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Noonien
December 15th, 2016, 20:21
Hi there !

My Setup:
- Ultimate monthly license
- No additional content (no rulesets, tokens, what ever bought)

I started with FG today by loading 5e Sample Compaign
I tried some game machanics with a friend.
When using the combat tracker we had some "issues" more likely no experience with tool than issues :)

My questions:
- Is it normal that I can attack (as PC or NPC) as often as I like to, so tracker does not "know" that my turn is over ?
- Why is damage dealt only shown as "Wound" and not subtracted from actual HP ?
- Why is a NPC or PC thats wounds exceeds his HP marked as Dying, but can go on playing ?
- Can a player walk as far as he likes, so tracker does not know that he exceeds his speed limit for the actual round ?

More questions left, but lets start here. Maybe there is a general answer like "buy rulesets" or something like that, so that this features are working ...

Andraax
December 15th, 2016, 20:28
All those are moderated by the GM, just like they would be in a face-to-face game. Fantasy Grounds is not a video game. If you lock the tokens, then the players can't actually move, only plan their movements. When the GM determines it's their turn, he can look at the planned move and accept it if it's ok, or cancel it, or tell the player to change it, whatever.

Zacchaeus
December 15th, 2016, 20:30
In order of asking

1) Yes. FG doesn't record the number of attacks or when your turn is over. Effectively your turn is over when you click the end turn button (but even then you could have opportunity attacks).
2) Because it is :) I believe Moon Wizard might look into doing it the other way and counting wounds down. Thing is once you get used to the wounds adding up it's hard to imagine it any other way.
3) Because FG doesn't remove them from the CT. It's entirely possible that something might happen to resurrect them. Also some creatures get another attack even after they die or might have a regeneration ability. Once they are dead though the DM can remove them using the delete button which appears once their wounds exceed their hp.
4) Yes. FG doesn't know how far a player or NPC can or cannot move. However the DM can right click over any token and select 'Lock tokens' from the menu which pops up. This means that whilst players can move however far they like the DM needs to approve the move before the token actually moves. You can approve moves by clicking the middle mouse button or select approve move from the context menu when you right click over a token that wants to move.

darrenan
December 15th, 2016, 20:32
In general, think of the ruleset not like a "game engine" and more like a "record-keeper". It manages some information, and automates some game mechanics, but does not govern the flow of the game overall.


Is it normal that I can attack (as PC or NPC) as often as I like to, so tracker does not "know" that my turn is over ?

Yes. You need to click the down-arrow button at the bottom of the combat tracker to end your turn. The ruleset does not enforce actions, or automatically manage whose turn it is. That's something that the player's and GM need to manage.


Why is damage dealt only shown as "Wound" and not subtracted from actual HP ?

Did you have a target? Normally need to CTRL-Left-Click your target, either on the map, or the combat tracker, to target them.


Why is a NPC or PC thats wounds exceeds his HP marked as Dying, but can go on playing ?

See first comment.


Can a player walk as far as he likes, so tracker does not know that he exceeds his speed limit for the actual round ?

The ruleset does not enforce movement, although if you have tokens locked it will measure as you plot out your desired movement.

dragonheels
December 15th, 2016, 20:32
Exactly, and it is better so. In certain games, this 'liberty' can be very usefull. The GM always has the final word...

Noonien
December 15th, 2016, 20:49
Thanks a lot to all answers. So its really as it is in pen and paper.
Think there is a lot of potential wasted, but its ok, its an alternative for local gaming.

Trenloe
December 15th, 2016, 20:58
Fantasy Grounds is a Virtual Table Top (VTT) - it is specifically designed to allow simulation of the face-to-face, pen-and-paper RPG experience. For those games you'd sit around a table and game on the table top, a virtual table top provides that experience, without the need to physically sit around a table top - you can be anywhere in the world, gaming around the virtual table top. What is great about RPGs is that you aren't limited by computer programming, you can do what your imagination lets you - constrained by the GM. Hence why the VTT needs to accommodate all of those possible options - which are moderated by the GM. As has been mentioned above - this is not a video game, with lots of automation (and the limitations that come with that).

damned
December 15th, 2016, 22:09
RPGs have so many exceptions and exceptions to the exceptions that it is very, very hard to code for every eventuality. and then you have house rules and most tables house rule *something*. There is a lot of automation but not for everything. If there are features you would like to see added vote for them over here: https://fg2app.idea.informer.com/

Moon Wizard
December 15th, 2016, 22:17
A lot of the design of many of the features of FG is to give the ability to make all the standard rolls and actions within a given game system, but not to enforce limits or chain actions. As damned pointed out, with so many exceptions within the games themselves and at each table, this creates a more flexible environment to allow all people to use FG for their own style.

Regards,
JPG