| Ullapool |
I'm speaking of Conditions here - like Bleeding, Dazed, Hypnotized.
When these are applied to a character they are applied for a specified number of rounds (1d4, for example).
Can someone explain to me when the number of rounds remaining on a condition decrement?
I think the *BEST* solution would be for them to decrement on the turn of the character that caused the condition to appear but that has numerous problems in pen and paper including:
1: The character that causes the condition may end up dying and being removed from the initiative tracker (for convenience, sure).
2: Tracking conditions in this way seems really painful for knowing when they will fall off all characters.
If you instead track them on the victim's turn you obviously get into a situation where the first round they exist for some amount less than a full round. In the worst case, an NPC right before me goes and applies a 5-round staggered to me and then it's my turn and that decreases from 5 to 4.
I'm interested in (1) where it says in the rules how to do this (I've looked and I really cannot find it - so if you're going to talk rules to me it'd really help me if you pointed to where it is in the rules) and (2) what YOU do in your games.
Thanks!
| Grick |
Can someone explain to me when the number of rounds remaining on a condition decrement?
The Combat Round: "Effects that last a certain number of rounds end just before the same initiative count that they began on."
| Ullapool |
Right, so you need to start keeping initiative track of when the condition was created is what you're saying.
If init 10 was a big bad monster who did some nasty "everyone save or be dazed for 5 rounds" then in essence you insert an "invisible" <decrement dazed here> at init 10.
Then, if/when the big bad monster should die and be removed from tracking, the invisible decrementer (above) would still go off.
Correct?
Michael Sayre
|
Right, so you need to start keeping initiative track of when the condition was created is what you're saying.
If init 10 was a big bad monster who did some nasty "everyone save or be dazed for 5 rounds" then in essence you insert an "invisible" <decrement dazed here> at init 10.
Then, if/when the big bad monster should die and be removed from tracking, the invisible decrementer (above) would still go off.
Correct?
You got it.