• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Feature request: condition tracking

Quiffedd

Member
I honestly fail to see the point in a tactical combat tracker if it doesn't track the duration if buffs and debuffs. It doesntvtrack kill do or treasure which is fine as it's not that time consuming to sort out but this kind of combat management software is supposed to make the DM's life easier so he can concentrate on the story and not worry about the system so much. All it seemingly tracks is hit points and initiative. That's quicker with a pencil. This is the only rpg software I have paid for and when you are paying up to £200 for modules and now the RotR encounters you want it to do a bit more than just create characters (which it does very well).

The free combat managers manage to pop up reminders when conditions end but it takes so long to input information into them that it's s lose lose situation.
 
One of the problems you'll probably run into is that the moment you have a new condition caused by a different cause, it'll be hard to represent; the Editor doesn't interact with the Tactical Console much, so for a lot of game systems, its actually hard to do anything that the TC is supposed to do something with unless its part of basic output it already does (I found this out when trying to do a Savage World Edge that manipulates the initiative process; it turns out that the extent ones apparently are coded in the Console rather than the parts of the mechanics you have access to with the Editor).
 
Back
Top