Member
Join Date: Dec 2009
Location: Brisbane, Australia
Posts: 34
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Hey All,
I have been using Herolab for a while now, and have recently started GMing a game using the programme. I have found the tactical console very helpful, however I can't work out how to "group" enemies of the one type together. I know how to do it manually, but is there a setting that will allow me to have the console do it automatically? Any help would be appreciated. |
#1 |
Member
Join Date: May 2010
Posts: 31
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I love tactical console and use it to manage all my fights, but yes it sure could use a little tender loving care.
In addition to what you've mentioned the delay and ready action choices don't work reliably and as I mentioned in another post I would love a quicker way to apply damage to a creature in the console. |
#2 |
Member
Join Date: Sep 2010
Location: South Central PA
Posts: 61
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As far as I have been able to tell, PF differs from 3.x in that each individual creature gets its own initiative roll. This is why I imagine the tactical console works the way it does. I find that with computerized init rolling, there's no need to group anyway - I mean, grouping was really intended to speed up the initiative rolling process anyway, right?
Member: Amorphous Blob Games |
#3 |
Senior Member
Join Date: Aug 2008
Location: Miamisburg, OH
Posts: 1,322
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I use it thesame way, different NPCs get different inits. he one thing i dont like about the TC is that a characters mount is automatically added to the portfolio when they enter combat. you have to manual remove the mount each time. and it doesnt matter if the character is mounted or not, their mount is there. but what i dont see are animal companions and familars.
Web site - Cheese Weasel Logistics - www.cheeseweasel.net Twitter - @CheeseWeaselGMZ For user created content check out www.d20pfsrd.com and www.cheeseweasel.net For video demos of Hero Lab go to http://www.youtube.com/user/TheChiefweasel?blend=9&ob=5 |
#4 |
Senior Member
Join Date: Aug 2010
Location: Twin Cities, MN
Posts: 677
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Chiefweasel
you might want to add that to the bug report then |
#5 |
Senior Member
Join Date: Aug 2008
Location: Miamisburg, OH
Posts: 1,322
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Dont think it is a bug, just the way it functions. I work around it so it isnt a bid deal. the LW folks ahev plenty on their plate already.
Web site - Cheese Weasel Logistics - www.cheeseweasel.net Twitter - @CheeseWeaselGMZ For user created content check out www.d20pfsrd.com and www.cheeseweasel.net For video demos of Hero Lab go to http://www.youtube.com/user/TheChiefweasel?blend=9&ob=5 |
#6 |
Member
Join Date: Sep 2010
Location: South Central PA
Posts: 61
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Animal Companions and Familiars should be showing up though. I *thought* I had seen them on there when I was messing around with it. I'll have to take a look now - since I was planning on starting to use it here very soon in regular play.
Member: Amorphous Blob Games |
#7 |
Member
Join Date: Dec 2009
Location: Brisbane, Australia
Posts: 34
|
Animals companions definitely work if they are attached to the character in the first place. I have a druid (with companion), a fighter (with a dog pet) and a Summoner (with eiloden) and they all came across.
As for the "individual initiative", where is that in the RAW? I'm keen to know. Cheers. |
#8 |
Senior Member
Join Date: Feb 2007
Location: Nottinghamshire, United Kingdom
Posts: 1,265
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Every npc, pc or monster gets an initiative hence the init modifier. It's up to Dms whether they want to group like creatures into one initiative or not.
It's a simplification, if 20 ghosts attack the players but I want only 5 at any one time so I roll 4 initiatives to each group of 5 not 20 different initiatives. |
#9 |
Member
Join Date: Sep 2010
Location: South Central PA
Posts: 61
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From the PFRPG Page 178
Quote:
George Member: Amorphous Blob Games |
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#10 |
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