Can I See Other Players Dmg With Combat Metrics

Combat
  1. Can I See Other Players Dmg With Combat Metrics 2
  2. Can I See Other Players Dmg With Combat Metrics Chart

Apr 29, 2016  When players get the same result on their initiative check, it’s up to them to decide amongst themselves who goes first. The Dex score, the Dex modifier, and even the number on the d20 are all irrelevant. They just talk it out and decide. Of course if they can’t decide then they can roll off or find some other way to settle the dispute. Yes you can filter. Go to the chat filter settings. Pick the tab for 'battle' or whatever other tab you have that shows damage/battle information. If you click that tab, a new window will open with options of what you want to filter and/or unfilter. I have most everything filtered, because it is stuff I don't care about.

Introduction

Note: Some Options are common to all rulesets, however for completeness this article details all of the options available to 5e users not just those specific to the 5e ruleset.

Apple os x yosemite download dmg. Increase memory sizeStep #7. In this step, select processors and increase the number of processors, and the number of cores per processor.

NOTE: This article was written for version 3.1.3. Not all options are available in earlier versions.

You can bring up the Campaign options by clicking on the options button in the top right hand corner of the right hand menu. Although all options are visible to the players only the 'Client' options are accessible to players. All other options are set by the GM. To change an option either click on the option value or click the small left and right arrows on each option.

Client

Option Values Notes
Dice: Manual Entry Off (default) or On Use to enable the manual dice entry feature. When on all dice rolls will be intercepted and a pop up will allow the DM to just allow the roll or edit it.
Chat: Ring on Whisper On (default) or Off Rings the bell when a whispering if On.
Target: Remove on miss Multi (default), Off or On Determines whether targets are automatically removed when missing with an attack. When turned on, targets are always removed on a miss. When set to Multi, targets are only removed on a miss if more than one target is specified for the attack roll.
Turn: Auto-center map On (default) or Off When turned on the map will auto-center on the next actor when the 'Next Actor' button is pressed in the Combat Tracker

Game (GM)

Option Values Notes
Chat: Set GM voice to active CT Off (default) or On When turned on, the name of any NPC which becomes active in the combat tracker will be added to the GM speaking identity list below the chat window.
Chat: Show all whispers to GM Off (default) or On When turned on, any whispers sent between players can be viewed by the GM.
Chat: Show GM rolls Off (default) or On When turned off, any rolls made by the GM are marked secret, and not shared with the players. When turned on, any rolls made by the GM are shared with all players.
Chat: Show portraits On (default) or Off When turned on, any chat messages or rolls by a player will be accompanied with the portrait of their active character. Any chat messages or rolls by the GM will display the GM icon.
Chat: Show results to client On (default), Off or Friendly Determines whether the results of attack, damage and heal rolls are shown to players. If set to On, all results are shown to players. If set to Friendly, only results for rolls which have a PC source and either no target or a PC target will be shown. If set to Off no results are shown to players.
Chat: Show roll totals On (default) or Off When turned on, any rolls shown in the chat window will automatically show the resulting total of all dice and modifiers.
Desktop: Decal Image Various - sets background decal The available options here will depend on what Wizards of the Coast material that you possess and what options you selected at the loading screen of the module or campaign.
Party: Show characters to clients Off (default) or On Determines whether the Main and Skills tabs are available to players in the party sheet.
Party: Show inventory to clients On (default) or Off Determines whether the Party Coins and Party Items lists are visible to players on the Party Sheet inventory tab.
Table: Dice Tower Off (default) or On When turned on, a dice tower will appear on each player's desktop, and on the GM desktop (if GM rolls option set to On). Players can drag dice rolls into the tower and only the DM will see the result. See Dice Tower for more info.

Combat (GM)

