Saeval
October 21st, 2020, 05:40
A few questions about Initiative.
1 - Is there a way to prevent combatants from drawing the same initiative number?
2 - Is there a way to group enemies of a similar type to use the same number (similar to Savage Worlds initiative tracker)?
3 - What do you do with the creatures that have a speed rating higher than 1 that get multiple actions per round but their slow and fast action pairs are supposed to be on different numbers so as not to overwhelm the party?
In game I know they draw multiple cards but that's hard to do with the one initiative spot coded into the combat tracker. I have no easy solution to this last one since it's more of overcoming the current programming setup and allow them to have multiple numbers for initiative. Maybe just have the slots for 1-10 on the tracker and allow you to drag and drop combatants into their initiative slot and be able to drop the same creature into more than one spot if need be. it would be a little more tedious for the GM to start an encounter but once it's done you don't "draw" initiative again in the same fight so it should go smoothly after setup. With sufficient coding you may even be able to hit a button to switch initiative slots with a targeted enemy by spending successes just like extra damage.
I'm loving this system and I'm so glad someone is working on bringing this game to Fantasy grounds so I would like to help anyway I can with testing certain elements or putting forth some ideas of ways to make things work more closely to the original rules. I wish I knew how to code so I could be of more use but that stuff is beyond me lol
Another thing I just thought of for a quality of life improvement down the road (if it's not already possible and I just don't know how) is the ability to undo what you chose for successes until the GM applies the attack. Like if they clicked knockdown but instead just wanted to do an additional point of damage they can undo their chosen success and apply it to extra damage then the GM can apply the whole thing once they're satisfied.
1 - Is there a way to prevent combatants from drawing the same initiative number?
2 - Is there a way to group enemies of a similar type to use the same number (similar to Savage Worlds initiative tracker)?
3 - What do you do with the creatures that have a speed rating higher than 1 that get multiple actions per round but their slow and fast action pairs are supposed to be on different numbers so as not to overwhelm the party?
In game I know they draw multiple cards but that's hard to do with the one initiative spot coded into the combat tracker. I have no easy solution to this last one since it's more of overcoming the current programming setup and allow them to have multiple numbers for initiative. Maybe just have the slots for 1-10 on the tracker and allow you to drag and drop combatants into their initiative slot and be able to drop the same creature into more than one spot if need be. it would be a little more tedious for the GM to start an encounter but once it's done you don't "draw" initiative again in the same fight so it should go smoothly after setup. With sufficient coding you may even be able to hit a button to switch initiative slots with a targeted enemy by spending successes just like extra damage.
I'm loving this system and I'm so glad someone is working on bringing this game to Fantasy grounds so I would like to help anyway I can with testing certain elements or putting forth some ideas of ways to make things work more closely to the original rules. I wish I knew how to code so I could be of more use but that stuff is beyond me lol
Another thing I just thought of for a quality of life improvement down the road (if it's not already possible and I just don't know how) is the ability to undo what you chose for successes until the GM applies the attack. Like if they clicked knockdown but instead just wanted to do an additional point of damage they can undo their chosen success and apply it to extra damage then the GM can apply the whole thing once they're satisfied.