GM HEART MONITOR: Foe hp tracking

monsters
gm

#22

I found it just now, this is brilliant!
Normally I note just numbers, and when you’ve got a lot of them it is hard to be lost, with this no problem anymore! Thanks!


#23

This is AMAZING. TY! cant wait to use this in my upcoming game!


#24

Hey guys, thanks for the encouraging words.
I’ve been pretty busy work-wise and focussed on running my own OSE campaign.
I have a mapping sheet to go with this. Just got to check with Hank on a few things on it when I get the chance.
Probably one more revision on the main sheet too. Now’s the chance to give me any feedback.
Cheers!


#25

Hi. I’m, thinking about this again.

QUESTION: What’s the average amount of foe types that you pit against your players in a session?
I usually use 2-4 myself.

Also, would love some feedback on the sheet. If you use it, I’d like to know how many hearts on the sheet you use up in a session or sortie.
Cheers!


#26

Better late than never?
6 HP Heart LINK


#27

Why six (6) HP Hearts?


#28

Reply to @Luther. I wrote I’d make them a custom one.


#29

I’ve always thought 10 was not very flexible for game mechanics hacking. For example wizards and rogue types could start with 2 hearts (12HP) and fighters with 3 hearts. Not quite as fragile as 10 hp, not as dramatic to reward a heart as milestone too. Adds more flexibility to monster HP. You could also divide hearts into red hearts and black hearts for various purposes. Ex. Magic sword could do 1 red heart of damage (full 6 HP) or a red heart and a black heart ( black heart would be 1d6 instead of full 6) . 4 heart monster might be 4 red hearts (being 24 HP) or 2 red hearts and 2 black hearts 12+2d6. Lots of other possibilities if you pause and ponder it.


#30

Thanks. And yeah, it has been a while.:slightly_smiling_face:


#31

I prefer the 10hp hearts. Simple.
But I said I would export one for you. :wink:


#32

Bumping these questions though. :grin:


#33

Have you played the game with your red/black heart hack?


#34

Not yet, but it seems very little for the players to consider different than before. It’s an idea i was just playing around with because of various reasons. —monster and character HP as stated above and such things as critical hits. If weapon damage is d6, a crit could be max damage (or stated as 1 red heart) or add a black heart to more randomize. Hearts in this fashion, essentially representing FULL versus RANDOMIZED could be applied to all kinds of things — spell damage/effect, healing potion effect, etc


#35


Ok here’s an update. :grin: Focussing back on monsters/foes. I probably won’t change it much from here. At least until I get back to the table as a GM.

I am working on a companion worksheet for rooms/maps but might be a while.


#36

This is great! I especially like the Monster Tier Guide reminder section. It’s almost like a built-in GM screen.