Thread: Expiring Effects
-
July 5th, 2014, 16:38 #1
Expiring Effects
I cant work out how to expire effects....
I have some effects that wont expire or I dont know how to expire them...
also Im having trouble with Effect duration...
-
July 5th, 2014, 16:45 #2
Duration of an effect in the Combat Tracker is the number of rounds until the effect will expire. The number field in the effect line after duration is the initiative slot when the duration will be decremented. When the final decrement from 1 to 0 takes place at the "Initiative to adjust on" point then the effect will be removed. If "Initiative to adjust on" is 0 the duration will be decremented at the end of the round.
If an effect is added with a duration of 0 it will not expire.
If you push a short rest, it will remove 50 rounds from the current effects that have a duration greater than 0. If you push an overnight rest it will remove all effects with a duration greater then 0.
If you want to remove an effect that has a duration of 0 the GM will need to delete it.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!
-
July 6th, 2014, 01:10 #3
Ok - here are some examples of effects I having trouble with.
2 characters have Gauntlets of Ogre Strength so I have applied the following effect to them:
STR:2
That seems to work ok, giving them adjustments. One character was enlarged 50% which should increase his strength by +2 but I cannot apply STR:2 again or even STR:4...
Grrr - although now after the game I try and it seems to take it... what?
The expiring effect is:
Despair;ATK:-3;
It has been there for 2 whole game sessions. More than 2 dozen combat rounds and its still there. Ive also applied a Long Rest to the character and no change.
How do I delete effects?
Ahhh... Ive just noticed the Effects Icon in the combat tracker... clicking that allows me to see the effects and modify/create/delete.
Ok.
-
July 6th, 2014, 02:42 #4
FG won't allow you to add an identical effect. So, use effect labels, e.g.: GoOS; STR:2 and Enlarge; STR:2
There should have been a message in the chat window saying something along the lines of "Effect already exists on XXXX". Check your chatlog.html file in the campaign directory to see if this was the case.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!
-
July 6th, 2014, 20:02 #5
I wish there was an effect setting that would select between incrementing effects on INITs, or on the character's turn. For something like "Waiting" I want it to have a duration of 1 and expire on the character's next turn, but that's impossible right now unless I do it manually.
"A ship in harbor is safe, but that is not what ships are built for." - John Shedd
"Why is it every time we need to get somewhere, I get waylaid by jackassery?" - Dr. Thaddeus Venture
-- CA (Pacific time zone) --
-
July 6th, 2014, 21:24 #6
- Join Date
- Jun 2013
- Location
- Isanti, MN
- Posts
- 2,922
Well, if you don't roll new initiatives, then that's what happens now. The other thing is to set the "initiative to adjust on" to 0, and it will happen at the end of the round. I'm working on an extension to do that automatically for effects that start with with the word "Wait".
-
July 9th, 2014, 16:55 #7"A ship in harbor is safe, but that is not what ships are built for." - John Shedd
"Why is it every time we need to get somewhere, I get waylaid by jackassery?" - Dr. Thaddeus Venture
-- CA (Pacific time zone) --
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks