Options - Combat

Options - Combat

In this section, we will explore each option in the Combat category.

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NOTE: The D&D 5e ruleset is being used for screenshots and animations below as portraits, maps, items, weapons, etc. are readily available, whereas CoreRPG does not have any of these things by default.

Only the options available in CoreRPG Campaign Options are being shown below.

Combat (Player): Show turn order

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This setting determines how much information players are given about turn order. When set to All, players will see all PCs and NPCs on the combat tracker with initiative and in the correct turn order. If set to Friendly, players will know the initiative of the player characters only. If set to Off, players will have no information on what initiative rolls were made by any creature on the Combat Tracker and creatures will not show in initiative turn order.

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Player view: Combat (Player): Show turn order set to All.
Player can see proper initiative order for all PCs and NPCs.
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Player view: Combat (Player): Show turn order set to Friendly.
Player can see proper initiative order for all friendly PCs and NPCs only. Neutral and Hostile PCs/NPCs are simply listed alphabetically, hiding their true initiative order.
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Player view: Combat (Player): Show turn order set to Off.
Player cannot see proper initiative order. PCs and NPCs are sorted by Friend/Neutral/Hostile status, then alphabetically within each group.

Combat: NPC numbering

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When adding an NPC to the Combat Tracker, this option determines whether a unique number is appended to the NPC name. When set to Append, the next available number starting from 1 will be used. When set to Random, a random number will be used.

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Combat: NPC numbering set to Append. Numeric values are added in proper numerical order.
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Combat: NPC numbering set to Random. In the example above, the numbers appended were in the following random order: 1, 3, 2, 5, then 6. They are sorted alphabetically by name, so while the numbers were assigned randomly, the order still sorts according to appended numeric value.
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Combat: NPC numbering set to Off. No numeric values are appended and the names of each NPC remain as they were in the source material.

Turn (Player): Notification sound

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When turned on, and a PC that is controlled by a user in the session, is activated in the Combat Tracker, a notification sound will be played on the user's machine.

Turn: Show effects on notice

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When enabled, any effects applied to PCs or NPCs in the Combat Tracker will be listed with their name at the announcement of the beginning of their turn.

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Turn: Show effects on notice set to Off. Note that no effects are listed with their turn announcement in the Chat Box.
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Turn: Show effects on notice set to On. Any effects applied to the PC or NPC is appended to the end of their name in brackets in the Chat Box.

Turn: Skip dead non-ally

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If an NPC is determined to be dead, it’s turn will automatically be skipped. If set to Off, the Combat Tracker will stop at the NPC's turn as normal.

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When Turn: Skip dead non-ally is set to On, Dire Wolf 3 is skipped because they are “dead”, or their wounds are more than their total hit points.
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When Turn: Skip dead non-ally is set to Off, Dire Wolf 3 is given a turn in the Combat Tracker like all other PCs and NPCs.

Turn: Skip hidden actor

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This setting determines whether a hidden NPC's turn is skipped or not. If an NPC is currently not visible to the players, and this option is set to On, the NPC will be skipped over in the Combat Tracker. The Players will continue to be unaware of the NPC. If set to Off, the Combat Tracker will stop at the NPC's turn as normal.

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With Turn: Skip hidden actor set to Off, every PC and NPC in the Combat Tracker gets a turn, including Dire Wolf 2 and Dire Wolf 3, who are hidden.
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With Turn: Skip hidden actor set to On, Dire Wolf 2 and Dire Wolf 3, who are hidden, are skipped in the Combat Tracker.

Turn: Stop at round start

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When enabled, and the turn marker in the Combat Tracker is advanced past the end of the actor list using the Next Actor button, then the first actor in the Combat Tracker will not be activated until the Next Actor button is pressed again.

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With Turn: Stop at round start set to On, when rolling around to a new Round, the Turn Indicator is not automatically applied to the first PC/NPC in initiative or combat order. Pressing it again will begin the Round as usual.
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With Turn: Stop at round start set to Off, the Turn Indicator automatically moves to the first PC/NPC in initiative order or combat order.