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ROLMX
April 11th, 2020, 20:57
Is there any possibility to implement automated damage in the combat tracker or due to complexity of the VtM 5e rule system this would not be feasible?
I mean, since attacker needs to roll the attack and then the defender needs to roll for defense, and so on; seems complex because is not that there is any static AC value to look for; however I am wondering if you may found a way to do so that is not manual.

Fear Grounds
April 12th, 2020, 02:17
I have yet to actually use the combat tracker in V5. My current stories just haven't needed it.

What I have done so far, since V5 uses opposed rolls: is to roll for the SPC first and set their number of successes as the difficulty of the player roll. Fantasy grounds is great for giving you the margin of success when the player "hits", when they fail i simply look to see what their margin of failure was

ROLMX
April 12th, 2020, 07:04
I have yet to actually use the combat tracker in V5. My current stories just haven't needed it.

What I have done so far, since V5 uses opposed rolls: is to roll for the SPC first and set their number of successes as the difficulty of the player roll. Fantasy grounds is great for giving you the margin of success when the player "hits", when they fail i simply look to see what their margin of failure was

Thanks Fear Grounds, thatīs a very handy workaround.

RavenSaint
April 18th, 2020, 15:08
When I deal with Attack vs Defense. I have the players do their rolls. If the attacker succeeds, The extra margin is how well they hit and adds damage to the weapon damage. You can compare dice pools and make a ruling as an ST. There is a 3 and done combat in the Rules, where you can do 3 rolls and then decide the outcome of the combat afterwards. Then the players and you can either RP the rest of the combat or just finish it there.
Armor Class tends to be Successes above the first success from the attacker, plus Armor gear's bonus that subtracts successes from the Attacker's successes.
Using a standard Diff of 2 for both, ST decided both have training to do their actions. So Attacker gets 4 successes above the diff of 2 to hit. Defender gets 3 successes above their diff 2 to dodge. Which without gear would mean a hit by weapon/attack. The 1 success margin from the attacker can either be used for better aim (hitting possible vital area if the successes are high enough in my games) or damage (RAW). But, the target has a body armor of 2, so now the target can subtract their armor from the damage afflicted on them. Small pistol used would do 2 + 1 damage (RAW) to the Target, the target's armor subtracts 2 from that total, so 1 damage. Kindred would get 1 Superficial Damage. If it was point blank for the pistol, against the skin, that 1 damage could be turned into an Aggravated. Mortal, the damage would Automatically be aggravated. Bludgeoning might be Superficial for a mortal if it was a punch with a bare fist, ST determines damage type from circumstances involving the Attacker vs Defender.

I hope that helps with understanding combat (ST descretion and RAW p123-127 for the rules. Examples of rolls are on p128-129 if you have the core book, under Rules in the Library Reference for FG) This can be used for Mental (Willpower) attacks as well.

I too would like a automated form of combat in FGC and FGU. It'll probably be a while, they are still fixing a few bugs that are in the main sections of the programming. As a ST, you can use a Player describes what they want to do for a scene first in the order of their tokens at the top of the screen, making decisions for the NPC/SPCs after players are done.

I hope you enjoy the game. I have been learning the changes from the Older Books vs the v5 books, lots of lore and a few changes in the characters.

ROLMX
May 16th, 2020, 15:36
Thanks RavenSaint, letīs hope we get that in the near future,

Naurthoron
May 17th, 2020, 05:43
While I agree that there are many different ways to handle combat in VtM 5e, I would point out that the only one that would require the combat tracker is the turn per turn opposition rolls one, the others can be handled without.
I was under the impression that standard Diff is 3 not 2 (not that it matters as this is already handled correctly by the ruleset whatever the difficulty is).