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April 20th, 2018, 21:47 #1
Reroll Initiative every rounds EFFECTS expiry
When rerolling initiative every round, effects that are set to expire on a certain initiative are then not set correctly in the next round. Is it possible for an extension to be written that will affect (recalculate) all current expiry initiatives and reapply the new number? Seems complicated, but it would be REALLY cool!
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April 21st, 2018, 00:03 #2
The effects should still expire on the correct initiative number, it's just that your initiative number might well be different, so the effect will last a fraction of a round longer than supposed to or less than supposed to. In the long run it should even out, but yeah as a non programmer this sounds complicated.
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April 21st, 2018, 02:05 #3
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Not easy. But I don't think it's needed, either. If an effect is applied at initiative #6 and lasts one round, it *should* expire at initiative #6 the next round (it lasts exactly one round). If the combatants get a new initiative, that shouldn't affect when the effect expires.
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April 21st, 2018, 04:17 #4
If I'm not mistaken some items expire on the casters initiative. Not "end of round".
I actually did this in AD&D Core at one point but removed it during backport of a big effects update from CoreRPG/5e and haven't added it back.
I'll try and look at this again Rob (cause I plan to put it back in AD&D Core) and see how much trouble it'd be as a 5e extension.---
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April 21st, 2018, 05:08 #5rob2e - Join me on Discord!
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April 21st, 2018, 06:56 #6
See if this 5e: Change Initiative, Update Effects works for ya.
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April 21st, 2018, 08:34 #7
So one round Im last actor and in the next round Im first actor so my awesome spell just fizzled?
Or... Im first one round and last the next and my spell is now double awesome!
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April 21st, 2018, 19:30 #8---
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April 22nd, 2018, 09:44 #9
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I think you misunderstood what damned meant. From a logical viewpoint, effects duration shouldn't have anything to do with your next initiative. This may be how xxx game rules are made, and then that's how FG xxx ruleset should work, but that's another story.
To elaborate, we have:
- two effects duration sets: fixed duration and variable duration
- two effects handling types: autonomous and maintained effects
- two ways of handling initiative: fixed or changing each round
Some game rules designers choose to keep it simple to handle and usually you end up with fixed initiative and effects ending at end of next round, whatever your initiative was.
If they want to be more realistic, initiative changes each round and effects duration becomes more tricky:
- maintained effects should stop when PC stops managing them, which means PC's initiative rank of whatever relevant round (which has a good chance of being different from the initiative rank it was initiated at)
- autonomous effects (spells, stunning, etc.) duration should be calculated from the moment they took place, which means the PC's initiative rank at that time. They've got nothing to do with following rounds PC's initiatives. And I think that's what damned was pointing out.
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April 22nd, 2018, 14:13 #10
This thread is in the generic CoreRPG forum and, as has just been mentioned, this can be very much RPG specific. Do things expire at the end of the round? At the beginning or end of a actor's turn? Something else? It can vary widely - and there may even be multiple differences within the same RPG ruleset.
So, I don't think this can realistically be done for the generic CoreRPG ruleset. Maybe on a more ruleset-by-ruleset basis.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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