Precisely when do condition timers decrement?


Rules Questions


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!


Ullapool wrote:
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."

Scarab Sages

Conditions and effects that last for a number of rounds end at the beginning of the round in the initiative order in which they started.

And now that I've said that I can't find the reference, which I'm sure I've seen a hundred times before, anywhere.

**EDIT** Thanks Grick


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?

Scarab Sages

Ullapool wrote:

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.

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