Option Values Notes
Add: Auto NPC initiative Group (default), On or Off Determines how NPC initiative is determined when NPCs are added to the combat tracker. If set to On, initiative is rolled whenever an NPC is added to the Combat Tracker. If set to Off, initiative will not be rolled when an NPC is added to the Combat Tracker. Initiative is determined by the GM when they initiate initiative rolls via the menu option on the Combat Tracker. If set to Group, the initiative of the first NPC of each type added to the CT will be rolled randomly and subsequent NPCs of the same type will use the same initiative as the first.
Add: NPC Numbering Append (Default), Random or Off When adding an NPC to the CT, this option determines whether a unique number is appended to the NPC name. When set to Append, the next available number starting from 1 will be used. When set to Random, a random number will be used.
NPC: Rolls (Variable or Fixed) Variable (default) or Fixed Determines damage dealt by NPCs on damage rolls. If set to Fixed then damage dealt is the average damage dealt by that creature according to its character sheet. If set to variable then a dice is rolled to compute damage. e.g a Goblin would deal 5 points of fixed damage or 1d6+2 points of variable damage.
Player: Ring Bell on Turn Off (Default) or On When turned on and a PC is activated in the CT that is controlled by a user in the session, a bell sound will be played on the user's machine.
Player: Show turn order On (default), Friendly or Off Determines how much information players are given about turn order. When set to On players will see all PCs and NPCs on the combat tracker with initiative and in the correct turn order. If set to off players will have no information on what initiative rolls were made by any creature on the Combat Tracker and creatures will not show in initiative turn order. If set to Friendly players will know the initiative of the player characters only.
Turn: Show effects Off (Default) or On When turned on, any effects on a creature will be displayed in the chat window as part of the turn notification message.
Turn: Skip Hidden NPC On (Default) or Off Determines whether a hidden NPC's turn is skipped or not. If an NPC is currently not visible to the players then if this option is set to On the NPC will be skipped over on the Combat Tracker so that the players continue to be unaware of the NPC. If set to Off then the Combat Tracker will stop at the NPC's turn as normal.
Turn: Stop at round start Off (Default) or On When turned on and the turn marker in the CT is advanced past the end of the actor list using the Next Actor button, then the first actor in the CT will not be activated until the Next Actor button is pressed again.
View: Bar colors Standard (default) or Tiered Provides different colour modes to health bars. In Standard mode the health bars move from green through yellow (50%) to red. In Tiered mode the colour change is more gradual from green, light green (<75%),yellow(<50%), orange (<25%) and red (>25%).
View: Health - Ally Detailed (default), Status and Off Determines how much information about ally health is shown on the player's Combat Tracker. Detailed shows all Hit points, temporary hit points and wounds for all player characters. Status replaces the numbers with a health category which changes at 25% intervals approximately showing light, moderate, heavy and critical wounds. Off shows no information about player and ally wounds at all on the Combat Tracker.
View: Health - non ally Status (default), Detailed or Off Determines visibility of NPC health information on player's Combat Tracker. Status shows wound categories at approximately 25% intervals with light, moderate, heavy and critical wounds. Detailed shows full hit points, temporary hit points and wounds of NPCs to players and Off shows no information about NPC health to players at all.
View: Wound Categories Simple (default) or Detailed When general health status is displayed in the player CT, this option determines whether the information is simple (Healthy, Wounded, Heavy, Dying) or more detailed (Healthy, Light, Moderate, Heavy, Critical, Dying).

Token (GM)

Option Values Notes
Auto-scale to Grid 80% of grid (Default), 100% of grid, or Off When turned on, any tokens added to a map will be automatically scaled to fit within 1 grid square (or multiple grid squares if dragged from CT and Size field greater than 1).
Facing Indicator Off (default) or On When turned on, tokens displayed on the map will show a facing indicator. When tokens are rotated, the facing indicator will be rotated, instead of the token image. See Token Facing for more info.
GM: Show Effects Icons (Default), Icons Hover, Mark, Mark Hover, Off or Tooltip Determines how effects are shown to the DM on tokens on a map. Off shows nothing. Tooltip shows nothing until the DM mouses over the token; mark hover and icon hover shows the icon or mark when the mouse is held over the token. Mark (shows same mark no matter what effect) and Icon(which shows different icons for different types of effect)both show the mark or icon at all times on the token and when the icon or mark is moused over details of the effect can be seen.
GM: Show Health Dot (Default), Dot Hover, Off, Tooltip, Bar or Bar Hover Determines how health is shown to DM on tokens on a map. Dots or Bars display a colour gradation depending on other settings. Dot shows a dot, whilst bar shows health as a bar down the right hand side of the token. Dot hover and Bar hover shows a dot or bar when the token is moused over and Off shows no health information on the token.
Player: Show Ally effects Icons (default), Icons Hover, Mark, Mark Hover, Off or Tooltip Determines how effects are shown to players on ally tokens on a map. Off shows nothing. Tooltip shows nothing until the player mouses over the token; mark hover and icon hover shows the icon or mark when the mouse is held over the token. Mark (shows same mark no matter what effect) and Icon(which shows different icons for different types of effect)both show the mark or icon at all times on the token and when the icon or mark is moused over details of the effect can be seen.
Player: Show Ally health Dot (default), Dot Hover, Off, Tooltip, Bar or Bar Hover Determines how health is shown on ally tokens to players on a map. Dots or Bars display a colour gradation depending on other settings. Dot shows a dot, whilst bar shows health as a bar down the right hand side of the token. Dot hover and Bar hover shows a dot or bar when the token is moused over and Off shows no health information on the token.
Player: Show Enemy effects Icons (default), Icons hover, Mark, Mark hover, Off, Tooltip Determine how or if effects are shown to players on enemy tokens on a map. Icons vary according to the type of effect, mark shows the same icon for all effects. Mark hover and Icon hover only show mark or icon when the mouse is hovered over the token. Tooltip shows effects only when the token is moused over and Off shows no effect information on enemies at all.
Player: Show Enemy health Dot (default), Dot Hover, Off, Tooltip, Bar Determines how or if enemy health is displayed to players on tokens on a map. Dot and bar show either a dot or a bar all of the time whilst the hover variant shows the dot or bar only when the token is moused over. Tooltip shows health only when the token is moused over and Off turns all displayed enemy health information off.
Token: Show name Tooltip (Default), Title, Title Hover or Off When a CT-linked token is added to a map, this option controls whether and how the name of the CT actor is displayed on the token. When set to Tooltip, the name will appear in a standard tooltip when hovering over token. When set to Title, a name title bar will be added to each token. When set to Title Hover, a name title bar will appear when hovering over token.

