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Combat tracker

At the table

Combat tracker

On this page
The tracker mid-fight: one hound down, one Bloodied
The tracker mid-fight: one hound down, one Bloodied
A combatant's quick look, opened from the tracker
A combatant's quick look, opened from the tracker

Nimble turn order: heroes act first, in any order, then the monsters.

Running a fight#

The controls stay pinned to the top of the tracker while the list scrolls.

  • Start combat begins round 1 with the heroes' turn. During combat it becomes Next round, and End stops the fight. HP, Wounds and conditions are kept: Resume round N picks it back up, and New fight starts again at round 1.
  • Save (the disk button) writes the fight to a note in a Fights folder next to the note it came from. The note has a digest of where everyone stands and a Resume fight button. The encounter block in the original note offers Resume too, so you can stop mid-fight at the end of a session and carry on next time.
  • Round steps back and forward if you need to fix the count.
  • Heroes' turn / Monsters' turn shows whose turn it is and how many have gone (2/4), and whoever's turn it is sits at the top of the list. Tick the circle on a card when that combatant has gone. When every hero has gone, it switches to the monsters' turn by itself. Next round resets everyone and counts durations down.
  • Add monster opens a search of the whole bestiary, your own monsters included, with filters for Regular, Minion, Legendary and your own monsters. Each row has a quantity and an Add button, and adding from a row keeps the dialog open so you can build a whole fight at once. Typing 3 goblin starts the quantity at 3; Enter adds the selected row and closes. Add party appears until your heroes are in.

HP: the calculator#

The HP calculator open on a Quicksilver Hound: 9 damage plus 10 for vulnerability, shown before it is applied
The HP calculator open on a Quicksilver Hound: 9 damage plus 10 for vulnerability, shown before it is applied

Click or tap a combatant's HP. A calculator opens beside the tracker (a bottom sheet on phones):

  • It starts on Damage. Switch to Heal, Set or Temp HP at the top.
  • Crit is on the keypad. Monsters also get Vulnerable +10 and Resisted −10. These only apply to damage; the keypad stays the same size in every mode.
  • Hold the delete key (⌫) to clear.
  • The line above the button shows the result before you apply it, armor included: 15 − 10 (Medium armor) = 5 → 19/24.
  • With a keyboard you can just type: 12 then Enter for damage, 12! for a crit, +5 to heal, =20 to set HP, t5 for temp HP, 12v / 12r for vulnerable / resisted. Escape closes it.

Quick look#

Click anyone's name in the tracker (or View stat block in their ⋯ menu) and their sheet opens over the tracker instead of sending you to their page:

  • Monsters show their full Nimble stat block, with clickable dice and condition names.
  • Heroes show their page, if your vault has a note with their name.
  • At the top is the fight: Mark turn done, the HP bar and HP button (tap for the calculator), actions and Wounds for heroes, and statuses. It stays live as the fight changes.
  • Open page (or Open in bestiary) goes to the note when you do want it. Escape closes the quick look.

Reading a card#

Each card shows the name, then a line with the level (or a hero's class and their Defense shield) and the monster's armor: No armor, Medium (−10 per hit) or Heavy (−20). Below that is the HP bar with the HP button beside it.

Rules it handles#

  • Monster armor: Medium (−10) and Heavy (−20) are subtracted automatically, and crits ignore armor.
  • Heroes: action pips (set them from Initiative: 1–9 → 1, 10–19 → 2, 20+ → 3) and Wound pips sit on one line under the HP bar. Dropping to 0 HP adds 1 Wound and makes the hero Dying; damage while Dying adds 2 Wounds (3 on a crit).
  • Minions share one row with a pip each. Any hit drops one; big hits drop more (one per full die of damage). Group attack rolls all of them at once: 1s miss, no crits, and one Defend covers the total.
  • Legendary monsters have HP scaled to the party, and act after each hero's turn: click their name to see their choices, with clickable dice. Bloodied and Last Stand appear as prompts, and Apply handles Last Stand HP (regain per hero, or a final damage pool with armor).
  • Statuses: all the 3.2 conditions plus minor statuses and your own custom ones. Apply one for a set number of rounds or until removed; Empowered and Weakened take a value. Durations count down when that combatant's turn ends.
  • Combat log and summary: in the ⋯ menu, Copy summary, or Append summary to source note for your session log.

Several encounters at once#

Turn on Multiple encounters in settings to keep more than one fight in the tracker (a running fight and the next room, say) and switch between them.

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