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Too complicated or am I missing something? External app to manage encounters?

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Edited 1429344726
Hi all, first off let me start by saying how impressed I am by the general vibe on these forums. Everyone seems really friendly and helpful. I've started a campaign enthusiastically to try out some of the features (Pathfinder) but already feel overwhelmed, even after watching the videos available. Making a map seems straightforward enough, same with handouts. The problem comes when figuring out encounters/enemies. It seems like a LOT of work entering all the details of the NPC's and enemies and even more when figuring out the die rolls, all those macros. I'm used to Battle Manager (on the Ipad) which does a lot of the work for you (pre-set templates and such). Are people that run campaigns here using external apps to manage the battles for you as well or am I missing a really convenient oversight anywhere? The way it is now is kind of dissuading me from using roll20 but I was wondering for other peoples experience/tips to managing encounters. Maybe I'm just putting too much thought into this :)
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Edited 1429345288
Gold
Forum Champion
Here are collected hints specifically about Pathfinder on Roll20, <a href="https://wiki.roll20.net/Pathfinder" rel="nofollow">https://wiki.roll20.net/Pathfinder</a> Hope this helps and I'm sure others will come along to respond as well.
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Edited 1429354673
Gen Kitty
Forum Champion
If you search the forums for 'universal', you should get a fair few posts/threads about the universal macros some GM use, which cuts down on the prep time. I can't go into detail because I'm not a GM who uses universal macros. Be aware, you don't HAVE to use a full-fledged character sheet for your monsters. I certainly don't. The basic Attributes & Abilities tab is quite usable for NPCs/monsters. (I've been playing since before character sheets so my PCs also aren't using character sheets) For my encounters, I have a 'FOE-MASTER' character journal that I make copies of for each monster type where I can enter in attributes for HP/AC/Fort/Ref/Will/Init/Perception/Stealth and then two slots for potential skills the mob might hae. On the abilities side of that tab, I have five slots to fill for their attacks they might have. Also, you don't have to make a character sheet for each individual monster. Read through here for details on how to make multiple tokens link to a single journal, so you can have a goblin horde with just a few journals: <a href="https://wiki.roll20.net/Linking_Tokens_to_Journal" rel="nofollow">https://wiki.roll20.net/Linking_Tokens_to_Journal</a>... (sends nickle to Phnord) I hope some/all of this helps you out, and welcome to Roll20. May your stay here be long and enjoyable.
1429373609
vÍnce
Pro
Sheet Author
Hi Willem. How would you handle encounters outside of roll20? Many GM's will simply use a statblock and possibly some notes about the NPC/Monster. You can do the same thing with roll20. Copy/Paste a statblock from the srd or prd into either the bio or GM Notes. Create some basic macros for attacks, SLA's, Comat Maneuvers, etc as needed. Use a "Foe" template as GenKitty suggested to help speed up macro creation. Place your baddies on the GM layer ahead of time and move them to the token layer for the encounter. You might even create a "Besteary" page for your campaign where you can stage your NPC/monster's. When you decide to become a Mentor, (wink, wink), you can use API scripts to import statblocks that will populate the character sheet, link the token, and generate some attack macros.
Thanks everyone. I think I was making it too complicated for myself, I was doing everything using character sheets (for small enemy encounters as well) and it became something of a mess. I think I can try to work with the tips you gave me. Importing stat blocks sounds really nice though.....wonder if that's as easy as it sounds :). I've been trying to find some tutorial videos on encounters but no luck so far. It's still a bit vague to me how encounters actually work. You have your monster tokens, you have your PCs. Do you communicate via chat who's attacking who and then manually enter everyone in the turn order and check if you've successfully rolled against AC? Sorry for all the questions....
