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Introducing 4eTurnTracker!
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<blockquote data-quote="Ferghis" data-source="post: 5601403" data-attributes="member: 40483"><p>I didn't mean to come across as cavalier. I thought I expressed my respect for the programmer's time and resources when providing my suggestions. If not, I should have.</p><p></p><p>A non-networked way to do this would be to make a version that can be used just by players. This involves two features.</p><p></p><p>Saved list of possible effects for PCs:</p><p>Most monster effects are limited to conditions. So the conditions inflicted on the players tend to be limited to those listed in the Rules Compendium. PC power effects, on the other hand, have loads of non-standard effects: can't shift until end of next turn, -5 if moves away from avenger, Divine Challenge (which is different from a regular mark), marked by Aegis (also different from a regular mark), and so on. If players make and save a list of their often imposed effects, and simply slide them onto a target, that save loads of typing (and the effects can be described in some detail). Typing them on the fly, on the other hand, is more time consuming, encourages brevity, and makes it more likely to miss things.</p><p>So, if the turn-tracker could function in the hands of one or more players, who could track these details with relative ease (after they setup a list of possible effects), that would be an extremely useful piece of software, even if not networked.</p><p></p><p>Adding monsters on-the-fly:</p><p>In light of the above situation, where players take care of initiative and condition tracking, but possibly useful in others, the ability to add a monster on-the-fly, so to speak, sounds useful. Just an initiative number and a name is necessary, but DMs might find it useful if they could select level and role (and maybe populate the default details), in case they needed a random body that wasn't in the pre-planned encounter.</p><p></p><p>Also, possible bugs: </p><p> - when I imported a dnd4e file, it put the paragon path in the class field. This may be intentional.</p><p> - also did not import level (level was left at 1 when importing a level 13 character)</p><p> - no way to remove monsters that I could see. I mean, like, exit one encounter and start a new one. This is probably me being stupid.</p></blockquote><p></p>
[QUOTE="Ferghis, post: 5601403, member: 40483"] I didn't mean to come across as cavalier. I thought I expressed my respect for the programmer's time and resources when providing my suggestions. If not, I should have. A non-networked way to do this would be to make a version that can be used just by players. This involves two features. Saved list of possible effects for PCs: Most monster effects are limited to conditions. So the conditions inflicted on the players tend to be limited to those listed in the Rules Compendium. PC power effects, on the other hand, have loads of non-standard effects: can't shift until end of next turn, -5 if moves away from avenger, Divine Challenge (which is different from a regular mark), marked by Aegis (also different from a regular mark), and so on. If players make and save a list of their often imposed effects, and simply slide them onto a target, that save loads of typing (and the effects can be described in some detail). Typing them on the fly, on the other hand, is more time consuming, encourages brevity, and makes it more likely to miss things. So, if the turn-tracker could function in the hands of one or more players, who could track these details with relative ease (after they setup a list of possible effects), that would be an extremely useful piece of software, even if not networked. Adding monsters on-the-fly: In light of the above situation, where players take care of initiative and condition tracking, but possibly useful in others, the ability to add a monster on-the-fly, so to speak, sounds useful. Just an initiative number and a name is necessary, but DMs might find it useful if they could select level and role (and maybe populate the default details), in case they needed a random body that wasn't in the pre-planned encounter. Also, possible bugs: - when I imported a dnd4e file, it put the paragon path in the class field. This may be intentional. - also did not import level (level was left at 1 when importing a level 13 character) - no way to remove monsters that I could see. I mean, like, exit one encounter and start a new one. This is probably me being stupid. [/QUOTE]
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