House Rules (GM)

Can I See Other Players Dmg With Combat Metrics 2

Option Values Notes
Attack: Fumble/crit tables Off (default), Fumble and Critical, Fumble and Crit In order to use this option the default fumble and critical hit tables module must be activated. If set to Fumble or Crit Fantasy Grounds will automatically roll on the table when a natural 1 or a critical hit is rolled. With Fumble active only when a 1 is rolled will there be a roll on the table and when crit is the option rolls will be made only on a critical hit. No rolls will be made if the option is set to off. The name of the table must exactly match 'Fumble' or 'Critical Hit'.
CT: Auto Death Rolls On (default) or Off When set to on this will automatically roll a death saving throw for any Player Character on the Combat Tracker who has zero or less hit points and who is not stable and who has not yet failed three such saves. When set to Off such saving throws need to be made by the player.
CT: NPC hit points Standard (default), Max or Random Determines the number of hit points an NPC has when placed on to the Combat Tracker. When set to standard the creature receives the average hit points according to the Monster Manual. When set to Max the maximum possible hit points will be allocated and when set to random the hit points will be determined by dice roll. For example a Goblin has 7 (2d6) hit points. Standard will give 7hp, Max will give 12hp and random will give something in the range 2hp - 12hp.
CT: Roll init each round Off (Default) or On When set to on initiative will be re-rolled for all actors currently on the Combat Tracker at the end of each turn.
Damage: Massive system shock Off (Default) or On When turned on this option will use the 'Massive Damage' alternative rule from the Dungeon Master's Guide. An automatic constitution saving throw will be made if the actor suffers damage greater than half their hit points and on a failure a roll will be made on the system shock table and the result applied to the actor.
Map: Diagonal distance Standard or Variant The Standard rule is that all movement on a grid is 5' even if the player is moving diagonally. If this variant is used then distance is measured in a continuing pattern of 5' for the first square and then 10' for the next square. See page 252 of the DMG for more information.
PC: Encumbrance Standard or Variant Standard encumbrance allows the players to carry up to 15 times their strength score without penalty. The variant introduces penalties for encumbered and heavily encumbered characters. If set to Variant this will show the encumbered, heavy and maximum carry weights in the player character's inventory tab of the character sheet. Note this will not automatically apply any penalties to characters who exceed those limits; that has to be done manually.
PC: Healing Variants Standard, Healing surges or slow natural healing This allows for healing variants as described on p266-267 of the DMG. If set to Standard, hit points are recovered at the end of a long rest as well as half of any Hit Dice expended. If Healing Surges are used healing is accelerated with all hit dice being recovered after a long rest and 1/4 hit dice recovery after a short rest, no hit points are automatically recovered. With Slow Natural healing selected recovery is slowed. No hit points are recovered at the end of a long rest.
PC: Inspiration Slots Standard, 2 or 3 This allows the DM to give one, two or three inspiration slots to players.

