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The Combat Manager


Let's face it: Aside from game prep, combat is the most time-consuming aspect of Tabletop Gaming. The dice rolls, deciding the turn order, the change of stats, the buffs, damage, resistance, saves... the list goes on. It's great to have as many useful gadgets as possible to cut down on this interference without affecting immersion.


Table of Contents

  1. What does it do?

  2. Adding characters to combat

  3. Automating Turn Order (Initiative)

  4. Things to consider





What does it do?



The Combat Manager keeps track of turn order and initiatives. When characters are added to combat, they will be shown in the Combat list. After turn order (or Initiative) is added, the list auto-sorts the characters based on turn order. If their turn order changes, the Combat Manager can be updated to reflect this with a quick change to the Initiative number.


As a character’s turn starts, the list item in Combat Manager will highlight, as well as the GM Character’s Sidebar item and the token on the map. Players can end their own turns, or the GM can control player’s turn start/end. Additionally, if you want a token to be hidden from combat, you can toggle the “Is Visible in Combat” button next to their name in the Combat Manger.




Adding Characters to Combat

There are a couple ways to add a character to Combat, depending on the situation. 

The most frequently used method involves selecting all tokens from the in-game experience, then clicking the “Add to Combat” icon on the Character Quick Bar as shown here:


This method allows for On-The-Fly combat initiation, and is often the most used.


Other ways are more focused on pre-planning. These include:

  • Using “Add Party to Combat” button within Combat Manager. This will add any token who is assigned to a player (not NPCs) to the Combat Manager.

  • Using “Add from Area”. This will show a list of all available tokens (PC or NPC) on the current map. Selecting from this list will add the token to Combat.


Automating Turn Order (Initiative)


Characters are able to make a special roll that only affects themselves. This roll determines turn order in the Combat Manager. When combined with Actions, this makes for a powerful combo setting up combat for all involved.



i!(1d20)
Generic
Generic

Roll Syntax

Rolls 1d20 for turn order as soon as it's submitted
i!?(1d20)
Roll Syntax
Rolls 1d20 for turn order and hides the results from others


Important! Creating an action using this syntax on a character affords an easy, one-click method for setting turn order. In order for this to work, you must be performing as that character. If you were to type i!(1d20) into the chat as yourself and not as a character, it will roll but have no effect on combat. 


Check this out for more about character actions!


Things to Consider

  • Adding tokens to the Combat Manager does not automatically initiate combat. The reason for this is to allow the GM to set up Combat ahead of time, then during the session, click “Start Combat” to kick off the conflict.

  • The Combat Manager is Map Specific. If the current area is left, combat will reset. 

  • If you don’t want to reveal a Character’s identity, you can use a custom token in the Combat Manager. This will not use the token’s id, but will make a dummy token to be used as the impersonating character.



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**The text smiles a toothy grin**

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Related Articles and Resources:

Overview of Astral Add-Ons

Character Actions and Attributes





What does it do?

Automating Turn Order (Initiative)