The Dance of Battle
Combat in Foundry VTT turns the chaos of battle into something you can follow at a glance. No more forgotten initiatives, missed turns, or arguments about who's standing where. Foundry keeps the turn order, counts the rounds, shows whose turn it is on the map, and tracks conditions and their durations.
It helps to know who does what. Foundry's core software gives you the combat tracker, initiative, turns and rounds, the Token HUD, status effects, Active Effects and Scene Regions. Your game system (dnd5e, pf2e and so on) supplies the rules: the initiative formula, attack and damage rolls, saving throws and the list of conditions. Add-on modules can automate more on top. This page shows the core tools and points out where your system takes over.
The Combat Ecosystem
The Combat Tracker: Your Battle Command Center
Setting Up an Encounter
Combat encounters belong to a scene, and a scene can hold more than one encounter, which is handy for a second fight brewing in the next room. Open the Combat tab of the sidebar to work with them.
- Create the encounter with the create button at the top of the Combat tab. You can skip this step: adding a token to combat creates an encounter for you.
- Add combatants. Select the tokens on the map, right-click one to open the Token HUD, and click Toggle Combat. Every selected token joins the tracker.
- Roll initiative. Click the die beside a combatant, or use the tracker's buttons to roll for everyone or for the NPCs only. Foundry uses the initiative formula that your game system defines, so a dnd5e character rolls 1d20 plus their initiative bonus without you typing anything.
- Begin the combat. The tracker highlights the first combatant, starts Round 1, and places the turn marker on that token.
- Advance turns with the next-turn and previous-turn controls. When the last combatant finishes, Foundry starts the next round. End Combat closes the encounter.
Small things that save time: right-click a combatant in the tracker for options such as editing it, rerolling or clearing its initiative, or removing it. A hidden token's combatant stays hidden from players. Marking a combatant as defeated greys it out and, in most systems, puts a defeated icon on its token.
Starting Combat: From Calm to Chaos
The move into combat should feel dramatic yet smooth. Here's the flow:
Tips for a Smooth Start
- Add monsters early: Put the enemies into the encounter and roll their initiative before the session, then add the player characters when the fight starts.
- Group similar enemies: Give a pack of goblins the same initiative so they act together.
- Dramatic description: "As you reach for the door, arrows whistle past!"
- Environmental setup: Make sure lighting, walls and any Regions are ready before you reveal the map.
Movement and Positioning: The Tactical Dance
Since V13, dragging a token shows a ruler with the movement cost of the path. Hold Ctrl (Cmd on a Mac) and click while dragging to drop a waypoint, right-click to remove the last waypoint, or press Esc to cancel. Walls block player tokens, and a Region with the Modify Movement Cost behavior marks difficult terrain that the ruler counts for you.
Action Resolution: Making Every Roll Count
How much of this is automatic depends on your game system. A typical flow in a system with good automation, such as dnd5e, looks like this:
What Your System May Automate
- Attack rolls: Click a weapon and the sheet adds the bonuses for you.
- Damage application: Many systems add buttons to damage messages in chat that apply damage or healing to the selected or targeted tokens.
- Saving throws: Some systems let you request a save from several tokens at once.
- Concentration and death saves: Handled by systems whose rules have them, dnd5e among them.
Check your system's documentation for exactly what it automates. If you want more, modules can add it, but each one is another moving part to keep updated.
Conditions and Effects: The Status Symphony
Right-click a token to open the Token HUD. From it you can toggle the token's visibility, edit its resource bars and elevation, add it to combat, target it, and open the status effects palette. Click a status icon to put it on the token; click again to remove it. The list of status effects comes from your game system.
Active Effects V2
A status icon is the quick way to mark a condition. An Active Effect is the full version: a named effect on an actor that can change its data (what each change does is defined by the game system), show an icon on the token, and run out on its own. V14 rebuilt Active Effects:
- Durations with expiry events: an effect can end at the start or end of a turn, at the end of a round, or when combat ends, and Foundry removes it for you.
- Token changes: an effect can alter the token itself, for example swapping its image while a character is transformed.
- Effect compendiums: keep ready-made effects in a compendium and drag them straight onto tokens.
- Icon display: each effect can show its icon never, always, or only in certain conditions.
Effects on items transfer to the actor that owns the item, so a magic ring's bonus follows whoever owns it. If your world dates from V13 or earlier, check effects after upgrading: the old transfer behavior was removed in V14.
