methods above, it's often forgotten. I'm speaking of things like monster-marking, auras, etc. Lastly there are quasi-conditions which are fire-and-forget. I'm speaking of forced movement and prone. For prone, we just put the mini on its side which is pretty easy to track. SOLUTIONS? I really only have problems with the timing. All this beginning-of-turn, end-of-turn, save-ends etc. I just wish it was as normalized a system as the conditions themselves, but I don't really have anything to offer. I would only recommend DMs to use cards and tokens. They help us a ton. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Fewer conditions?
Top