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<blockquote data-quote="Bunbersnatch" data-source="post: 5401367" data-attributes="member: 95601"><p>Hi Maudragon,</p><p></p><p>Thanks for your feedback! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I agree. I will change this.</p><p></p><p>In the Apply Conditions and Effects dialog, Healing group, you indicate how many healing surges are to be used, and the total HP you gain. When you change the number number of HS used, the number of regained HP is <strong>set</strong> to a multiple of the Surge Value. After that, the HP value can be adjusted up or down (for example a cleric add 1d6 to the HS value).</p><p></p><p>The dialog show the total HP healed, so that if it is above Max HP, you can much of your Healing Surges you are "wasting".</p><p></p><p>The dialog is optimized for quick healing during combat. If you just want to use a HS without regaining HP, then you have to explicitly set the HP value to zero, after you have set the number of HS to use.</p><p></p><p>I will consider a different layout. For the moment, I really must document the following:</p><p></p><p>The value in the input box is the initiative value rolled by the program, with the initiative modifier already added. i.e. 1d20 + initiative modifier. This dialog is optimized for the input of the character rolled initiative values. The DM can just accept this values for the monsters (and probably does not even have to look at them).</p><p></p><p>Note that duplicate initiative values are not a problem. The program handles this situation according to the rules. The creature with the higher modifier will go first. If the modifier is also identical then TT will randomly pick one of the creatures to go first (4e rules say "flip a coin").</p><p></p><p>I did it like this, because as far as I understand the 4e rules, the DM rolls initiative for monsters in groups, not for each monster individually (i.e. all monster of a particular type get the same initiative). I believe this is done to save the DM time in managing combat. Even though a program like TT makes managing individual initiative possible, I'd say it is still easier and quicker for the DM to play, for example, all Goblin Archers at once.</p><p></p><p>Good idea. The dialog is already quite wide, so I will have to think about how I can fit this in.</p><p></p><p>OK.</p><p></p><p>Good idea. There is plenty of space for this, so I will indicate the effect on the HP total in the dialog.</p><p></p><p>Minion is a "group role", which should be listed on the creature information box (e.g. Level 7 Minion Skirmisher). But otherwise, in general it would be nice to have a few more visual clues.</p><p></p><p>Yes, OK.</p><p></p><p>Indeed! I will add those.</p><p></p><p>This is one of my top priorities for the program. I want the DM to be able to manage combat with as few clicks as possible!</p><p></p><p>This grouping makes sense, but 6 groups will involve a lot of dividers. I will have to see how it looks. </p><p></p><p>It may make sense to have 2 pallets for buttons so that the user can remove the non-combat buttons (and just use the menus).</p><p></p><p>Good idea!</p><p></p><p>Thanks again! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Bunbersnatch, post: 5401367, member: 95601"] Hi Maudragon, Thanks for your feedback! :) I agree. I will change this. In the Apply Conditions and Effects dialog, Healing group, you indicate how many healing surges are to be used, and the total HP you gain. When you change the number number of HS used, the number of regained HP is [B]set[/B] to a multiple of the Surge Value. After that, the HP value can be adjusted up or down (for example a cleric add 1d6 to the HS value). The dialog show the total HP healed, so that if it is above Max HP, you can much of your Healing Surges you are "wasting". The dialog is optimized for quick healing during combat. If you just want to use a HS without regaining HP, then you have to explicitly set the HP value to zero, after you have set the number of HS to use. I will consider a different layout. For the moment, I really must document the following: The value in the input box is the initiative value rolled by the program, with the initiative modifier already added. i.e. 1d20 + initiative modifier. This dialog is optimized for the input of the character rolled initiative values. The DM can just accept this values for the monsters (and probably does not even have to look at them). Note that duplicate initiative values are not a problem. The program handles this situation according to the rules. The creature with the higher modifier will go first. If the modifier is also identical then TT will randomly pick one of the creatures to go first (4e rules say "flip a coin"). I did it like this, because as far as I understand the 4e rules, the DM rolls initiative for monsters in groups, not for each monster individually (i.e. all monster of a particular type get the same initiative). I believe this is done to save the DM time in managing combat. Even though a program like TT makes managing individual initiative possible, I'd say it is still easier and quicker for the DM to play, for example, all Goblin Archers at once. Good idea. The dialog is already quite wide, so I will have to think about how I can fit this in. OK. Good idea. There is plenty of space for this, so I will indicate the effect on the HP total in the dialog. Minion is a "group role", which should be listed on the creature information box (e.g. Level 7 Minion Skirmisher). But otherwise, in general it would be nice to have a few more visual clues. Yes, OK. Indeed! I will add those. This is one of my top priorities for the program. I want the DM to be able to manage combat with as few clicks as possible! This grouping makes sense, but 6 groups will involve a lot of dividers. I will have to see how it looks. It may make sense to have 2 pallets for buttons so that the user can remove the non-combat buttons (and just use the menus). Good idea! Thanks again! :) [/QUOTE]
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