View Full Version : What Combat Trackers are in FG?
tdewitt274
February 17th, 2013, 05:16
I was wondering what Combat Trackers are available in Fantasy Grounds. The obvious ones are the cycling initiative trackers like 4e and 3.x/Pathfinder. Savage Worlds, of course, uses cards. Are there others that have been developed?
There are some games out there that take into consideration different initiative mechanics. Here's a few examples of systems I've played. I'm sure there are others...
Aces & Eights uses two initiatives at the same time (one for movement and one for actions),
Alternity depends on the player's Action Check and then on how many actions that can be performed per round,
BattleTech and Silent Death has a multi-phase approach that goes in different order depending on the phase,
D&D 1e/2e used an initiative that populated a new roll each turn (Savage Worlds would probably have something similar),
Hackmaster uses D&D 1e/2e, but includes a second initiative if you are using multiple weapons,
Hero System has multiple segments in a round,
Robo Rally actions are determined by the phase is being played, the speed of the card, and player ID,
Star Wars Edge of the Empire splits the PC group and inserts NPCs near the middle end,
As far as I'm aware, the current Combat Tracker does not allow for multiples of the same character (correct me if I'm wrong).
The Foundation ruleset had an option of "Groups". I never did understand this concept, as there was no other indicator to say who would "go first". I believe that Foundation just went in alphabetical order. Is there an option to just place the names and move them around?
I've been looking at the Combat Tracker from the Foundation ruleset to see if there is a way of doing other Trackers. However, I haven't been very successful in figuring out how it works.
Thanks!
Todd
JohnD
February 17th, 2013, 06:01
The Rolemaster CT is just about the most advanced CT I've seen... it's got everything in it (and yet is very functional).
tdewitt274
February 17th, 2013, 17:28
The Rolemaster CT is just about the most advanced CT I've seen... it's got everything in it (and yet is very functional).
Forgot about that one. I've never played Rolemaster, so I don't know much about it. I did take a peak and it looks like there is a lot of functionality.
I think what I'm trying to say is more for different initiative systems. Most systems go with a "roll, modify, and sort" method. For example, 4e Initiative is determined by d20 + Modifiers and then sorted in descending order.
I think adding more functionality to the CT, albeit system specific, would expand to other game systems. I think a two dimensional initiative system would be a good addition (see attached). Using two dimensions could solve issues with handling two initiatives (with some creative coding) and cover pretty much all the example systems I suggested.
I started to investigate the database structure a couple of years ago, and never quite understood. I'm digging into the Foundation CT now and it seems a bit spread out, so I'm not making a lot of headway, yet :).
Thanks!
Oberoten
February 19th, 2013, 18:43
My Arm set uses a non-standardized tracker that works on heartbeats/ticks of half a second and entirely does away with rounds...
S Ferguson
February 25th, 2013, 18:45
A Tracker that counts down in ticks? That I'd definitely be interested in trying out. What system did you design it for?
Zeus
February 26th, 2013, 00:06
Forgot about that one. I've never played Rolemaster, so I don't know much about it. I did take a peak and it looks like there is a lot of functionality.
I think what I'm trying to say is more for different initiative systems. Most systems go with a "roll, modify, and sort" method. For example, 4e Initiative is determined by d20 + Modifiers and then sorted in descending order.
I think adding more functionality to the CT, albeit system specific, would expand to other game systems. I think a two dimensional initiative system would be a good addition (see attached). Using two dimensions could solve issues with handling two initiatives (with some creative coding) and cover pretty much all the example systems I suggested.
I started to investigate the database structure a couple of years ago, and never quite understood. I'm digging into the Foundation CT now and it seems a bit spread out, so I'm not making a lot of headway, yet :).
Thanks!
Thats definitely possible with FGII's current API. The CT is just a Windowlist where each entry (window) relates to an NPC or PC. Within each entry window is a field for initiative (which is often linked to the Initiative field(s) on the PC char sheet or the NPC stat sheet).
To implement two dimensional tracking you could:
- add additional window controls per entry window, one for each column - (if number of columns for 2nd dimension is fixed)
- add another windowlist (column based) to each entry window - (if number of columns for 2nd dimension is variable.
For the latter approach, check out my implementation of 4E Tables extension or the 4E ruleset which incorporates 4E Tables, it provides a ready example of how to embed a windowlist within a windowlist.
You can then code the two windowlist onSortCompare methods to order the entries as required.
