Combat tracker
Turns, hit points, and conditions in one encounter.
Keep the state of the fight beside the turn order, with a shared view for the GM and connected players.
Create your account →Build from the party already at your table.
Begin with campaign members and guests, mark who is present, and collect initiative. Once the fight is underway, add named enemies as the scene needs them. The tracker puts the party and opponents into the same order.
This suits encounters that start unexpectedly. You can begin with the people at the table and add details as you go, instead of treating preparation as a prerequisite to tracking a fight.
Keep damage and healing attached to the right person.
The GM can update each combatant's hit points while running the encounter. Character hit points connect to the character's resources, while guest hit points remain with that guest between fights. Enemy values belong to the encounter.
When a character is healed or a resource is restored, record the change when your table's rules call for it. The tracker holds the values; it does not decide the outcome of attacks or apply every rule automatically.
Leave a visible reminder of conditions.
Record conditions beside the combatant they affect. The label keeps a useful reminder in view when that participant's turn comes around. Your group still determines the condition's mechanical effects and when it should be removed.
Let the whole party follow the fight.
The GM controls turn progression and encounter management. Players with the campaign open can follow live changes and see when they are acting or up next. They can also spend or restore their own character resources during play.
Keep your maps, miniatures, and rulebooks alongside the tracker. GM Console focuses on the order and state of the encounter, so you can use it for a battle drawn on paper or a scene described entirely at the table.
Give the encounter an objective.
Before a fight, decide what changes if the party succeeds and what happens if they do not. A scene becomes easier to describe when the goal is visible: get the wagon across, hold the doorway, recover the stolen seal, or keep the witnesses safe until help arrives.
Opponents can have different goals. A raider may want supplies, a frightened guard may want people to leave, and a creature defending its nest may stop pursuing once the threat moves away. Those motives suggest outcomes beyond fighting until every hit point is gone.
Keep these goals in your own encounter notes. The tracker records the participants and current values; it does not infer anyone's intentions.
Make the environment easy to understand.
Choose two or three features that players can use: an overturned cart, a narrow staircase, a hanging lantern, or a gate that someone can close. Describe what is visibly possible before a player spends their whole turn asking how the room works.
At a mill, a broken channel might send water across the floor while a raised platform keeps supplies dry. Players can choose where to stand and what to protect. You can use a quick sketch, miniatures, or clear spoken distances according to your table's usual rules.
Give similar combatants distinct names.
“Guard by the stairs” and “Guard with the red shield” are easier to distinguish than several identical entries. Use visible traits or positions, and update the group's understanding if those positions change.
Read the target's name before recording damage, healing, or a condition. When several enemies are acting near each other, that quick confirmation prevents a correction from interrupting the next turn. If a player disagrees with a value, resolve it together while the relevant events are fresh.
Close the fight with a consequence.
Ask what the encounter changed in the world. Perhaps the party saved the cargo but lost the ferryman's trust, learned who hired the raiders, or discovered that the bridge cannot survive another storm. One consequence gives the next conversation a direction.
Before moving on, review the values that carry forward and remove conditions when your table's rules say they end. Then give the characters space to react to what happened. Combat bookkeeping is useful because it supports the story that follows.
Keep the next fight organized.
Bring your party together in GM Console.