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August 1st, 2018, 04:30 #1
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Effects duration bug in Pathfinder ruleset
The only duration units for an effect that seem to work are rounds and minutes. The hours and days units just sets the duration to 0.
I don't know if this is a ruleset issue or the FG engine. It also seems to happen in the 5E test game I set up, but I never work in there so I don't know if it is a properly set up effect or not.
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August 1st, 2018, 04:57 #2
Yea, FG doesn't track effects that have such long duration.
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August 1st, 2018, 05:05 #3
The only time tracking that FG does is in the Combat Tracker. The Combat Tracker is unlikely to get to round 600 or whatever it is to get to 1 hour.
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August 1st, 2018, 11:51 #4
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Then why include the hours and days durations if it isn't going to track them? I need some way to track when my players travel for an hour after one encounter, then have another, with some spells like mage armor potentially still running. Right now, the only thing I can do is short rest 12 times, a bit on the tedious side.
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August 1st, 2018, 12:41 #5
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August 1st, 2018, 12:52 #6
If you convert the hours into turns then the CT will track them. If you need then to fast forward a time period right click over the curly arrow to the right of the number at the bottom of the CT and select a number of turns to add.
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August 2nd, 2018, 01:08 #7
but the most you can advance the combat tracker is by 20 rounds, or 50 rounds (5mins) with a short rest.
Is there anything in the pipeline to increase this so we can advance rounds by an hour (600 rounds)? 10 minutes (100 rounds)?Ultimate License
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August 2nd, 2018, 01:47 #8
Supreme Deity
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No plans at this point. The current combat tracker and effects are not really designed for long-term time tracking. It would probably need to be developed as a custom mod.
Regards,
JPG
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