Gold said: Ziechael said: combat for me benefits from this as i could create specifically named abilities that all use the same global macro but tell the player what weapon they are attacking with, dealing damage with instead of a generic #attack1 #damage1 identifier. I'm learning a lot from this thread from everyone so far! @ Ziechael.. I'm trying to envision how this works, maybe I just need to test it. To be clear I'm coming from a habit of using the Macros only (which I assign to "All Players" or a specific player as-desired). Can you possibly explain one more time, and/or show a screenshot, and/or show the actual macro code for what you're saying? Here's what I'm picturing. I already have an attack Macro for everyone. Mine says, effectively, Attacking with... ?What Weapon?| My Main Weapon /r d20 so the player types in "Sword" and it says "Attacking with Sword! Rolling... 9" So are you saying to set up an Ability called... MyWeapon ... and the value for the player would be Sword ... then change the macro to say... Attacking with #MyWeapon. .. and it would fill in sword ? Would that be the kind of thing you'd do with this? It's not quite as clean cut as it sounds but with minimal manual input my players can easily select the attack or damage macro that is appropriate for the weapon they want to use without looking at their character sheet every 5 minutes. For context, i use Diana's 3.5 character sheet which has 6 weapon slots, i always set up 6 as unarmed and the rest are free for the various weapons a brave adventurer might use. I then create abilities for (A) - attack and (D) - damage for each weapon which looks like: Using the following attack and damage macros i can then draw upon the weapons name, identify a target and compare results against AC: Attack: @{selected|token_name} attacks @{target|token_name} with their @{selected|weapon1name} rolling [[1d20cs> 18 ]] + [[d0+@{selected|BAB}[BAB] +@{selected|weapon1stat}[Ability] +@{selected|size}[size] +@{selected|weapon1enh}[Weapon1 Enh] +@{selected|weapon1focus}[Weapon1 Focus] + ?{Flank (1=yes)|0}*2[Flank] +?{Other Att Bonus?|0} ]] (check for crit for @{selected|weapon1critmult}x damage on [[@{target|armorclass}]] or better; confirm crit = [[1d20+@{selected|BAB}[BAB] +@{selected|weapon1stat}[Ability] +@{selected|size}[size] +@{selected|weapon1enh}[Weapon1 Enh] +@{selected|weapon1focus}[Weapon1 Focus] + ?{Flank (1=yes)|0}*2[Flank] +?{Other Att Bonus?|0} ]]) against @{target|token_name}'s armour class of [[@{target|armorclass}]].
Damage: @{selected|token_name} hits for [[1@{selected|weapon1damage} +@{selected|weapon1damagestat}[Weapon1DamageStat] +@{selected|weapon1enh}[Weapon1 Enh] +@{selected|weapon1specialize}[Weapon1 Specialization] +?{Other Damage Bonus?|0}[Other Damage Bonus]]] damage! The only bits I need to change on a character by character and weapon by weapon basis is the name of the ability and the critical threat chance in bold above (i've been too busy with my campaign to play with this but i reckon i could even automate that too). For each weapon slot the macro is the same although each instance of 'weapon1...' becomes 'weapon2...' and so on. Net result is that my players can see this at the top of their screen: And by clicking (A)Rapier, for example only has to select a target and add any other bonus modifiers they may have at that time (Bardic influence etc) to generate an attack roll that shows a hit, a threat, a confirmed crit all compared against AC. The damage roll is much the same, click the button (D)Rapier and add any temp modifiers and get a damage output in chat. Crit damage is set up under a different global macro since it isn't a regular occurrence but could be done in the same way. ps. in the token actions above, fortitude, will, reflex, seach, spot and listen are all globals and initiative is embedded in the character sheet which is why my token actions are out of order, a minor frustration. Until recently all my macros were global but i got fed up of players having to constantly remind themselves which number their weapon was lol. Now when they change weapon i just need to update the ability name and the crit chance :) Hope that helps a bit.