Symbaroum Combat Tracker

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See the Combat Tracker topic for basic functions of the combat tracker (CT).

Player View

For the players, there is not much that has changed from the CoreRPG.

GM View

Main Section

  • TO - Toughness. Same as the current hitpoints.
  • PT - Pain Threshold. If the PC/NPC get hits this hard, they should fall prone.
  • MTO - Maximal Toughness
  • TC - Temporary Corruption - see the rulebook about this.
  • CT - Corruption Threshold - see the rulebook about this.
  • PC - Permanent Corruption - see the rulebook about this.

Targeting Section

Nothing has changed here from CoreRPG.

Attributes Section

The Attributes Section simply lists the total value of the attribute (in the PC's case, that is the (base + temporary) value).

  • ACC Accurate
  • CUN Cunning
  • DIS Discrete
  • PER Persuasion
  • QUI Quick
  • RES Resolute
  • VIG Vigilant

Offense Section

  • Initiative The initiative is automatically calculated. In the rulebook, if someone has both the same initiative (usually quick), they go for a second attribute - usually vigilant. This is how the initiative is calculated in the ruleset and that's how the entries in the CT are sorted. The rulebook says that if both of them are equal then a d20 should decide, which is a part that hasn't been implemented yet.
  • Traits Followed after the initiative is all (if any) traits that the NPC has. These are all expandable and all of their combat-related actions are listed. How these work are better described under the Character Sheet guide.
  • Equipment After the traits, the equipment for the NPC is listed. The equipment here is useable in that way that you can drag-and-drop the damage, or double-click it in order to activate the automated armor-roll (and damage subtraction) for the player. Since the players should roll their defense instead of the GM rolling the NPC's attack, you can't double-click or drag-and-drop the values for the NPC's defense. This is because there are plenty of ways that the player can handle an attack than just rolling their defense. For example: The mystical power mind-throw can on it's novice level use an object to defend themselves, which has a completely different way of calculating the defense.
  • Abilities Finally, all the abilities for the NPC is listed. This works just like the traits, so see the Character Sheet guide and see how actions and abilities are handled.

Space Section

This is just like in the CoreRPG ruleset.

Effects Section

Effects are very common in the Symbaroum Ruleset. They have a lot of additional values on them. The one that you can see on the combat tracker is duration (if they have one). Unfortunately there are no lists of which effects that exists and what they do. To understand what an effect does, you have to read up on the ability/trait that they were originated from. The explanation of what the effect does is there.

Example Combat

Because of how combat is done in Symbaroum, there are a few things to consider when playing out combat:

All dies are "rolled by the player" which is a bit different in Symbaroum. This causes some behavior that might not be very intuitive in Fantasy Grounds.

A standard player round (weapon-attack)

It's the players turn.

The player either wants to attack their target, or somebody else.

The player that attacks their target simply double-klicks their attack-roll visualized on the equipment that they are currently wielding. If they want to attack another NPC, either retarget or drag-and-drop the attack-roll that they want to do.

The attack attempt is then rolled automatically versus the target that the player has.

If the attack is a success, the player can double-click (or drag-and-drop) any of the damage values of that weapon, which will be automatically rolled and the damage will be automatically subtracted by the monsters armor.

A player round (ability/mystical power)

It's the players turn.

The player either selects their target, or uses the drag-and-drop functionality - just like with the weapon.

For the target, double click the ability roll value - otherwise drag and drop it.

NPC round (weapon attack)

The GM picks a target for the NPC and decides which attack to do.

The GM then calls out that the targeted player should roll their defense.

The player that is being attacked then double-clicks their defense (or if they have a reaction to do here, they do so instead), listed in their equipment.

The result will come up with a value depending on the roll.

The GM then adds the NPC's attack value to the defense-roll of the player (in their head). If the result is larger than 0, the NPC hit. If the NPC hit, the GM then double-clicks the damage which will in turn cause the player to automatically roll their worn armors.

NPC round (mystical power/rituals/traits/abilities)

Exactly like the melee round but instead of using the equipment values and rolls, they use the appropriate trait/ability stats and damage. If an effect is to be placed on the player, then that corresponding effect is double-clicked if the ability/trait succeeds. It is recommended to reading up on each mystical power / trait / ability that an NPC has before using them.