Skip to content

Clocks and Dynamic Countdowns

Jeffery Estes [Moderator]
Jeffery Estes [Moderator]

I think I just realized I've been doing something wrong with Clocks (Both types)
https://callmepartario.github.io/og-dhsrd/#countdowns
The test on the Old Gus SRD says:
A Countdown begins with a starting value—for example, Countdown (3). Each time a counter ticks down, subtract 1 from its value. When the counter reaches 0, its effects are triggered.

I think I've been starting my clocks with the dots filled in and counting up as the clock complets and I should have been doing the opposite. Creating a clock fully filled and then counting down to complete the clock vs counting up to complete the clock.

https://callmepartario.github.io/og-dhsrd/#dynamic-countdowns
Example table on this one for what's a + vs - on the clock.
Page 163

The GM might also use the results of action rolls to determine changes to a countdown, as shown in the Cliffside Ascent environment. If a Progress Countdown and Consequence Countdown are linked, tick each down differently:

Replies

0
Sign in to reply.

Suggested topics

More from this board.

View forum

We use cookies to improve your experience, analyze traffic, and for marketing. You can accept all cookies or reject non-essential ones.