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PostPosted: Sun Apr 23, 2017 4:40 pm 
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Gongfarmer
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Joined: Sun Apr 23, 2017 4:28 pm
Posts: 1
Whenever I run a combat encounter, I get tripped up scribbling down initiative, parsing NPC stats and abilities, and keeping track of HP. Just enough to make things feel a little clunky. So, I made myself a combat tracker for DCC and figured I'd share it with y'all.

It has a column for initiative; blocks for three different monsters with their stats, attacks, crit info, and HP boxes for up to six instances of each monster; and some spots for notes. It's a first draft, so let me know if you have ideas for changes that would make it more useful.

http://holonet.node489.imv12.s3.amazona ... racker.pdf


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PostPosted: Mon Apr 24, 2017 4:34 pm 
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Cold-Hearted Immortal
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Joined: Fri Mar 10, 2006 1:46 pm
Posts: 3355
Location: Left Coast, USA
FLGS: Bizarro World
Often I use index cards, one card for each PC, and maybe one or two for monster/NPC initiatives.

Roll initiative, write down the relevant result for each card, sort them, and then just roll through them card by card as the rounds go on... The cards are large enough to re-use each for several game sessions, just crossing out the old initiative and writing in the new one.

Sounds like you could use something like that, with a card for each monster/NPC, so you have the stats right in front of you...

I like your design, but for me it would require jotting down each monster ahead of time to avoid stopping the game to make use of that part of the sheet. And since I wouldn't really know what directions players might go, I'd have to generate a sheet for each possible encounter -- that's a lot of prep time!

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Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.

Link: Here Be DCC Monsters

PbP Purple Planeteers!

Havarth • Cleric/Zikcub • Animal trainr • L
S11 A11 S9 P15 I9 L7 • AC10, HP12, R0 F1 W2
Glaive+0 1-10
Club+0 1-4
X' chain, sack
Bless, Dtct Ev, Prot fm Evil, Word oCmmnd

Lucius • Cleric/Verlore • Slave • N
S13 A11 S8 P15 I11 L11 • AC10+, HP6, R0 F0 W2
Sword+1 _
Club+1 2-5
Hide armor, flint/steel, green stone, oil 1
Crit table +1
Dark, Holy Sanct, Resist Cold/Heat, Word o Cmmnd

Toby • Squire
S13 A10 S14 P15 I16 L9 • AC10+, hp3, R0 F1 W1
Lg swrd+1 2-9
Scale armor, sack, helm, L’ rope, torch • Com, Chaos, Hobgob

Kelven • Smuggler
S14 A8 S11 P12 I7 L10 • AC9+, hp2(4), In-1, R-1 F0 W0
Sword+1 _
Staff+1 or Sling -1 2-5
Scale armr, waterprf sack, L’ rope, torch, 39cp

RIP
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PostPosted: Thu Jul 26, 2018 10:54 am 
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Ill-Fated Peasant
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Joined: Thu Jul 05, 2018 12:40 pm
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Location: Mansfield
FLGS: The Citadel RPG
I just wanted to say that I love your encounter tracking sheet. I use it for both DCC games and Pathfinder games. Especially when using a module, I can easily write up each encounter ahead of time so that when players reach that area I can just pull out the matching encounter sheet and get the combat moving.

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