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Running a fight

Combat · guide 2 of 3

Once a fight is set up, Critsmith keeps track of turns, hit points and conditions, so your eyes stay on the table.

Share it with your players

First, press Share with players. The pill turns green, and the fight appears on your players' Combat pages.

Shown to players, with the pill turned green

Roll initiative

When your campaign lets players roll their own initiative, each player types in their roll. Until they do, their card says Waiting for roll.

A player's card, waiting for their roll

For everyone else, press Auto roll initiative for everyone but the players. Every monster, NPC and freeform combatant gets a roll in one press.

To set one by hand, type it in and press Set. If two tie, the higher tie break goes first.

A monster's card, with its initiative and tie break

Tick Surprised before rolling, and that combatant rolls initiative with Disadvantage.

A surprised combatant

Take turns

When the order's ready, press Start combat. Round one begins, and the first card lights up in amber.

The first turn, lit up in amber

When they've acted, press Next turn. Monsters and NPCs at zero hit points are skipped, and the round counts up for you.

Round two, with Next turn and End combat

Damage and healing

To deal damage, type the amount and press Damage. Temporary hit points go first, and the bar and numbers update straight away. Press Heal to give hit points back, up to their maximum.

An NPC after taking damage

At half health or below, a creature is marked Bloodied. At zero, its card folds away and says Dead, one press from opening again.

A bloodied bandit
Bandit 1 at zero, folded away and marked Dead

Player characters' hit points come from their own sheets. If one drops to zero, their card shows their death saves.

A player character at zero, showing her death saves

Conditions

To add a condition, open edit initiative / HP / conditions, pick one or type your own, and press Add. Each tag has its own cross to take it off.

A bandit with the Prone condition

Add Exhaustion again to raise its level, and the cross brings it down one level at a time.

Exhaustion at level two

Change sides

An NPC or freeform combatant can change sides mid-fight. Press Hostile to make them Friendly, and your players see their real hit points.

An NPC who has changed sides

End the fight

When the battle's won, press End combat. Critsmith writes the fight into your session log, saving you a job.

If your campaign levels by XP, the fight's rewards appear: the XP from every hostile monster, split between the party. Press Give to hand it out.

The fight's rewards, ready to give

Ended too soon? Press Reopen combat, and the fight carries on.

Once it's over, press Stop sharing to take the fight off your players' screens.

An ended fight, no longer shown to players

Critsmith does the bookkeeping, so you can do the storytelling.

‹ PreviousSetting up a fightNext ›Boss fights: lair actions, cooldowns and legendary actions
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