Clocks and Dynamic Countdowns
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:
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