Framework Tutorial Part III: The Basics of CombatInitiative Routine
The Initiative Routine should be fairly simple to master.
The Combat Sequence
- The GM presses the F10 button selecting which Segment to use (defaults to 12 of course). This will load all of the tokens (PC and NPC) into the Initiative window and sort them from highest to lowest. It will also check for Held actions and display a reminder.
- The GM will then press F11. This will move the Initiative list to the top character. It will check for States like Abort, Stunned or Held Action and output whether the character has to recovery from those states (or loses his Held Action). Once the GM determines that the character has completed his action, he will hit F11 for the next character and so on.
- Once all of the characters for that Segment have gone, the macro will clear the Initiative table and output a message to the chat window indicating that all parties have taken their initiative. If the combat ends before the Segment concludes, the GM can press the F12 button instead.
- Start over from Step 1 with the next combat Segment or Post-12 Recovery.
- Post-12 Recovery applies a standard Stun/End Recovery as well as Regeneration and Endurance Reserve Recovery.
- Bleeding is always checked for on Segment 1. Even if none of the characters can act on Segment 1, you should always run Segment 1 if you use the Bleeding rules.
- Tip!:Turn off the Show Initiative Gain Message under Preferences in order to get rid of the default initiative messages that MapTools uses. They can mislead you.
The Combat Sequence is pretty straight forward as well. I tried to keep everything in the background as much as possible.
The Attacking Token must be Impersonated. The easiest way is to Right+Click on the token and select Impersonate from the list of commands. From there, the player has two options for attacking; Selected Tokens or a Token List.
Selected Tokens are attacked in the order they are selected. Dragging a window over several tokens creates some unpredictable behavior. The best way to select multiple tokens is to hold down the CTRL key while clicking on each token.
If you want to create a temporary list of targets, you can select a token and click on the Add Target button. This adds the token to the target list. You can even add the same token, multiple times. That is how multiple attacks against the same target are handled. Once your list is complete, just select List
instead of Targeted Tokens
Note that by default, an attack will only fire once, no matter how many tokens are selected or added to the list. The Attack must be built with a higher number of Multiple Attacks
in order to be able to attack more than one target. If the number of targets exceeds the Multiple Attacks
value of the Attack, then the number of targets will be reduced from the last target (selected or listed) moving towards the first target.
The input window that pops up is divided into two tabs. One is for the Primary Attack. The other is for Special ModifiersPrimary Attack
- Use the Target List or Selected Tokens: 2 options. Defaults to Selected Tokens.
- This Attack Uses the Off-Hand: Check box. Check if the character is attacking with the Off-Hand. Applies Off-Hand modifiers (adjusted by Ambidexterity and Off-Hand training) to the attack.
- Select Attack has a drop down list of all Attacks. You define the attacks with the Attack Builder macro.
- Select Linked Attack has a drop down list of Attacks that can be linked to the main attack. Linked attacks are also defined with the Attack Builder.
- Combat Skill Levels to OCV are those assigned to OCV. Note: If using an Off-Hand attack in conjunction with the Primary hand, the Primary Attack Combat Skill Levels and Martial Arts modifiers are applied to OCV until the next phase. The modifiers for the Off-Hand attack are applied only against the current attack and then discarded. If the character is only making an Off-Hand Attack, then those values will carry over until the next Phase.
- Combat Skill Levels to Increase Damage are divided by two and rounded down, so you will need two CSLs to increase the damage by +1 DC.
- Extra Damage Classes: If this attack has extra Damage Classes, usually defined as Deadly Blow or Weapon Master, add those extra Damage Classes here.
- Choose Combat Maneuver allows you to select a combat maneuver and apply the modifiers to the attack. Make sure you pick the right one.
- Choose Hit Location allows you to either select a precise location (Head, Vitals, Leg) or a general area (High Shot, Head Shot, Low Shot). If nothing is selected, it uses a generic 3d6 determination. Note that useLocations must be set in the Global Parameters. Otherwise no damage multiples will be used or output will be shown.
- Situational Modifiers Assigned by the GM is for anything the GM thinks you should input. Defaults to 0.
- Combat Skill Levels to DCV. Defaults to 0.
- Ignore Combat Luck (Surprise Attack!) negates the target's Combat Luck (if any). Use only when the GM determines that you have Surprise. Note that Area of Effect and Explosion attacks negate Combat Luck for all of the targets save the first. When attacking a specific token (as opposed to the Explosion token), make sure you check this.
- Kockback Dice Adjustment (# of Dice): Enter the number of dice that will be used to determine knockback. Useful for things like Flying characters. A positive number will add more dice to the pool and a negative number will reduce the number of dice used. More dice, less knockback. Defaults to 0
- Target is Immune to Damage: Useful when using the Explosion Token as the Center of an AoE or Explosion attack. When checked, the target Token takes 0 damage. Defaults to "Off."
- Apply Damage Automatically does exactly that. It takes the damage output and applies it to each token. In the case of AoE or Explosion attacks, it applies damage to each token. Defaults to "Off."
- Output Debug Code is mostly for me or anybody that wants to look at an extended output for nearly all the factors that go into the attack. It is useful for seeing if the macro is doing what it is supposed to do. This tends to clutter the chat up, so it is an optional flag. Defaults to "Off."
Area of Effect: Radius, Area of Effect: Cone and ExplosionNote: These options have changed in the latest release.
- Once you have a Stun and Body damage to work with, go ahead and hit the Damage button on the Character Sheet.
- Enter the values for Stun and then Body.
- Enter the type of Defense you are using.
- Enter whether the attack is Normal damage, Killing damage, or Other ( a catchall category).
- Click on whether the attack should ignore your character's Damage Reduction. For example, is you character's Damage Reduction does not apply versus Fire attacks, then you would check this if hit with a Fire-based attack.
The macro will then apply the damage to your character token. If you have Damage Reduction, it will calculate what the damage is after Damage Reduction is applied. If your character starts to bleed, is Stunned, knocked Unconscious, or Dying, it will set those states and output a message to chat with whatever conditions apply.
Area of Effect: Radius is now handled by clicking the Attacks button. But first, you have to build an Attack using the Attack Builder macro. One of the options is Radius. Set that for whatever radius the Area of Effect has. If the attack is an Explosion, click that button instead of changing the Radius. It will calculate the maximum radius of the explosion based on the DC.
Area of Effect: Cone is built with the Attack Builder macro. When building the attack, make sure that you set the Radius properly for Cone Area of Effects. More information regarding that is in the Hero 6E: Character Creation
book. Once the attack is built, you can run the attack with the AoE: Cone macro.GM Warning:
Nothing stops the character from running the cone Radius as a regular Attack. Keep an eye out to make sure that the correct power is being run. I suggest naming attacks with the AoE (Radius, Cone, Explosion) added into the title of the attack.