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Global Damage MULTIPLIERS

    Hi, I run a small Homebrew style Campaign for me and my friends. Our stuff gets pretty strange numerically as opposed to normal DND, but what my suggestion I think could potentially be useful in normal DND as well as MONUMENTALLY helpful for what I run. My suggestion is that, similar to Global Damage Modifiers , which add damage onto the end of an attack, there be an attribute which could instead multiply damage dealt by that attack, a Global Damage Multiplier.   In my Campaign, my characters have special states of empowerment where they do triple damage, and I've taken to creating duplicate pages of the Characters so that we can quickly figure out damage in the heat of battle, but it is a real hassle to actually deal with changes to the main sheet's damage. I have to go through each and every attack individually and make the damage values in between: (damage)*3. This didn't used to be the worst thing in the world, but I have three players, who all have many many attacks on their character sheets, so I end up having to readjust damage in a very painstaking way for 6 character sheets in total. I feel as though it would be pretty easy to implement, adding in a modifier which takes ( Base Damage + Global Damage Modifier ) and then puts all of that within parenthesis, and allows the user to modifier this hypothetical Global Damage Multiplier variable to multiply the rest by whatever value the user sees fit to set it as (decimal values as well would be very nice, but not 100% necessary). I think it would fit nicely in the Attribute Options, in the options menu of a 5e Character Sheet, but even just hidden within the list of Attributes could be helpful if functioned how I described. It would help me out massively , and I think it would also be useful for normal players. Have you ever played a Fighter character and have had to throw the same attack multiple times, say in a big boss fight? Eventually that kind of thing can slow down combat, it would be nice to be able to quickly write in the number of attacks you are doing and simply stake all the damage onto one attack roll.  Note: This may be possible through creating custom Attributes, but I don't know how to do that. If this feature doesn't get implemented but someone is some type of custom Attribute variable God, please please help me, thanks!!
1702558796

Edited 1702558947
Josh
Pro
This list of attacks might be helpful for understanding my necessity for this feature. I've got 3 character sheets just like this one that I have to maintain every time they level up (because I wouldn't put my players through that). As it stands, I have to update every single one of those attacks TWICE per character, for a total of 6 sheets to modify every time they level up. It takes about an hour every time, of just going through and putting every damage value into this expression: (x)*3
1702576516

Edited 1702576597
Gauss
Forum Champion
The method you are using currently isn't necessary. It can be done via Attributes, Ability macros, and a Chat Menu in a much more streamlined fashion.  Probably wouldn't even need to update it upon leveling.  If you would like help setting that up let me know. 
Definitely would!! Thanks for the quick reply btw. Ideally I'd like it to be so I can change an Attribute to multiply damage output easily rather than having to make many Macros for each attack. 
1702681219
Gauss
Forum Champion
If you'd like help with the streamlining of your current setup please PM me an invite to your game and we can discuss it. 
He did it!!! He's the goat 😭😭
1702950089

Edited 1702950246
Gauss
Forum Champion
So for everyone else, the Global Damage Modifiers can be used as a damage multiplier by using the checkmarks as a switch, then incorporating the attribute for those checkmarks into the damage of macros or attacks as a switch.  So when the box is checked, it is a "1", when it is unchecked it is a "0".  Multiplier * attribute produces multiplier *0 or 1, thus on or off.  The tricky part is finding the attribute name of the checkboxes.  That name is:  @{charactername|repeating_damagemod_$0_global_damage_active_flag} With $0 being the repeating section number as usual, and you can replace the $0 with the unique ID if you desire using the usual methods. Alternately, Resource Counters can be used...anything that can be read as a 0 or a 1 could be used. 
1705303162
[Deleted]
Pro
Marketplace Creator
Thanks for the suggestion! After 30 days, Suggestions and Ideas with fewer than 10 votes are closed and the votes are refunded to promote freshness. Your suggestion didn't build the right momentum this time, but feel free to submit it again! We find that the best suggestions describe the problem you are having, and the solution you want. You can learn more about the process of making suggestions on the Roll20 Wiki! More details can be found here .