
HammerJack |

The initiatuve tracking thing? Write names on the magnetic bars. Stick them next to the number for the initiative result they get. Move them if needed later. Write notes with a marker in the empty space and erase them after combat.

CrystalSeas |

There are three kinds of long rectangle with numbers on them on the die-cut sheets. These are called "character magnets".
Write the name of the characters on the blue ones, which have PC above a number in a circle. there are 9 PC character magnets per sheet.
Write the name of the Monsters on the red ones, that have MON above a number in a circle. There are 17 monster character magnets per sheet
Write the name of the NPCs on the green ones, that have NPC above a number in a circle. There are 7 NPC character magnets per sheet
There are also two Hazard character magnets per sheet
Once you have figured out initiative order, place the magnets in order on the left side of the pad.
Move the character magnets to the right one column (Delay) to show that a character is delaying. The Lini character magnet on the example is in the 'delay' position
Move the character magnets even further to the right to track the dying condition. The Ezren magnet demonstrates the Dying 2 condition.
Use the condition magnets to show what conditions a character is under. The Kyra magnet shows she has the Frightened 1 condition.
The arrow magnets slide down the list to track where in initiative order the current round is. They can also be used to track duration on the right hand numbered column.
The notes column can be used to track monster HP (dragon) Item damage (statue), and uses (Breath weapon)
In practice, I've found the arrow magnets don't adhere very well, and because I don't like looking for them on the floor, I don't use them for the most part. When I do, I use a bit of poster-mounting tack adhesive to keep them on the magnetic board.

Thomas Keller |
There are three kinds of long rectangle with numbers on them on the die-cut sheets. These are called "character magnets".
Do the numbers correspond with initiative number? If not, what are the numbers for? There is also a sheet with no numbers. What is it for?
Write the name of the characters on the blue ones, which have PC above a number in a circle. there are 9 PC character magnets per sheet.
Write the name of the Monsters on the red ones, that have MON above a number in a circle. There are 17 monster character magnets per sheet
Write the name of the NPCs on the green ones, that have NPC above a number in a circle. There are 7 NPC character magnets per sheetThere are also two Hazard character magnets per sheet
Once you have figured out initiative order, place the magnets in order on the left side of the pad.
Move the character magnets to the right one column (Delay) to show that a character is delaying. The Lini character magnet on the example is in the 'delay' position
So what do you do when they stop delaying? Get a magnet with a different number? Move the magnet? What if there's not room?
Move the character magnets even further to the right to track the dying condition. The Ezren magnet demonstrates the Dying 2 condition.
When a character gains Dying, their order in initiative usually changes. Do I change the magnets like for Delay above?
Use the condition magnets to show what conditions a character is under. The Kyra magnet shows she has the Frightened 1 condition.The arrow magnets slide down the list to track where in initiative order the current round is. They can also be used to track duration on the right hand numbered column.
Duration of what, in the example? What do the numbers signify?
The notes column can be used to track monster HP (dragon) Item damage (statue), and uses (Breath weapon)In practice, I've found the arrow magnets don't adhere very well, and because I don't like looking for them on the floor, I don't use them for the most part. When I do, I use a bit of poster-mounting tack adhesive to keep them on the magnetic board.

CrystalSeas |

Do the numbers correspond with initiative number? If not, what are the numbers for?
They are simply differentiators. For simplicity's sake, I usually number minions first (Wolf 1 gets the MON 1 magnet, wolf 2 gets the MON 2 magnet, etc) and leave the higher numbers for the more powerful baddies.
For characters and NPCs, I just write in the names and ignore the numbers.
There is also a sheet with no numbers. What is it for?
Replacement parts. Or, if you prefer not to have numbered magnets, use the unnumbered ones to track combat.
So what do you do when they stop delaying? Get a magnet with a different number? Move the magnet? What if there's not room?
I don't use the magnet numbers for anything special with the PCs. Usually they're listed in marching order so I know who is in front and who is at the rear of the group. But once an encounter starts, I rearrange all the magnets so they are in initiative order.
When someone delays, and then re-enters the initiative order, I remove their magnet, slide up the other magnets, and then insert their magnet where it now belongs in the initiative order. Removing and replacing doesn't create any extra magnets so there's always room to insert them again.
When a character gains Dying, their order in initiative usually changes. Do I change the magnets like for Delay above?
Yeah, that's what I do.
Duration of what, in the example? What do the numbers signify?/
Duration of a spell effect, usually. I use the numbers to signify rounds. If something lasts 3 rounds, I start the magnet at #3, and move it down at the beginning of the monster initiative.
Some people mass all the opponents into a single initiative number; others roll separate initiatives for minions and individual opponents. Some people roll separate initiative for each opponent.
The arrows and the duration column help the GM keep track of various effects produced by the opponents. PCs should be tracking their own conditions and durations.

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Some people mass all the opponents into a single initiative number; others roll separate initiatives for minions and individual opponents. Some people roll separate initiative for each opponent.
Note that I read on one of the threads that PF2 combat design is based on the premise that each opponent has their own initiative and that having several opponents automatically acting at the same time gives them a big advantage.

CrystalSeas |

Note that I read on one of the threads that PF2 combat design is based on the premise that each opponent has their own initiative and that having several opponents automatically acting at the same time gives them a big advantage.
Batch Initiative
If you have multiple enemies of the same type, such as four goblin warriors, you might want to have them act on the same initiative for simplicity. If you do, you can roll just one initiative check for all of them. They still take individual turns and can still individually change their initiative by Delaying.
Note that a lucky initiative check could mean the batched creatures can easily gang up on the PCs, and a terrible roll could mean they all get struck down before they can do anything, so use this technique only when necessary to keep the game moving.
The BB suggests, in one encounter, that the GM roll initiative once for a zombie, and once for a group of four skeletons as a batch, effectively splitting the opponents into two initiative points.
Obviously this is another case where RAW gives the GM discretion to do what makes the game fun and keeps it from bogging down.