Advanced Combat Features
Area Effects with Scene Regions
Measured Templates were removed in Version 14. Spell areas, breath weapons and other areas of effect are now drawn as Scene Regions with the Regions tool in the scene controls. Region shapes include:
- Circle or ellipse: fireball, healing aura
- Cone: dragon breath, burning hands
- Ray: lightning bolt, beams
- Rectangle, polygon or grid cells: walls of fire, odd-shaped hazards
A Region can also be limited by walls and attached to a token so that an aura moves with its creature. Because a Region can carry behaviors, an area can do things as well as show them: Modify Movement Cost for difficult terrain, Adjust Darkness Level for magical darkness, Display Scrolling Text for a warning, and Execute Macro or Execute Script for a trap that deals damage when a token enters. The Macros & Automation part covers those last two.
Whether a spell on a character sheet places its area for you depends on your game system's V14 support; otherwise draw the Region by hand.
Region Shapes in Action
Combat Pacing: The Rhythm of Battle
Great combat has rhythm: fast when it needs to be, dramatic when it counts.
GM Combat Management Tips
- Keep turns moving: The turn marker shows who's up and the tracker shows who's next, so the next player can plan ahead.
- Roll damage with attacks: Speeds up successful hits.
- Group similar enemies: Six goblins sharing one initiative act together, not separately.
- Narrative flourishes: "How do you want to do this?" for killing blows.
- Environmental changes: Round 3: the ceiling starts crumbling! A Region behavior can trigger it for you.
Try It at the Table
Scenario 1: The Ambush
Set up this classic encounter:
- Create a forest road scene with trees for cover
- Place 4 player character tokens on the road
- Hide 6 goblin tokens in the trees (hidden tokens are invisible to players)
- Add everyone to combat and roll initiative, then reveal each goblin as it acts
- Apply your system's surprise rules
- Draw a cone or circle Region for a spell and see which tokens it covers
Scenario 2: The Boss Fight
Create an epic showdown:
- Design a throne room with pillars
- Create a boss with special actions from your system (legendary or lair actions in D&D 5e)
- Add 2-3 minions so the boss isn't outnumbered on actions
- Set up environmental hazards (lava pits?) as Regions
- Give the boss a fear aura as a Region attached to its token
- Apply an Active Effect with a two-round duration and watch it expire
Scenario 3: The Chase
Not all combat is standing still:
- Create a two-scene chase sequence
- Mix skill rolls with combat turns
- Try moving the party to the next scene mid-chase (each scene keeps its own encounters)
- Use walls and difficult-terrain Regions as obstacles
- Add time pressure (collapsing bridge?)
Combat Automation: Core, System and Modules
Let Foundry handle the bookkeeping while you handle the story. It helps to know where each piece comes from.
Foundry Core Gives You
- Turn order: initiative, turns, rounds and the turn marker
- Targeting: hover over a token and press T (the default key; see Configure Controls in Settings) to target it
- Status effects and Active Effects with automatic expiry
- Regions for areas, terrain and triggers
- Undo: Ctrl+Z undoes recent changes to objects you placed on the canvas, such as a deleted wall
Your Game System Usually Gives You
- Attack bonuses: proficiency, ability, magic and buffs added up
- Damage rolls: dice, modifiers and damage types
- Saving throws: DCs, advantage and disadvantage where the rules have them
- Resistances and critical hits: applied by the rules of your system
Common Combat Pitfalls
The Slog Problem
Issue: Combat takes 3 hours for a simple encounter
Solution: Use minion rules, group initiatives, encourage quick decisions
The Alpha Strike
Issue: Players destroy the boss in round 1
Solution: Legendary resistances, phase changes, reinforcements
The Forgotten Feature
Issue: Players forget their abilities, conditions get missed
Solution: Use status icons, Active Effects with durations that expire on their own, and reminder macros
Ideas from the Table
The Cinematic Finisher
Let players describe their killing blows. A leap off a balcony to strike a dragon mid-flight is more fun when the drag ruler shows the distance really is within reach.
The Environmental Victory
Mention a chandelier hanging on chains, and someone will want to drop it. Draw a circle Region where it lands so everyone can see who is underneath.
The Perfect Ambush
Hide assassin tokens in the shadows and reveal them one by one as they strike. Dynamic lighting does the rest: enemies appear only when a character's light or vision reaches them.
Where to Go Next
You now have the core combat tools: the tracker, initiative, turn markers, the Token HUD, Active Effects and Regions for areas. Next, teach Foundry to handle repetitive jobs for you.
- Macros & Automation: chat and script macros, Hooks, and Region behaviors that run macros.
- Dice Formula Tester: try initiative and damage formulas before the fight.
- Creating Scenes: walls, lighting and Regions for better battle maps.