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Any chance we'll get a counter?

Games like HackMaster have a count-up system for rounds/seconds during combat. It would be nice to have a floating window like the Turn Order that the GM could simply click on like a thumb tally counter and it would tick up by one digit. Something the players could look at and all be on the same page as they wait for their count to come up when they can take action.
hey, it's Jolly from KoDT! That's a good idea. Sounds like an alternative to the turn order tracker the system has. Right now, the GM just rearranges the tokens in the tracker to reflect the turn order You're proposing an alternative, where you just show the current # as it were, and players chime in when their number comes up Seems like this could be a game preference, so the GM can have the token ordering system, or the counter system. It would seem like an add-on to both would be a round counter. How many rounds have gone by. So you know how long the game has gone, when a spell expires, etc...
could also be used for slow pokes.
Would also be very useful for phase/impulse based games such as Hero System, Car Wars, Star Fleet Battles, etc.
would also be useful for keeping track of spell/power durations.
So this would be something that's on a per-player basis? Or a per-token basis? And forgive my ignorance, but can you not just increment the number column in the turn tracker to keep track of that?
Neither, it's a turn counter really. Let's say I'm running a Champions game (phased movement system). There are 12 segments per turn and my NPC super villain, Bovine Boy, acts on segments 3, 6, 9, and 12, and has a dexterity of 18 (this is used to resolve ties). On my turn tracker I add a token for Bovine Boy and record next to it "3, 6, 9, 12 (Dex 18)" I can do that with what we have right now (which is very cool). The last piece to complete the jigsaw is a simple phase counter. I can set that to 1 and call out, "okay, who goes on segment 1?" Everyone who acts on segment 1 goes and does their thing. Then I set the counter to 2 and call out, "okay, who goes on segment 2?" And so on. It would be as simple as adding another of those edit boxes that a token has next to it to the turn counter as a whole.
Okay, great. We are planning to add the ability to add non-tokens to the turn tracker (basically you just enter whatever text you want to appear). So you could just add a "turn" called "Phase" and then use the edit box? If so, that should be in soon :-)
A countdown timer (maybe attached to a token) would be great to keep track of effects as stated above. Just in case you have something that last 1 rd/level or such and the effect will last 4 rds, a timer would be great to keep track of it, in the event a GM (or player) forgets.
Okay, great. We are planning to add the ability to add non-tokens to the turn tracker (basically you just enter whatever text you want to appear). So you could just add a "turn" called "Phase" and then use the edit box? If so, that should be in soon :-) I'm going to try to rephrase Jolly's idea to see if it meshes up with wat you said. There's actually 2 counters from what I sense. First, how many turns have gone by? That is total cycles through all the players. This would be useful if I cast a spell on turn 4 that lasts 5 turns, then I know it expires on turn 9. Seeing a Turn# on the screen will remind me when my spell runs out. What Jolly asked for is actually how some GMs handle D&D2e Initiative (or Shadowrun initiative, I recall using it there as well). Everybody rolls, and remembers what number they act on. the GM then counts up (or down, depending on the system), and when he hits your number, you chime in and take your turn. The difference is that instead of the sorting/organizing the PCs/NPCs after the initiative roll, the GM doesn't worry about it, and just counts and when he hits your number, you take your turn. This method might be more efficient in a game where you roll for initiative every turn. Whereas in D&D3e, you roll once for the encounter, sort everybody by turn order, and just loop through the tokens.
Janx: Yes I believe what you just said meshes up. I guess we'll find out when it's in :-)
Yes Janx -- exactly that. I would find it extremely useful.
Just the idea of a set of floating counters that the user can label has merit. Hit point tracking, scoring, poker chips in the pot, distance markers when a map is not to scale, etc. -- TAZ
Just the idea of a set of floating counters that the user can label has merit. Hit point tracking, scoring, poker chips in the pot, distance markers when a map is not to scale, etc. -- TAZ Yes, that would be more generic and could be put to use for things very specific to one system or even one group of players. You can trust gamers to imagine uses that no one could have foreseen.
Yeah, I would love to see generic, floating counters, with buttons to add or subtract a predefined number, labels set to anything, and with visibility set on an individual basis. There's pretty much infinite uses for something like that regardless of system.
My vote is for a generic counter. Nothing but a label, value, and up/down arrows that can be dragged onto the table. That would be the most flexible
Yes, basically just that -----------------------------------------------------------------------------------------------------------------------------> Floating, unlimited number can be added to the table, has option for color, optional label, option to enable +/- for players, option to auto-de/increase on turn-counter rollover. And players can add their own (private) ones to the table.