Combat Tracker ALPHA UPDATE Aug 8, 2020
Additions: You will now see (the dice set you have selected on My Dice) and can use the D20 Manual dice roller on; My Encounters, Edit Encounter, Encounter Summary and the Combat Tracker.
Combat Tracker ALPHA UPDATE Mar 17, 2020
Additions: As much as we love our fearless leader and our designer's cat Zummo, we have removed Happy Adam and Bob Ross Adam from the Combatant avatar fallback images and replaced them with something more generic and familiar.
Fixes: The old text color for initiatives on friendly and enemy combatants had the appearance of being inactive, so we improved initiative contrast and darkened some color so it is less confusing.
Combat Tracker ALPHA UPDATE Mar 10, 2020
Additions:Hit Point Widget added: We all know that most D&D Players don't particularly care for doing math while they tell their story, so we have implemented a HP adjustment widget to help you add and subtract Hit Points.
Now when you "click" on monster stat block links (tooltips) it will open in a new tab preventing your Combat from loosing all of it's progress.
We have been using the Combat Tracker in our home games for a few weeks, and although it is certainly not in a finished state yet, we experienced enough value that we have decided to go ahead and release it now - even in its unfinished state - to both 1) let subscribers gain some of that value and 2) get feedback as early as possible.
Please keep in mind that this is not a finished product, and we invite subscribers to help us make it the best it can be!
Who can use the Combat Tracker?
All D&D Beyond Subscribers. The Combat Tracker is in full active development right now. We will be allowing early access to NEW Combat Tracker features to our Subscribers first, to prove out concepts and new functionality. We took the same approach with the Alpha version of the Encounter Builder with much success. This delivery method allows us to digest feedback in bite sized chunks and perform testing to figure out the best user experience possible.
What is a Development Alpha?
The Development Alpha of the Combat Tracker allows us to test features and user experience.
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Functional but expecting a lot of bugs
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Should be no core functionality bugs
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Core functionality could change with feedback
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Functionality could appear or disappear at any time
We will be working on validating bug reports and cleaning up the Combat Tracker. Once these tasks have been completed we will release to Beta, essentially meaning the Combat Tracker tool is complete.
Please leave Feedback here
Click "manage characters" near the top of the page. You can then add generic characters or pull characters directly from a campaign
Came in here to make more or less exactly this comment. +1!
Initial Feedback:
1) I have an encounter with 2 groups of Orcs. Group one hast Orc 1-3 which are labeled as A, B, and C. The second Group, which has different initiative is also labeled A and B. I like that the groups can be used to break up the same type of creatures, but the labeling should continue, regardless of grouping.
2) Also, I'm not a big fan oh the scrolling behavior right now. The left Frame, where all the Monsters are, can be scrolled separately, but the right frame, where the details appear is the main page. Because of the maintenance right now I can't do an in-deep test, but this will properly be uncomfortable to use.
Theory: scrolling the bigger descriptions (say Strahd or a Dragon) scrolls the whole page and I cant see the Monster frame properly anymore.
3) can you increase the number of answers displayed in the changelog? It would be easier to look if someone already posted the same points.
I can't actually test it as I'm not a subscriber, but I'd go so far as to suggest (possibly not for initial build, but eventually) either players can create a tracker, or the DM can assign one player the role of running the tracker. Maybe I as the player can't see the monster is at X/Y HP, but I can see they've taken X damage, and a vague health indicator (gyr, maybe).
This and so very much this! It'd be amazing if you could just click in the HP box and type the damage number, hit enter, and have it work. And a -dmg number to input healing.
In the meantime, here's a pro tip. Use a chrome extension like beanote. You can leave comments on each player/monster for conditions, etc.
https://chrome.google.com/webstore/detail/beanote-note-taking-on-we/nikccehomlnjkmgmhnieecolhgdafajb?hl=fr-
I am looking forward to this!
This is great! As others have said, I would love to see the ability to apply spells/conditions with appropriate time tracking and prompts for saves, etc.
A couple of ideas...
1. Have an easy way from the Encounter List to assign an encounter to a campaign
2. Be able to mark conditions (poisoned, disadvantage, grappled) etc... on the characters or monsters
Looks very nice so far!
