Anonymous
×
Create a new article
Write your page title here:
We currently have 55 articles on SR5 Foundry VTT System Wiki. Type your article name above or click on one of the titles below and start writing!



SR5 Foundry VTT System Wiki

Combat Tracker: Difference between revisions

No edit summary
 
(4 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[Category:Content]]The SR5 system helps simplify and speed up combat encounters with Foundry's combat tracker and SR5-specific combat workflows. This article covers the automation of some of the most common combat actions. For things not addressed by the automation, there are also mechanisms for more ad hoc [[Testing and Rolls]] and [[Action Item]]s.
[[Category:Content]][[Category:Workflow|*]]The SR5 system helps simplify and speed up combat encounters with Foundry's combat tracker and SR5-specific action {{Category|Workflow}}s. The combat tracker helps keep track of the initiative of all combat participants. See Foundry's [https://foundryvtt.com/article/combat/ Combat Encounter] article for the basic functionality of the Combat Tracker.
 
==Combat Tracker==
The combat tracker helps keep track of the initiative of all combat participants. See Foundry's [https://foundryvtt.com/article/combat/ Combat Encounter] article for the basic functionality of the Combat Tracker.


The game system properly handles SR5's pass-based Combat Turn Sequence{{Source|sr5|ref=158}}, reducing each participant's initiative by ten at the end of a Pass and starting a new round when all combatants run out of Action Phases.
The game system properly handles SR5's pass-based Combat Turn Sequence{{Source|sr5|ref=158}}, reducing each participant's initiative by ten at the end of a Pass and starting a new round when all combatants run out of Action Phases.


A few things to note:
A few things to note:
* If you right click an entry in the combat tracker, you can manually set the initiative value
* If you right click an entry in the combat tracker, you can manually set the initiative value.
* The initiative is calculated based on the characters stats and the selected perception in the char sheet (meatspace, astral, matrix..)
* The initiative is calculated based on the characters stats and the selected perception in the {{Category|Actor}} sheet — Meatspace, Matrix, or Astral.
* GM initiative rolls will either affect only NPCs or all actors (depends on the system setting for it)
* GM initiative rolls will either affect only NPCs or all actors (depends on the system setting for it).
* Should an actor enter combat or reroll initiative after the first initiative pass their resulting score will be reduced
* Should an actor enter combat or reroll initiative after the first initiative pass their resulting score will be reduced as appropriate.
* If you select full defense or a similiar option, the initiative is automatically reduced
* When a character takes the Full Defense or a similar defensive option, their initiative is not automatically reduced. There is a clickable link in the Roll card from the action. Make sure the correct actor is selected and click to have it applied.
* Wound penalties will only be applied at the beginning of the next combat round. You have to manually adjust initiative for the current combat round (see above)
* Wound penalties are only be applied at the beginning of a combat round. You have to manually adjust initiative for mid-turn changes.


==Tips and Tricks==
* If you are using a weapon or spell with a splash radius, a target symbol will appear in the chat card. Clicking on it will bring up a circle template on the canvas to see who is affected by the spell.
{{References}}
{{References}}

Latest revision as of 21:53, 6 December 2024

The SR5 system helps simplify and speed up combat encounters with Foundry's combat tracker and SR5-specific action Workflows. The combat tracker helps keep track of the initiative of all combat participants. See Foundry's Combat Encounter article for the basic functionality of the Combat Tracker.

The game system properly handles SR5's pass-based Combat Turn Sequence[sr 1], reducing each participant's initiative by ten at the end of a Pass and starting a new round when all combatants run out of Action Phases.

A few things to note:

  • If you right click an entry in the combat tracker, you can manually set the initiative value.
  • The initiative is calculated based on the characters stats and the selected perception in the Actor sheet — Meatspace, Matrix, or Astral.
  • GM initiative rolls will either affect only NPCs or all actors (depends on the system setting for it).
  • Should an actor enter combat or reroll initiative after the first initiative pass their resulting score will be reduced as appropriate.
  • When a character takes the Full Defense or a similar defensive option, their initiative is not automatically reduced. There is a clickable link in the Roll card from the action. Make sure the correct actor is selected and click to have it applied.
  • Wound penalties are only be applied at the beginning of a combat round. You have to manually adjust initiative for mid-turn changes.

References

Sourcebook