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A D&D 4e Combat Manager

Please note: this web-site is going down on 28 April 2017!!!

4eTurnTracker will continue to be hosted by Launchpad. Here you may download the lastest builds of the program (version 2.0.12) and you have access to the source code of the project.

Cost of this Web-site is 120 EUR per year. I have added a Donate button below, in case you would like to contribute to the the upkeep of the Web-site beyond April 2017.

4eTurnTracker continues to be a popular program, even though many are playing 5e these days. However, I am no longer using the program myself so I plan to invest the money I spend on this site into a new project! :)

Thanks, and all the best to the fans!

- Paul McCullagh

Home The News 4eTurnTracker 2.0.07 Beta adds separate programming of Hit, Miss and Effect

4eTurnTracker 2.0.07 Beta adds separate programming of Hit, Miss and Effect PDF Print E-mail
Written by Paul McCullagh   
Tuesday, 11 September 2012 18:32

The testing I have done so far indicates that using this version of 4eTurnTracker you can program just about any power. The Programmable Power Dialog now has three tabs: Hit, Miss and Effect. You can select the "targets" of the attack which are divided into Hit and Miss groups and a third group of "effected creatures" for the Effect tab.

The result is 3 groups, each of which receives the effects as specified by one of the 3 tabs. The program ensures that a target cannot be in the Hit and the Miss groups at the same time. But the effected creatures group may include creatures that are also targets.

Now you can easily program powers such as the Cleric's "Healing Strike". This power target an enemy, and in addition an ally can spend a healing surge. When programming this power you can specify the "Damage effect" in the Hit tab, and the "Heal effect" in the Effect tab. Then, when you use the power, all you need to do is select the target creature, the effected creature, and specify the amount of damage and the healing (unless it is just a healing surge). And, 4eTurnTracker will take you through all this quickly when you use the CTRL-G (Command-G on Mac) hotkey.

The starting focal point is the target pick box on the Hit tab. By default, the creatures that were selected before the dialog appeared will be the targets of the attack. If the power has a miss effect, then CTRL-G will take you to the creature pick box on the Miss tab. Here you can specify which of the targets was missed. If the power has an effect, then CTRL-G takes you to the creature pick box on the Effect tab where you can select the effected creatures. After this, CTRL-G will take you to the damage and healing input boxes to specify the amount of Hit Points for these effects. At any stage, hitting ENTER will immediately apply the power and its effects.

So the process of using a power can be reduced to just a few key strokes. What helps in particular is to specify the type and number of the targets and effected creatures. For example, you can specify that a power targets 1 to 3 enemies, and effects one ally. If a power targets or effects "self" (i.e. the user of the power), then 4eTurnTracker will automatically place the power user in the appropriate group.

If a power has more that just Hit, Miss and Effect items, then I currently recommend handling this by duplicating the power, and programming the duplicate power with the additional effects. For example the Cleric power "Curse of Misfortune", has an "aftereffect" which occurs after saving the initial Hit effect. To program this power, specify the initial Hit and Miss affects as usual for the power and then, duplicate the power and call the new power: "Curse of Misfortune - Aftereffect". Remove all programming from the "new" power and just add aftereffect of the original power. Now, after the creatures saves against the first Hit effect, invoke the "Curse of Misfortune - Aftereffect" power.

The same needs to be done for powers with Secondary and Tertiary hit effects. There is currently no mechanism provided by the 4eTurnTracker to automatically apply or remind you of such effects. This deficit will be addressed in a future version. Indeed, 4e is so complex that I am not about to be out of work any time soon!

However, don't wait for that version! The 2.0.07 makes it easy to program most powers. And, a few powers require a bit of creativity but are do-able (I believe). If you have any questions about how to program a power, then let me know, and I will help you out, and post the answers on FAQ. If I can't help, at least I will know about the cases that 4eTurnTracker cannot handle!

As usual, you will find a detailed list of the changes in the release notes.

Last Updated on Tuesday, 11 September 2012 20:22