Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account
This post has been closed. You can still view previous posts, but you can't post any new replies.

I wish there were more status indicators... for reasons other than status'

Can we have more status indicators to also not which monster is which. This would allow me to use the same token for a type of monster without having to find alternate art and allow players to indicate they are attacking the #1 goblin or even letters like R goblin (or both (R1).
I agree, I'd like to be able to at least double the number of status different effects placeable on the field. Each of my 4 players each currently has their own color which leaves only 1 option for my enemy npcs
What would be nice is If we could actually upload our own status effects, and create multiple on the same target, and it would just cycle through the different art effects for each status. Sorta how video games do it do you don't have a bunch of clutter on the screen at one time
Jeremy as much as that sounds great it seems too complex for what I would use it for. Maybe a mix of both would be the best suggestion. So maybe a preference on the page lists a "# of status'" and you can select a number, or choose "Add Status" where you can either set a basic status indicator as they exist today or add an image. I do know that I would not want to touch each npc and manually add each status that may occur.
You wouldn't necessarily have to grab each thing you want the status to effect , instead maybe a broad selection tool that you could drag over and area and all things within the area get the status. I don't think it would be all that complex to use, you just name the status, upload an image to represent it and there would be a small bubble over each characters head that would just cycle through the different status effects
It'd also be nice if a turn counter that automatically depleted with the initiative tool cycle could be added to the status effects.
I agree with Jeremy K., The use of images over tokens for status effects isn't unusual in virtual tabletops.
Let's not TURN this into a Video Game, I think the whole point of Roll20's success is it's simplicity.
@ Ajax: I'm not sure what is being suggested here would "turn it into a video game" or make the system too complicated. Personally I'd love some sort of initiative related round/turn counter and ways to set up buffs and/or debuffs that can have duration also tied to the counter, not necessarily a priority thing, but having the options to do so would be nice. The system could be as bare as just having 2 fields for a buff/debuff, one for the (de)buffs name and the other for the duration, which is tied to the round/turn counter with some kind of "add buff/debuff" button or something when you double click a token or similar.
When you play a real-life game, how do you keep track of all of these things?
Usually by having different-looking tokens. The problem here is that the token variety isn't great if you want a semi-accurate visual representation. Say you have many different kinds of skeletons on the board, but only have access to a few types of skeleton token images. He wants a way to take 3 of the same image (token) and differentiate between them.
When we play in real life , I use dice to represent a turn counter , and cards to represent status effects, which is similar to what I've suggested here
It'd be nice just to have some more options for pop-ups on tokens in general. Having a token's name pop up when moused over would be useful, and being able to name status effects. Right now, we just have a shared note that serves as a reference for which colour means what.
When you play a real-life game, how do you keep track of all of these things? By hand, naturally. On the other hand, with Roll20, there's a computer involved. Why not leverage some of the things computers are good at, such as automation and counting things, instead of imposing limits that recreate the tabletop experience with all its inconveniences. Heck, a built-in effect timer would set Roll20 apart, even.
Why not leverage some of the things computers are good at, such as automation and counting things. Maybe to stick to a KISS way of doing things. I know that features inflation is a very subjective thing. What can be too much for me won't be for you, and vice-versa. I have begun to use Roll20 because it is quite simple to use, some of my players being swamped by Maptool (that's one of the reasons I was only using it in FTF games and not through internet). So, for me, there can be too much of a good thing. edit: that's more a general view of how I see Roll20 than a critic on the proposed feature.
Every feature should be optional to use, if you think it is over whelming then dont use it. I love tactical rpgs such as ogre tactics and final fantasy tactics, so seeing some features from these games would be awesome. sprite support, automatic turn counters, limited movement/ sight, ( maybe im running a maze or have a building that I dont want my players to try and go through the walls, etc). Automation is what computers were built for, if we automated things like the turn tracker, etc we could drastically speed up the way we play games. Additionally what I think would make a fine addition to the system is being able to write our own scripts or plug ins that would alter the game only for the people using the plugins or running the extra script.
I like the system as-is. A few more status options may be nice (especially if they are user configurable in terms of color). But it would be super cool if you could assign a campaign-specific name to each of the colors (like "poison", or "nauseated", etc.). If this were maintained in the campaign file between sessions, that would be handy. Overall, though, I'd say this request is fairly low priority.
Now that they've added token tinting that meets my purposes.
Token tinting is great, because it completely saves me the painful work of creating new sets of modified tokens, multiplying them, which also is a bother to handle (more files, more storage space).
Its a bit late to be adding to this thread, but I mentioned an alternative to token tinting (which looks meh) in this thread: <a href="http://community.roll20.net/discussion/comment/8637#Comment_8637" rel="nofollow">http://community.roll20.net/discussion/comment/8637#Comment_8637</a>
I just noticed they changed it so it doesn't look as good as it used to, it now places the aura on top of the generating token, so it looks just like token tinting now :(
It is possible to replace the colored dots with our own image for status effects? Then we could have a customized status file folder for a particular game. Immobilized, Dazed, Slow, Dying, etc..
Gnollfiend, At the moment, the colored dots aren't customizable. We'll see!
Good to hear. Looks really promising. I was about to drop $100 bucks on another VTT til I ran across Roll20 just this week.
Gnollfiend, I think there is something in the works for Roll20 allowing "multi-sided tokens", that is to say, tying multiple "status images" to particular tokens: for instance, a virtual mini could shift from "normal" to "wounded", "lying in the floor", "dead" . . . by means of alternating different token images "stored" into it.
Would love to be able to make and label my own status effects complete with explanatory tooltips, while being able to use uploaded graphics for their visual representation.