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
D&D Older Editions, OSR, & D&D Variants
Introducing 4eTurnTracker!
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="Maudragon" data-source="post: 5399319" data-attributes="member: 72461"><p>I am posting two separate messages. This one is about initial feedback. Maybe it is too much detail, but I like to work this way. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>1) Action Point Counter. Action Point counter should work like other counters. At the moment, when you use an Action Point, the Action Point is added to 0. For example, from 0/1 to 1/1. In my opinion, this counter should work like Hit Points. So it should read 1/1 or 2/2 when no Action Point has been spent, and then 0/1, 1/2 etc.</p><p></p><p>2) I spent some Healing Surges at full Hit Points to adjust the remaining number of Healing Surges for the upcoming encounter. In <strong>Apply Conditions and Effects</strong> dialog, <strong>Healing</strong> group, you can decrease <strong>HS</strong> number with a stepper, but the <strong>HP</strong> stepper look to be changing as well, even if you are at maximum hit points. On the reverse, if you increase the <strong>HS</strong> stepper, hit points (HS) seem to be reducing by multiples of surge value. If you are at maximum HP, you should remain at the maximum value, no matter how many surges you spend. Of course, when you click <strong>OK </strong>to exit this dialog the number of hit points is correct since no change is applied, but you should review the way HS and HP steppers interact. </p><p></p><p>3) When you roll initiative, the Initiative dialog is not so easy to read. You could replace it with a vertical table and you should display separate columns for the die roll, the initiative bonus/penalty, and the total result. In my opinion, the initiative modifier in round brackets is not that clear. I rolled initiative many times and I was not sure if the bonus was applied or not. <img src="http://www.enworld.org/forum/images/smilies/ponder.png" class="smilie" loading="lazy" alt=":hmm:" title="Hmmm :hmm:" data-shortname=":hmm:" /> I also feel that reporting initiative results in groups is not consistent with the general layout. </p><p></p><p>4) In <strong>Apply Conditions and Effects</strong> dialog, group Bonus/Penalty you could add an additional checkbox to select all the defenses (AC, Fort, Refl, Will) at once. </p><p></p><p>5) I think you could enter an option to leave dead creatures in the list. Now dead creatures are removed at 0 or lower hit points. You could leave them in the list disabled or in gray. Moreover, you should also notify the DM that the creature is going to be removed from the list when the selected damage is applied (hit points 0 or below 0).</p><p></p><p>6) You need to optionally mark minion creatures (at least for the DM). You could add a visual clue or a label in the creature box. A minion at full hit points will have 100% hit points exactly like a creature at full hit points with 100 HPs. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p></p><p>7) You could add a select all when selecting party members in <strong>Pick the Party</strong> dialog. Now you must select all the party members one by one.</p><p></p><p>8) Concealment, Total Concealment, Partial Cover, and Superior Cover conditions are missing.</p><p></p><p>Generally speaking, the combat moved fast. Compared to Combat Manager I was missing power reference, power usage, attack rolls, and damage rolls. Encounter maintenance needs improvements, but text files are fine right now. </p><p></p><p>You could add trackers for Psionic Power points and ammunition, such as the number of arrows.</p><p></p><p>That's all for now. <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p></blockquote><p></p>
[QUOTE="Maudragon, post: 5399319, member: 72461"] I am posting two separate messages. This one is about initial feedback. Maybe it is too much detail, but I like to work this way. ;) 1) Action Point Counter. Action Point counter should work like other counters. At the moment, when you use an Action Point, the Action Point is added to 0. For example, from 0/1 to 1/1. In my opinion, this counter should work like Hit Points. So it should read 1/1 or 2/2 when no Action Point has been spent, and then 0/1, 1/2 etc. 2) I spent some Healing Surges at full Hit Points to adjust the remaining number of Healing Surges for the upcoming encounter. In [B]Apply Conditions and Effects[/B] dialog, [B]Healing[/B] group, you can decrease [B]HS[/B] number with a stepper, but the [B]HP[/B] stepper look to be changing as well, even if you are at maximum hit points. On the reverse, if you increase the [B]HS[/B] stepper, hit points (HS) seem to be reducing by multiples of surge value. If you are at maximum HP, you should remain at the maximum value, no matter how many surges you spend. Of course, when you click [B]OK [/B]to exit this dialog the number of hit points is correct since no change is applied, but you should review the way HS and HP steppers interact. 3) When you roll initiative, the Initiative dialog is not so easy to read. You could replace it with a vertical table and you should display separate columns for the die roll, the initiative bonus/penalty, and the total result. In my opinion, the initiative modifier in round brackets is not that clear. I rolled initiative many times and I was not sure if the bonus was applied or not. :hmm: I also feel that reporting initiative results in groups is not consistent with the general layout. 4) In [B]Apply Conditions and Effects[/B] dialog, group Bonus/Penalty you could add an additional checkbox to select all the defenses (AC, Fort, Refl, Will) at once. 5) I think you could enter an option to leave dead creatures in the list. Now dead creatures are removed at 0 or lower hit points. You could leave them in the list disabled or in gray. Moreover, you should also notify the DM that the creature is going to be removed from the list when the selected damage is applied (hit points 0 or below 0). 6) You need to optionally mark minion creatures (at least for the DM). You could add a visual clue or a label in the creature box. A minion at full hit points will have 100% hit points exactly like a creature at full hit points with 100 HPs. :cool: 7) You could add a select all when selecting party members in [B]Pick the Party[/B] dialog. Now you must select all the party members one by one. 8) Concealment, Total Concealment, Partial Cover, and Superior Cover conditions are missing. Generally speaking, the combat moved fast. Compared to Combat Manager I was missing power reference, power usage, attack rolls, and damage rolls. Encounter maintenance needs improvements, but text files are fine right now. You could add trackers for Psionic Power points and ammunition, such as the number of arrows. That's all for now. :devil: [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Introducing 4eTurnTracker!
Top