Thread: Grouped NPCs
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May 12th, 2020, 17:46 #11
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Wow, thanks for all the great ideas! That'll make things easier. This forum is golden!
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May 12th, 2020, 18:12 #12
Yeah, grouping PCs can be done for a couple of reasons, main I have run into is usually when in vehicles as they will act together.
Another is if the party has split and are in different areas but not in combat. Usually deal initiative to keep things orderlyLocation: Central Pa (East -5)
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May 13th, 2020, 07:39 #13
Wow, thanks for that Ikael. I had no idea this was possible.
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June 27th, 2021, 00:09 #14
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- Aug 2018
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To save some time when populating an encounter to the combat tracker - I'd love to be able to do the _opposite_. If I have NPCs of different types (say three groups of three orcs, each with an orc commander), I'd like the option of grouping the different types together ahead of time in the encounter. Instead, what you have to do because of the different types, is populate the encounter to the CT, then move the NPCs around using the "Group" drop target. It's not a big deal, but for large combats with a lot of NPCs participating, it's a bit clunky to have to pause the game session while you get everything setup.
For that matter, it'd also be nice to be able to apply _effects_ to NPCs ahead of time. Say for instance one orc group is staring behind a wall and in cover. As I've found so far, I have to make a note to apply that effect after the CT is populated - I can't set it up ahead of time in the Encounter data.
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October 17th, 2021, 16:19 #15
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October 17th, 2021, 16:48 #16
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group icon is apparently gone now, hitting the edit list brings up an ungroup item, but I don't see how you can group PCs together, as you were referring to... also, took me a bit, but to group PCs, drag the drag icon to another players init card (a very subtle red frame appears, which I missed repeatedly. anyway - thanks for all the info and ideas..
Last edited by macDsinfo; October 17th, 2021 at 18:09.
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