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<blockquote data-quote="Ferghis" data-source="post: 5601022" data-attributes="member: 40483"><p>Yeah... I can imagine. Being mindful that this is a kaboose-load of work, could I ask you whether that's in the works, and, if so, could you guess how remote in the future it might be? Again, I hope I don't come across as demanding, because I realize that this requires a serious amount of dedication on your part. To clarify, it's just too much work for me, as a DM, to use software like this. I'd much rather put a player (or several) in charge of tracking this stuff. Hell, I'd even put them in charge of tracking the amount of damage they've done to the bad guys. I already have a busy time running the show, and typing in effects or ticking conditions take my thoughts away from the players and the map, where they need to be to keep fights rolling. </p><p></p><p>This is not to put down your software. It really is a great thing. I just think it needs the above feature (and the ability to drag saved effects onto enemies) to be truly useful to my table.</p><p></p><p>I'm not sure this is the best way to go, but, on a pointered-device, consider making the duration float in mouseover. That might save room. In my games, conditions and effects pile up like crazy (especially from those damn controllers), and that's my main reason to use software like yours.</p><p></p><p>The alternative, and perhaps better notion, is to include all the details of the condition in floating mouseover boxes. The fact that unconscious includes prone which means +2 defenses against ranged attacks is something that escapes many people. The same could be true of effects. An avenger with painful oath might note in the mouseover that if the oathed target moves away, the avenger gets +5 to damage against him.</p><p></p><p>I think that's smart, at least in terms of scheduling your workload. If you're interested, you could just use an iplay4e plugin. Masterplan used the iplay4e mobile view to save space, and I think the creator of iplay4e has an API from which you could "view" the character's current hp.</p></blockquote><p></p>
[QUOTE="Ferghis, post: 5601022, member: 40483"] Yeah... I can imagine. Being mindful that this is a kaboose-load of work, could I ask you whether that's in the works, and, if so, could you guess how remote in the future it might be? Again, I hope I don't come across as demanding, because I realize that this requires a serious amount of dedication on your part. To clarify, it's just too much work for me, as a DM, to use software like this. I'd much rather put a player (or several) in charge of tracking this stuff. Hell, I'd even put them in charge of tracking the amount of damage they've done to the bad guys. I already have a busy time running the show, and typing in effects or ticking conditions take my thoughts away from the players and the map, where they need to be to keep fights rolling. This is not to put down your software. It really is a great thing. I just think it needs the above feature (and the ability to drag saved effects onto enemies) to be truly useful to my table. I'm not sure this is the best way to go, but, on a pointered-device, consider making the duration float in mouseover. That might save room. In my games, conditions and effects pile up like crazy (especially from those damn controllers), and that's my main reason to use software like yours. The alternative, and perhaps better notion, is to include all the details of the condition in floating mouseover boxes. The fact that unconscious includes prone which means +2 defenses against ranged attacks is something that escapes many people. The same could be true of effects. An avenger with painful oath might note in the mouseover that if the oathed target moves away, the avenger gets +5 to damage against him. I think that's smart, at least in terms of scheduling your workload. If you're interested, you could just use an iplay4e plugin. Masterplan used the iplay4e mobile view to save space, and I think the creator of iplay4e has an API from which you could "view" the character's current hp. [/QUOTE]
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