ShotGun Jolly
October 23rd, 2020, 09:17
Ok, so until Nerd Eye Games can complete the work on the CT, I come up with a work around that makes it a little easier to deal with when it comes do working with the combat tracker.
Now, its not perfect, but it helps me until the Devs get this crucial part of the ruleset fixed
Here it is:
Tracking who has acted..
First I create an effect with a duration of 1, called Activated .. When an NPC or Character acts.. I place that into the effects section on the tracker when they act.
Tracking Reactions, IE Parry..
I do the same as above, but I add a "Reacted X Times" effect each time they react, then change the x to match. So you can track the doom cost of other reactions.
This way, when everyone has acted, you can click on the Next Round button and all those effect are removed. See Below Screen Shot
https://1.bp.blogspot.com/-GG3VAtuKZ1E/X5KQKNLqaDI/AAAAAAAARg4/4fqoCcqnCi4i5PfEDEtn5Dfv3e3OovErwCLcBGAsYHQ/s1905/FG%2BCT%2BWork%2Baround.PNG
Handling Mobs and Squads
So, this is far from perfect, but it cuts down on a LOT of the clutter, when you have individual tokens EVERYWHERE!
In the Special Abilities section of the NPC sheet, I add a new line. (Which actually creates a note) In that note, I then add the Squad members, so you can have access to their information and dice rollers during a combat in one spot.
See Screen shots for a better idea of what I do. But it allows a GM to quickly get to the minions stats and notes, and have it all accessible on the CT. Essentially, I nest the information I would need in the main NPC sheet.
https://1.bp.blogspot.com/-uqnBdwm37Cc/X5KQWC5LtII/AAAAAAAARg8/hnPBa1clWVUNuOAVjV2nTNr2CcE_sV2LQCLcBGAsYHQ/s2048/FG%2BCT%2BMob%2BWork%2Baround.PNG
I hope this helps, it does for me...
Now, its not perfect, but it helps me until the Devs get this crucial part of the ruleset fixed
Here it is:
Tracking who has acted..
First I create an effect with a duration of 1, called Activated .. When an NPC or Character acts.. I place that into the effects section on the tracker when they act.
Tracking Reactions, IE Parry..
I do the same as above, but I add a "Reacted X Times" effect each time they react, then change the x to match. So you can track the doom cost of other reactions.
This way, when everyone has acted, you can click on the Next Round button and all those effect are removed. See Below Screen Shot
https://1.bp.blogspot.com/-GG3VAtuKZ1E/X5KQKNLqaDI/AAAAAAAARg4/4fqoCcqnCi4i5PfEDEtn5Dfv3e3OovErwCLcBGAsYHQ/s1905/FG%2BCT%2BWork%2Baround.PNG
Handling Mobs and Squads
So, this is far from perfect, but it cuts down on a LOT of the clutter, when you have individual tokens EVERYWHERE!
In the Special Abilities section of the NPC sheet, I add a new line. (Which actually creates a note) In that note, I then add the Squad members, so you can have access to their information and dice rollers during a combat in one spot.
See Screen shots for a better idea of what I do. But it allows a GM to quickly get to the minions stats and notes, and have it all accessible on the CT. Essentially, I nest the information I would need in the main NPC sheet.
https://1.bp.blogspot.com/-uqnBdwm37Cc/X5KQWC5LtII/AAAAAAAARg8/hnPBa1clWVUNuOAVjV2nTNr2CcE_sV2LQCLcBGAsYHQ/s2048/FG%2BCT%2BMob%2BWork%2Baround.PNG
I hope this helps, it does for me...