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March 6th, 2014, 11:51 #11
"Token Target Mode" is the default mode - it allows you to single click on a token to select it and CTRL-Click on a token to target it.
"Token Select Mode" allows you to click-drag to select more than one token at a time. If you just click-drag it will select all of the tokens in the region (the equivalent of clicking each of those tokens individually in "Token Target Mode"). If you CTRL+click-drag it will target all of the tokens selected - handy for those area of effect spells.
The mode can also be changed by the "9 dots" button in the toolbar to the right of the eraser icon.Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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March 6th, 2014, 11:59 #12
Yes, the names are a bit misleading. "Token Target Mode" should really be called "Single Token Select Mode", while "Token Select Mode" should be called "Multiple Token Select Mode".
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March 6th, 2014, 12:03 #13
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March 6th, 2014, 12:42 #14
Hmm, OK, that makes sense - sort of. I still can't see much difference/use trying it out - maybe in a live game it'll make more sense.
OK, thanks guys.Dulux-Oz
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March 6th, 2014, 12:53 #15
Put 12 skeletons tokens on your map - and one token for a cleric.
Single click to select the cleric token (Token target mode), then change to "Token Select Mode", hold down CTRL and draw a square around all of the skeletons - these will all be targeted by the cleric, all in one with no need to CTRL-click each one in turn. If the cleric was included in the multi-select just CTRL-click on the cleric token to un-target them. Now - apply turn undead or channel to harm undead!
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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March 6th, 2014, 18:08 #16
Lesser Deity
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I agree that player's characters often target themselves, but I've haven't seen less targeting of themselves in the new targeting system so I don't see that makes a difference. However, I usually run D&D which is mostly melee combat. From my perspective, targeting arrows are clearer with single target range attacks than the old colored circles, about the same with ranged area attacks, but a bit worse than the circles with single target melee attacks and the worst with multi-target melee attacks.
What I'd like to see return is the ability to select targets from within the Combat Tracker, which the GM used to have. If this could be brought back and extended to players, it would give another visual indication of active targeting (particularly for self-targeting), and also make the GM's job easier.
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March 15th, 2014, 15:51 #17
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Not having any experience with the older versions, I found the system used in 3.x to be perfectly acceptable. New players won't have an issue because that's the only way they know. It's you grognards that are the problem! ;-)
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March 15th, 2014, 17:06 #18
The new system is ok. Might get some using to for old players, but that's ok.
Not knowing in CT who is targeted is on the other hand a huge problem.Weekly Hurlements virtual tabletop rpg on TousRôlistes.fr
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June 20th, 2014, 22:48 #19
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I have only gamed once under the new targeting system, but my players and I were highly confused by the absence of the circles. We had to keep stopping and asking, "okay, which enemy are you targeting?" Is there someway to at least bring back the highlighted circles AFTER the player(s) have targeted a foe? That visual cue sure seemed to make combat much more fluid and successful? Then again, myself and my whole group are over 40 years of age and may just be proving it with our confusion!
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June 21st, 2014, 01:02 #20
Archangel
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Wasn't part of the targeting circle stoppage associated with multiple characters/player? That is, with the old method, you couldn't tell which character was targeting if a player had more than one character?
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