Thread: PFRPG Time Manager
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January 19th, 2021, 20:58 #81
Correct, the decision to use 0 was to enable the flat-footed automation.
I assume the surprise round does take 6 seconds, but perhaps not?bmos' extensions
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January 20th, 2021, 12:22 #82
Surprise rounds only allow for one standard action, so I guess it actually takes less than the routine 6 seconds (I'd say maybe a couple seconds, perhaps even less)
"combatants who started the battle aware of their opponents each take a standard action during the surprise round. You can also take free actions during the surprise round"
curious how "swift actions" aren't even mentioned, which adds to the cause of "not having enough time to fully react". Anyways, in my campaigns I just consider the surprise round as being actually part of round 1
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January 20th, 2021, 18:48 #83
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A couple of notes that I don't know if it is fixable. Some themes cover the initial window. I had to remove the themes from the campaign, move the window, then put the theme back in. When I move the window to where the theme images are, it goes under the image.
I keep it at the bottom of the screen now, but if it can be fixed it will be an issue that won't affect others.
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January 20th, 2021, 23:01 #84
If you right-click the chat window you can just unlock its position and move it out of the way (or resize it).
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January 21st, 2021, 05:50 #85
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sorry to jump in
but....
The Surprise Round: If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard or move action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.
and
You can take a swift action anytime you would normally be allowed to take a free action.
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January 21st, 2021, 12:25 #86bmos' extensions
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January 21st, 2021, 23:13 #87
I'm too used to 3.5 not allowing for that, that's why XD Sorry :P
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January 22nd, 2021, 00:56 #88
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January 22nd, 2021, 13:40 #89bmos' extensions
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February 17th, 2021, 17:48 #90
v1.8 works with the new Feb 16th update.
It adds messages when effects expire, to aid in keeping track of when you need to re-cast a spell.
It also introduces a new option that performs full processing of every elapsed round (which can take a LONG time).
On my desktop, advancing 8 hours in game took just under 2 minutes to process it all. For this test, I had a singe PC in the combat tracker with one effect.
When I used it with my normal campaign, it took around 4 minutes to process 8 hours. This was with 11 in combat tracker and 2-8 effects per combatant.
For this reason, "quick mode" is the default (which works like it did in 1.7), but "Full Process" is there for anyone who doesn't mind waiting. Thanks to the new FG update, you can pin the two options to your hotkey slots to switch between modes during play.Last edited by bmos; February 17th, 2021 at 18:23.
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