Yeah, I know what you mean. It just doesn't seem right from a game point of view. One problem with placing the item under the current player, is that makes it look like it goes next. When you click on next, that would be the next item in the list. Are there any games that work this way?dorpond wrote:But yeah, this is where I get confused the most. Like in a directory, things I create and cause are owned by me thus they belong in my sub-directory. Know what I mean?
The other problem that I can see with placing it after the caster is that you won't calculate things like damage for a Melf's acid arrow until after the turn of the player who cast it. If it just so happenend that the next round of damage was going to kill the creature, the player (not necessarily the GM ) would want to know that before taking their turn. So I'm just not sure if that is going to make things easier. The encounter isn't a directory structure, it's a list of the items in turn order. I think deviating from that will just make it more difficult to figure out what happens next.
Having said that, it isn't a big deal code-wise to place the timers at the same initiative and after the current player. If I add it, there would need to be setting that controlled whether a timer shows up above or below. Is it worth doing now? Or should I wait until everybody see's the tool with the index card view?