Initiative Order and what you need to know

Turn Watcher is very flexible.

By default, it rolls initiative, resolves ties and sort the characters and monsters for you.

A note about ties: ties are resolved by re-rolling dice under the hood. The 2nd, 3rd, etc. rolls are not shown. Yet the list will clearly be sorted as it is supposed to be.

Turn Watcher lets you re-roll initiative on every round (We call it Ultra Initiative).

Turn Watcher offers the Game Master a way to enter the characters and monsters rolls manually.

Turn Watcher accepts to add new characters while in combat. New characters appear at the end of the list by default, but they can be moved in initiative order.

A note about moving characters and monsters: while the order will look "wrong" in what you see, it will stick. You can click on the title of the Initiative column to inverse the list (bottom to top or top to bottom) you will see that you do not lose the order.

Turn Watcher can be used without rolled initiative. De-Select "Roll Initiative on Start (F9)", then click on Start. You will see that the order does not change. Now you can move the characters and monsters with the "Move Up" and "Move Down" options (Ctrl+Shift+Arrow Up/Down). You're ready to go!

Turn Watcher can be used with different systems since it lets you change the dice to roll for initiative. By default it is set to 1d20. You can change it to 1d6, 2d10 or 3d8-2. Your pick!

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