Oberoten
February 26th, 2013, 12:38
A Tracker that counts down in ticks? That I'd definitely be interested in trying out. What system did you design it for?
We use it as a houserule for Ars Magica.
Examplia Grata :
Bob has an act-value of nine (Bob is on the slow side and not very skilled. Act Value is Quickness + Skill + Initiative bonus of the act/weapon/spell etc)
Arn has an Act value of Six (Fairly normal for a somewhat trained soldier)
And Bianca has a act value of four (very skilled elite with good base stats)
Act 1, nothing happends.
Act 2, Nada
Act 3, Nada
Act 4, Bianca has her first go.
Act 5, Nothing
Act 6, Arn's first action.
Act 7, Nothing
Act 8, Bianca's second go.
Act 9, Bob
Act 10, nothing
Act 11, nothing
Act 12, Bianca and Arn both go.
etc etc etc.
The Act value is a function of initiative. And what you actually DO in your action sets the recovery to next action. So if Biance suddenly shifted to say a war-maul at act 12... She'd get a lower initative and a worse act-value.
Valarian
February 26th, 2013, 12:48
I've implemented one for The One Ring, which uses the stance order: Forward, Open, Defensive, Rearward, NPC and orders the PCs within the first 4 stances in Wits order. If the NPCs go first (they ambush the PCs or the PCs attack an enemy defensive position) then I just start the first round on the first NPC and proceed from there.
S Ferguson
February 26th, 2013, 17:03
We use it as a houserule for Ars Magica.
The Act value is a function of initiative. And what you actually DO in your action sets the recovery to next action. So if Biance suddenly shifted to say a war-maul at act 12... She'd get a lower initative and a worse act-value.
That's exactly what I'm looking for. It's a shame it's for a custom ruleset, as Ars Magica is a pretty good game (albeit on the hefty side). You can't send me the ruleset, but could you give a few tips on how you integrated it into the CT?
tdewitt274
February 27th, 2013, 05:21
Thats definitely possible with FGII's current API. The CT is just a Windowlist where each entry (window) relates to an NPC or PC. Within each entry window is a field for initiative (which is often linked to the Initiative field(s) on the PC char sheet or the NPC stat sheet).
I think I understand, but I'm not sure how to work it. I'm digging into the CT and I'm sure I'll figure it out eventually.
There are a lot of things that I didn't figure out when I tried digging into the code some time ago. I think I'm getting back up to that point. Now to find the time ;)
Oberoten
February 28th, 2013, 22:26
That's exactly what I'm looking for. It's a shame it's for a custom ruleset, as Ars Magica is a pretty good game (albeit on the hefty side). You can't send me the ruleset, but could you give a few tips on how you integrated it into the CT?
I actually got permission to distribute this one. I'll slam it down somewhere downloadable... (brb)
https://docs.google.com/file/d/0B6PsclrWxtXsWG5jdGp6ZUlRR28/edit?usp=sharing
There you go.
- Obe
S Ferguson
February 28th, 2013, 22:29
I actually got permission to distribute this one. I'll slam it down somewhere downloadable... (brb)
https://docs.google.com/file/d/0B6PsclrWxtXsWG5jdGp6ZUlRR28/edit?usp=sharing
There you go.
- Obe
Much appreciated. Thanks! This has made my day!:)
Oberoten
February 28th, 2013, 22:49
Feel free to rip any combat tracker code since that is my own work based on the old foundation stuff back from when THAT was based on the basic D20.
- Obe
S Ferguson
February 28th, 2013, 22:50
Feel free to rip any combat tracker code since that is my own work based on the old foundation stuff back from when THAT was based on the basic D20.
- Obe
Definitely will do.:D
Oberoten
March 1st, 2013, 08:49
What code looks good is generally the bits and bobs I have gotten from Joshuha, Saith and Moss as well as various other contributors.
... I am at best a mid-level programmer with a LOT of stubborness. The bad? All mine I am afraid. The ruleset really is a MESS by now and I have considered restarting by stripping down the 3.5E or maybe the 4e ruleset to make a barebones and then dropping my own stuff in where it is working more to my liking. But it'd be time-consuming and I am always short for time.
- Obe
S Ferguson
March 1st, 2013, 15:37
Time? Scientists have now found a way to dialate time. Apparently they put a rat and a pocket watch inside this double balled sphere and for the 10 min. that passed outside the sphere, 5 min passed inside. Imagine the time we'd save overhauling code! I think one should be issued with each copy of FG. Goodness knows I need the extra sleep... and I can just imagine others.
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