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Stat Bubble Use

Just a general curiosity poll: what do my fellow Roll 20-ers find the status bubbles (those red, blue, and green circles above a token) the most useful for? For me, generally (playing Pathfinder), it goes something like this: Red: Hit Points (big surprise, right?) Green: Armor Class Blue: Initiative Also, do you generally use the bar function, or leave it as a number? I prefer the bar, because generally when a character/monster/object is damaged, there will be obviously visible evidence of "relative damage" (i.e. bruises and cuts) that all will be able to see "half-bar = that guy looks like he's been beaten half to death" without knowing an exact hp total.
1437086110
Lithl
Pro
Sheet Author
API Scripter
In the Unknown Ponies game that I ran a while ago, all of the tokens had their HP on the red bar, but not attached to an attribute on the character sheet or visible to the players (In UP and the game it's based on Unknown Armies, the player isn't supposed to know their exact HP total.) In the D&D 4e game I'm currently participating in, the players all have their HP visible to all as the red bar, tied to their HP attribute, while the other bars are editable by the players for whatever purpose they like. I use the green bar for my healing surges, and the last bubble for action points. In the Nobilis game I'm participating in, we don't use the bubbles for anything. In the Dresden Files game I'm participating in, we're not even using tokens at the moment.
1437086848
Gold
Forum Champion
Simple-style, keeping focus on the narrative and less on the token maintenance, I have each Token with usually 1 bar only, sometimes 2 bars used. Whenever any Bar is used, it is always set to be visible to All Players, never used in the default of being only visible to the player who controls that token. Green bar for Player-Character hit points, health points, subtract damage amounts. We say " knick the bar for 6 damage" meaning, put a minus-6 into the green circle to reduce the green bar when you've been damaged. Red bar sometimes used for Monster HP. ( PC's Green, MONSTERS Red , same meaning for both, always HP) Blue bar unassigned. In my Basic game no one uses a 2nd bar (and I've hidden the 2nd and 3rd circles from the Players Tokens to reduce interface complexity). In my Advanced game the blue bar is available for Player's individual use, personalized per-Character. Archers use blue to track Arrows, or other ammo. Playing AD&D, basic D&D and fantasy RPG retroclones.
In both my BECMI and AD&D 2E campaigns I use: Left Bubble: AC Middle Bubble: HP Right Bubble: Arrow/Bolt/Spells for PCS (player's individual use), Morale for NPCs/Monsters (DM tokens)
1437115768

Edited 1437137311
Ziechael
Forum Champion
Sheet Author
API Scripter
D&D 3.5e For me I have bar 1 set to ammunition (allows my players to see easily how much ammo they have left as well as being able to use token-mod to deduct from it each shot and restore retrieved ammo afterwards), i used to have it set to armour class (and still do for monsters) but it is referenced enough in attack macros for them to not need that anymore. I use bar 2 for speed, another thing that is good to have as an easy reference and can amend if needed (long-strider spell, encumbered etc). Bar 3 is health, with a max attached for the bar but not displayed to anyone but the controlling player (i have the health indicator script set at 33% to highlight when things are starting to look a little bit beat up).
1437124958
Gen Kitty
Forum Champion
In the 4e game I run, Red is enemy HP, Green is ally HP, Blue is a rare neutral's HP (I've trained them too well that RED == KILL ME). Red on an ally is Temporary HP. In a Pathfinder game I play in, everyone uses Green for HP, Red is for ammo (or rage), and Blue is AC. In the 13th Age game we're in, I don't remember colors off-hand, they're HP, AC, and Recoveries.
1437136912
DK Heinrich
Marketplace Creator
Sheet Author
Game: Shadow of the Demon Lord Red = Damage (taken) Black (recolored) = Health (think max HP) White (recolored) = Insanity (gained) The game adds up damage and when it exceeds your Health score you fall over. Also particularly nasty creatures can reduce your Health score so we keep that handy... and Insanity is basically mental version of damage so we keep it showing. We use the Bars for Damage and Insanity
In my D&D 5e game i set it up as: bar1-Green=Health with the bar, NPC not visible to the players, but PC's can see each others bar bar2-Blue=AC bar3-Yellow=Movement speed I have separate tokens set up for the players Spell slots and they manage them with those tokens as well. They just have to remember to move them and not lose them on the board.
1437140017
DK Heinrich
Marketplace Creator
Sheet Author
I decided to let my players see the health bar on my monsters... keeps the constant 'which one is hurt most' questioning to a minimum... and when they hit a guy hard and his bar does not move... they really get scared :)
left Red = HP; center Green = AC; right Blue = Inspiration This is for d&d 5e.
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Edited 1437160520
Burning Wheel to make it easier to gain/spend artha (xp). Left Red = Fate Points Centre green = Persona Points Right Blue = Deeds Points John
For 5th Edition D&D I am using: Center Red Circle / Bar: Hit Points Left Black circle: Armor Class Right Blue circle: Movement Speed Bottom: Name The Monster HP Bar and Name are visible to players most of the time, although I use generic names like Orc or Elf and let the token appearance clue them in to roles like archer or swordsman.
I use left(red) THAC0 center(green) HP/HP right(blue) AC. When I started one of my games, there were no Character sheets, and not much nfo on how to set things up, so I went with info I needed all of the time. All of my games follow this convention. This is AD&D 2E, one game has been running for 22 years (two on Roll 20).