1429376828
Gen Kitty
Forum Champion
I can provide some examples of macros and their output in awhile, I'm a little occupied at the moment :&gt;
1429377393
Spren
Sheet Author
That's pretty much it. In steps it goes like this: 1.Encounter begins, you bring up the turn order. 2.Players roll initiative for themselves (it should get auto added to turn order if they use the button on the character sheet) 3.You roll initiative for whatever you need to. 4.You reorder the turn order list by descending. 5.First to go describes what they are doing and rolls accordingly. (if it's you this is where your new macros come in to play) 6.Whoever is attacked confirms a hit or miss, then applies effects or damage. Add flavor in whatever way you like. 7.Confirm that person is all done with their turn. 8.Move on the the next person in the turn order. I would suggest trying to join a one-shot at some point to see exact how things play out. Check the LFG forum, they come and go and you gotta be fast to respond, but it'll give you a good idea of how playing on roll20 works.
Hello Willem, welcome to Roll20. The previous posters gave excellent advice. The Wiki is full of good information. Things continually improve here. My advice? Take it slow and add to your abilities naturally. What did I use Roll20 for in the beginning? Dice rolls and sketching freehand maps. That's it since we used Skype for voice. Slowly but surely, with the help of a lot of people, I learned to add to my abilities on here. For your encounters and initiative? I use this very basic macro and let all of my players use it: /r 1d20+?{Bonus} &{tracker} That will save you from manually having to enter everyone into the turn order. (Note: if you use the Roll20 character sheets this and piles of other macros are provided for you.) We use Skype mostly for communication though I also host a "text-only" game in which everything is typed into the chat window. Macros and the API are great tools for automation. It can be a steep learning curve but you can tackle things as you go along and build upon basic ideas easily. Your encounter with monsters and the party? I hide most monsters on the gm layer of the map until the party encounters them. Like Vince I use a page for staging my encounters, having the monster tokens ready, etc, to copy over. I also use a "Token Lot" where I have a lot of favorite tokens stored for players to choose from, etc. (Easier ways to do it but I did it that way a long time ago and it stuck) You will want a "Splash page" or game intro page where players who log into your game see what you want them to see and not what you are working on at the time. Simply put it there is a lot of prep work for running a game on here. But once you have the basics set up it is easy to add to the campaign as needed. For example my latest game I'm running I took two weeks in the evening and built the village, the starting map, the macros, handouts, etc, and the first seven dungeons. Since then I've only had to worry about NPCs and finding the occasional monster token. One thing not mentioned yet, which I use heavily, is the Transmorgifier (sp?) that allows you to copy items from one campaign to another on the fly. So I have a "Campaign building campaign" as well as a "Map building campaign" where I build maps and so on. Once you have your main campaign and support material configured you will be able to sit back and enjoy running the actual game and not have to pay as much attention to the mechanics. Depending on my game I have anywhere from but three to three hundred macros while I read other folks think a thousand is barely enough. In my D20 Modern game I use this macro a lot (everyone in the party has basically the same 9mm handgun): /as @{selected|token_name} attacks with their handgun [[1d20+3]], and inflicts [[2d6]] damage if it hits. The @{selected|token_name} refers to the token you have highlighted/selected. This is a very basic example and some people and character sheets have macros 20x larger than this. You can pull the weapon information, attack bonuses, cover, feats, etc, etc, from the character sheet or attributes on the token alone if you don't use the sheet. My closing advice: start basic, build from there. Before you know it you'll be wondering how you never knew all of this.