Languages

  • The languages window can be opened by clicking on the 'Languages' button at the bottom of the options window.
  • This lists the standard languages understood by characters in the 5e world.
  • To add a new language right click and select 'Create Item', and type a name for the language in the new line that appears.
  • A drop down box appears to the right of all languages allowing the user to select a font for the language.
Can I See Other Players Dmg With Combat Metrics

Currencies

  • Clicking the 'Currencies' button will bring up a dialog enabling currencies used in the campaign to be edited
  • To edit a currency delete the existing one and type in a new one
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Can I See Other Players Dmg With Combat Metrics Chart

GURPS‎ > ‎GURPS and Game Balance: A Mathematical Pursuit‎ > ‎

Metrics Combat Encounter

The Metrics of a Combat Encounter
We looked at the individual matchups and what the expected outcomes were on a turn by turn basis in the Metrics of a Combat turn. Now We need to look at how those rounds sum up to help us predict out comes. As always these are general guidlines. As you consider these, it may help to visualize the party as one big creature as opposed to a bunch of individuals. Its less accurate, but it is easier :).
FP and Ammo: The Offensive Longevity Metric
There are lots of reasons to expend FP in a fight. Spells, extra effort, and advantages can all use fp quickly. Knowing how many fatigue they have to work with helps to balance that. For example, when we set up our per turn metrics, we assumed that the wizzard was using his Flame Jet spell at max because its how he does the most damage, but we know we cant do it indefinately! So we take his FP (and any ER he may be carrying) and we divide that by the casting cost of his Flame jet. Lets say he can cast 3d Flamejet for only 2 FP each and has 14 FP total to work with. THat means that the Wizard will be attacking at full strength for at MOST 7 rounds. Other mundane forms of combat are not immune to this kind of envelope. Extra effort foe example lets a fighter trade his FP for remarkable effects (Flurry of Blows, Rapid Recovery, Feverish Defense). If we were going to label this anything, we would call it the offensive longevity matrix.
HP, HT and wounding: The Deffensive Longevity Metric
If you've done your per turn analysis, then you know about how much damage the party is taking per turn and how much they are dishing out. When it comes to looking at HP and HT to guid us as to how LONG a fight will last we need to consider further factors, most notably the wounding modifiers. Again Im going to recomend that you take the average of the wounding modifiers and apply those to the amount of damage that is getting through. This number actually tells us a great deal about what we can expect from our Party If its greater than 1/2 of the parties HP then major wounds become much more likely. This also gives us some insight into how long a fight will last. In gurps, once you are in negative HP, you begin rolling ro see if you remain concious. This is really the greatest threat and the one that we will be focussing one. Looking at the 50% HT sheet of the spreadheet we see how many consecutive HT rolls we can expect to make. Now its impossible to see the future, but we can say that if we know the amount of damage the party is likely to take, the wounding that is likely to be involved and the HT of the party we can begin to make some educated guesses as to how long its all going to last. As a general rule, if ExpectedDamage After Wounding is the expectation Damage (from the DMg vs DR Expectation spreadsheet) times the average wounding modifier, the the expected combat longevity of a charachter could be considered as:
HP/EDAW + 50% HT Rounds.
Returnig to our Hypothetical Party, lets Figure that we have an encounter that is dealing 2 damge per roudn and the average Wounding is about 1.5 or 3. How long can we expect our heroes to survive?
For a Barbarian with 22 HP and 14 HT we can assume he'll last 22/3 + 7 or 14 rounds!
Now before we begin to gasp in awe, this is probably not going to happen. For example,lets say The Cleric in our Party (HT 12, HP 10) can be expected to last 10/3 + 2 or about 5 rounds. Once the Cleric falls, the enemies will likely attack the Barbian, so realistically, he wont make it this long if the fight turns against them.
When in doubt, use the smaller number. If a combatant can attack at full strength for 5 rounds but is only expected to stay concious for 7 , then its clear that using the 5 will give you a better estimate of its true combat longevity. You may use averages here if you dare!.
Morale, When the Enemies Cut and Run:
I dont know where to set morale in GURPS. Intuitively I think that it is best set off of fright checks. I hope to write more here when I learn More.
Setting the Knobs:
When we look at the Combat longevity, it really only makes sense to look at it relative to the party's. So if an encounter can only last 1/2 has long as the party, then its likely that the party will triumph simply on the basis of attrition and endurance. If its even to the party, then its likely to be a challenging encounter for the party and if its greater than the party's then it will be difficult!
Honestly I cant tell you how long a given encounter should last. The only guideline I can offer you is the length of the encounter should be proportial to its plot importance. You'll hear people mention 'mook' rules and other such contrivances, but i council against them. A properly balanced encounter removes the need for such 'handwaving' and 'fudging', but I CAN tell you that the fight the players will remember will be the one that normally takes the longest.
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