Encounter Builder Improvements
Main Priority: Would be a nice addition on the encounter tracker if when running it, each encounter has a separate roster of prepped inactive creatures that can be dragged into the active menu as needed, and likewise no longer needed creatures (dead/gone) could be dragged out of initiative into the inactive list. This would make the encounter feature so much more intuitive flexible, and allows the main purpose of getting all the prep work done rather then having to leave encounter mid-run to edit it.
It Really needs the above, the below is just gravy.
Further improvement: Once this is done, maybe a third auto-generated inactive list specifically filled with player summons/familiar/pets/steeds, using whats already in the extra list on their character sheet.
Lower priority: In addition a separate column (more in the building stage/not actually important in running part, as simple tag would do) if you could designate some added creatures as player allies so the encounter cr calculator doesn't get screwed up.
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I concur. having been building a lot each of those is very useful and simplies my phased battle work. The current work around involves building a full encounter to check CR, removing things. adding back in a manual entries (bad, no popouts of options) or doing a mid encounter eit etc.
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