GM Goss said: Yeah, I think Keith needs to post links to some of his macros so I can steal them. :-) That would be a monumental task! However, here is some documentation I made for my players (we rotate GMing duties between four of us, but I host and maintain the games). It's about three years out of date, so it down't match the current state of the menus, but they are about 85% the same as then: Game These are commands that are generally useful to run during the game. They control things that need to be manipulated in play: hit points, vision, etc. Group Check - This allows you to select a bunch of tokens and have them all roll the same roll, perception, saving throws. More detail on this under the specialized Group Check button Rests and Resets - This applies short and long rests to selected tokens. It can also bring any token up to full hp. Direct Damage is just another way of applying damage to a token if the standard way of filling in the bubble is not easy. Temporary HP puts a value in the sheet of the selected token for temporary HP. I have a background script that monitors Temp HP. It will put a yellow dot on the token to indicate that it has temp HP. All damage done to this token will be taken from Temp HP first, automatically. Disappear - Contains buttons that make tokens invisible to players. It will create a gm-only-visible token on the board that mirrors the actual token, which is sent to the GM layer. Most of the buttons are to toggle visibility or to make something disappear accompanied by a special effect. Nameplate - Toggles nameplate visibility for all selected tokens. Ignore Random Name. My own campaign has name generators built in, but it turned out I never used them. Light and Vision - this has a lot of options, but can quickly correct many problems if you use Dynamic Lighting Snuff - Removes all light and sight from a selected token Sight - Gives sight to a selected token, but does not cause them to emit light Blind - Removes all sight from a selected token, but it can still emit light Spot - Puts a spot of light around a character Good vision but very short range GM - Puts a spot of light around a token that only the GM can see. Useful for highlighting a token on dark maps Moonlight - Causes a token to shed a huge dim light, visible to all Good for outdoor at night. Tokens with darkvision see well short range, all tokens can see entire map dimly. Starlight - As Moonlight, but dimmer Touch - Lets a character dimly see whatever is in touch range. Useful for simulating a character without darkvision. Candle | Lamp | Torch | Hooded Lantern | Bullseye Lantern - Apply these to a character or token to have them simulate the appropriate light. If it is a PC, make sure they have sight (The Sight button above will do this) Darkvision | DV90 | DV120 - Gives selected token Darkvision for 60, 90 or 120 ft. Light | Daylight | Faerie Fire - Simulates the light cast by one of these spells. Apply it to a token or character. Status These buttons are just a quick method of putting a status marker on a token Aura Quickly puts an aura on a token. Use circle or square to define the shape and size. Then use a color button to define the color. To get rid of an aura, just leave the input box blank when it asks you for the size. Miscellaneous Ignore most of these, they are for very specialized use cases. Ask me if you are interested. However Char Pic will show the character art for a selected token if such exists. Most Monster Manual tokens have this. Initiative Most of these should be self-explanatory. Reset Round Marker is used only if you are using a Round Marker on the tracker. Ignore otherwise. Utility These commands are more often used during game prep and setup. Setup - These commands help you prepare tokens quickly Set Mook - Makes a token so that it can be numbered automatically when future instances of it are placed on the map. Special NPC - You can ignore this if you want. Basically it sets any generic unassigned token to correspond to the commoner, thug or veteran sheet, in case a player wants to fight someone unexpectedly. You can quickly set their threat level accordingly. Set PC - Use to set up a PC token properly. Assign the token to a character sheet manually, and then run this command. Convert to Defaults - Only useful if you are running a pre-generated module and the tokens are not set to your liking. Set Default Token - If you make changes to a character's token and you want that to be the new default, run this command Grab Token Image - Select a token and run this command. It will ask you for a target, and will assign the targeted token's artwork to the selected token. Whisper to GM | Public - These set the defaults for rolls generated by the selected token/character Create Token Actions - This will create token action buttons for all of a selected character's actions. VERY USEFUL. Makes token action buttons for all attacks, for instance. Set Note GM - Best to ignore Set Size ¼ | ½ || T-S-M | L | H | G | 5x5 | 6x6 | 7x7 - These buttons quickly resize a token Resizer - More resizing options Mass Sight These buttons add or remove sight for all tokens across a game. Use with caution. Most useful for when using a module and you want to adjust sight globally. All PCs See is useful to run to make sure no players are surprised by blackness though. Utility You can ignore these. Most of them are deprecated. Lock and unlock object can be useful, though. Just keeps a token from being moved or resized. Rules I'm not going to go through these one by one. This is mostly a "GM Screen" of quick rules references. Some of the commands require you to have a token selected. For instance Jumping will give you the jump distances of the selected token in addition tot he general rules on jumping. Group-Check Very useful. This allows you to select a bunch of tokens and have them all roll the same roll, perception, saving throws. The top button is the most useful one though: Save vs Damage . If a group of tokens is being affected by an area effect such as fireball or cone of cold, select all affected tokens and press this button. It will ask you The Save type, the DC, the damage, and whether a save does half or no damage. Then it will roll for all tokens and apply appropriate damage to each. Very quick! Concentration Apply this to a spell caster who is concentrating. Whenever that token takes damage, a background script will check the damage and put up a button for the token to make the appropriate Con saving throw to keep concentration. Token-Fate Select a bunch of tokens. Fate will choose one of them randomly for whatever nefarious purpose you have in mind. Dead and Revive Places and removes a big red X on the selected tokens. Lock Keeps a token from being moved or resized. Useful for map pins, lights, etc. Using this button toggles the locked property. Potioner I have set up each campaign with a potion deck. You can add a potion to the controller of a selected token by name. Caution: You can give a potion to a player who is not logged it, but you can't take it back until they are active again.