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SR5 Foundry VTT System Wiki

Combat Tracker: Difference between revisions

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[[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 combat {{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.

Revision as of 21:52, 6 December 2024

The SR5 system helps simplify and speed up combat encounters with Foundry's combat tracker and SR5-specific combat 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