1. Is it possible to remove PCs who are not at the table but part of the campaign from the order?
2. An "End Combat" button for when things finish up.
3. When clicking next, if the HP=0 on a monster, skip monster.
Is there anything like a list of current active features for this posted somewhere? It would be nice to know what exactly should be featured before talking about what would be nice to have. Would also give some insight in-case there are some parts that are not working fully.
Awesome news!
So, my observation straight off. I like what you have here.
1. When one of the enemies falls to zero HP, give option to remove/hide from active initiative
2. Please need to add a add/remove health option so instead of having to do the math then update the current hp, we can have the site do this for you and you just enter the damage similar to the player experience.
When you click "Next", if the person whose turn it is isn't visible, the window auto-scrolls so they are at the very bottom.
It would be much better if the current turn was kept in the middle (or even near the top) of the window, because who is coming up next is far more important information than who just went.
An alternate way to model it would be that in 5e, after the first round of combat there isn't really a "top of the round" any more, since everyone just takes turns in a loop, and every effect duration is pinned to a particular player's turn. Rather than scrolling down a list then jumping back to the top, the tracker could keep the current turn at the top of the list, and rotate the list when the turn changes.
1) Better way of tracking damage, as has already been suggested. Right now, were I to use this, I would probably manually set each monster's current HP to 0 and use it to count damage, not HP.
2) As others have said, way to track conditions.
3) So far as I can tell, there's no way to rename the default PCs, so if I'm trying to run combat for a group that I don't have as an actual campaign (and since I run a lot of one-shots, this is often the case), I have to just use the "Player Character (A)", which is going to make it hard to remember who is who. Let alone not showing me AC, HP, etc. Would also be nice to be able to rename the creatures, so that instead of "Spider (A)" I can name it something that will identify which mini or token it is.
4) Scrolling through the monster stats should not scroll the entire page.
5) Would like to be able to see more creatures in the initiative scroll box. On my desktop, I can see about six creatures in the initiative tracker, and if I scroll down so the menus and encounter description are not at the top of the page, there's about 33% of the vertical space on my screen that is not being used by the initiative tracker.
6) Monster with lairs should have lair effects automatically entered into the tracker at initiative count 20.
7) Would be nice for legendary monsters to have a way to track legendary actions that would then reset on their round, but I know that would also require a rework of the monster stat blocks, because there's no field that actually specifies how many legendary actions a creature gets, it's just in the description.
8) An ability to add notes on a creature would also be a helpful way to note conditions, track legendary actions, spell slots, etc.
It's so great we're getting access to this! Thank you Dev Team for making this possible. I'm excited to get to using it. Many great suggestions have already been voiced, but if I were to add any feedback it would be a way of removing players who've left initiative or creatures who are dead, or at least a way of hiding them. An initiative cluttered by dead creatures is confusing. Looking forward to seeing how this feature improves! Thank you.
Loving it so far, some feedback based on my use this morning.
> Condition markers would be excellent for both PCs and Monsters - also things like Concentration tick boxes for PCs.
> Status effects from spells (or even just a custom label so we can add our own options) Things like enlarged or slowed etc.
> A way to split grouped monsters in the combat tracker instead of making specific groups in encounter builder. For e.g. adding 6x Giant Vultures in the Encounter builder and being able to group them before auto rolling initiative into smaller groups. I like how they are separated for individual damage but being able to easily split them into groups of 2/4 or 3/3 just before combat and once I know the encounter positioning would be helpful.
> Adam mentioned that PC HP would eventually be visible in the combat tracker but I'd love an option to leave the PCs HP turned off for the DM. Personally I don't like to know the PC's exact HP while DMing
> Optional colour coding of items in the initiative order.
> A log of the creature's HP (for e.g on Turn 2 it had ..., on turn 6 it had...) Just in case of backtracking
I really love it so far and can't wait to use it fully in a game!
In the encounter tracker, if I use players from a campaign it has a question mark in place of their max HP.
That would be awesome! ++
Totally agree with that.
Only thing I would add to that is a ''Combat Initiated - Roll Initiative!'' prompt on the actual screens of the players who have their character sheet opened. From there, they could enter their initiative roll in a typebox to get things even easier for the DM. This would not only improve the game flow but provide the players with a feeling of surprise without the DM telling them to roll for initiative and instantly get the game to a sort of 'pause'.