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Roll 20 Turn Order Tracker

Score + 16
With the ability to have characters on multiple maps there came an issue that my group saw that turned combat much slower because people didn't know when there turn would be. The turn order tracker doesn't move over to the new map. My suggestion would be to turn the turn order tracker into a global box and sits on the screen itself similar to character sheets and such. Either that or just make it so that its applied to all maps the same.
1762756242

Edited 1762756342
Gauss
Forum Champion
Hi Stephen H.,  Regarding having it applied to all maps simultaneously, I can see some issues with that.  It has been a long standing design element that initiatives on different maps are tracked separately on the player side of things.  On the GM side they see the initiatives from every page.  I could see a switch being added to the page settings to allow a page to show players, and to completely separate the turn orders by page.  Something like a dropdown with the following options. When on other pages the page will have the following behavior: Page not added to turn order (when on other pages) Page added to turn order for GM only (when on other pages) Page added to turn order for everyone (when on other pages) This way you can control which pages have shared turn orders, and with who. The drop down should default to GM only, to maintain current functionality and not interrupt anyone's existing setup.
1762786179

Edited 1762786244
Yes, a page setting like  Gauss   described would also work. I wasn't aware of a use for not having the turn order independent of the page. Having the players be able to see the turn order no matter what page they are on would be very useful when a party is navigating a large area that has to be split up among several map pages due to size, especially when the PCs are able to move back and forth between the different areas. Also, players that have PCs with long range spells, weapons and high movement rates like to be able to use those abilities, and maps approaching  - let alone exceeding - 100 grid squares in any dimension get very buggy.
That makes sense Gauss. I think a switch could be the best option. 
+1, for the "with a switch" version I've run games where the party fragmented across two maps, but never had to run combat across two maps simultaneously, but I can see it happening.  I can also see the value of group A not knowing that group B got into trouble while out of sight.  Definitely need to cover both cases.