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Edited 1429465900
Gen Kitty
Forum Champion
Addressing macros: The first question I would have you ask yourself is this: Do I want to save time during prep or do I want to save time during encounters? The first route involves, generally, macros that ask for bonuses when they roll. Something like this: /emas @{selected|token_name} attacks @{target|Target|token_name} with ?{Attack?|a weapon}! /w gm Attacks AC [[1d20 + ?{Bonus to Hit?|0}]] for [[ ?{Damage Roll?|} ]] /emas only works for GMs, BTW. Something like this can be set up as a macro in your macro collection (found on the gear tab), and as long as you're willing to look up everything every time you attack the PCs, you don't need to do ANY macro prep between sessions (maps, tokens, and plot prep are a different kettle of fish and outside the scope of this post) . You don't need character journals for this, just tokens. If this sort of thing interests you, say so and I'm sure someone can come along and help you further. The above macro will also keep your rolls secret and you will have to tell PCs when they're hit and for how much damage. However, if you're willing to spend time on prep, there's a middle-ground. For this we'll be using the Attribute&Abilities tab, not a 'character sheet'. /emas @{selected|token_name} attacks @{target|Target|token_name} with @{selected|Weapon1}! /w gm Attacks AC [[1d20 + @{selected|Weapon1_Atk} +?{TempHitBonus?|0}]] for [[ @{selected|Weapon1_Dmg} +?{TempDmgBonus?|0}]] This requires you to have a character journal that the token is linked to, with attributes named 'Weapon1', 'Weapon1_Atk', and 'Weapon1_Dmg' that hold, for example, "a longsword', '4', and '1d8+3'. You could make more macros for more attacks, replacing the 1 for a 2, 3, 4, 5... you get the idea. This is probably a good starting place for beginners. A nice universal macro that covers all the bases, and keeps your rolls behind the GM Screen, which many GMs seem to favor. This is INCREDIBLY basic still, we're not covering critical successes, nor are we utilizing a character sheet. The second question I would have you ask yourself: How much do I care about players seeing my rolls and knowing the AC of the monsters? Because you have the far end of the spectrum, where I live. Granted, 4E doesn't lend itself well to the universal macro setup IMO , and 4E is what I GM. The part of my GM prep I wish to focus on is how I've laid out the macros and how I do not have any hidden rolls (in combat). Here's output from some of my macros: These first three are player macros, from one of my players. (I write all their macros because I'm nice like that and they have zero interest in putting the work into fancy macros) And now one of my monster's attacks... I don't do hidden rolls in combat, because I've chosen to expedite combat as much as possible. I don't want to look up a monster's defenses when a PC rolls attacks. I don't want to try to remember in the middle of combat what fancy extras an attack has. And this greatly speeds things up... at the price of requiring extra prep time ahead of time. I feel the price worth it. Here's how you might do the Chillborn Zombie's attack in a game without API scripts for making prettypretty macro output. /emas @{selected|token_name} attacks @{target|Player|token_name} with a **Slam Attack** (Standard Action, Melee; **Cold**) **Attack:** AC [[ 1d20+11 ?{MiscToHit|0}]] vs [[@{target|Player|AC}]] **Damage:** [[ 1d6cf0cs0 +4 +?{MiscToDamage|0} ]] **Cold** damage | Crit [[ (1*6) +4 +?{MiscToDamage} ]] -----**On Hit:**@{target|Player|token_name} is *immobilized* until the end of @{selected|token_name}'s next turn, and takes *ongoing 5 **Cold** damage* (save ends). yields It's really ugly. I tried /emas on all the lines and... well, it was even MORE ugly. x.x The player macros rely on my monsters all having their AC & other defenses set up ahead of time. If you have any questions about what I've written, just ask your questions and I'll try to answer them! I hope you find some/any of this helpful! (The API script generating the prettypretty output is Powercards 2.x )
1429420733

Edited 1429421158
vÍnce
Pro
Sheet Author
GenKitty, how many hours are in your day? lol BTW: Willem, when you bump to Mentor(wink,wink) I would recommend the API script Pathfinder Statblock Import to Character Sheet Script
1429451562

Edited 1429451795
Gen Kitty
Forum Champion
24, like most people! Why do you ask? ^_^ Willem, there's more than a few API scripts that can reduce your prep overhead, before and during a game; the $10/mo|$100/year is one of the best investments I've made in my gaming hobby. For less than the price of a movie ticket I have access to SO MUCH STUFF to make my life easier and my games cooler. Let us know if you want leads/examples of 'life altering' APIs :&gt; (Looking at the macros I posted, I'm reminded I need to update everyone's macros in the 4e game to reflect HB taking out the automatic : after a tagname. Le sigh, GM's wok is never done! And when did control-H get us tinytype? Yay for tinytype!)
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Edited 1429465328
Holy moly. What GenKitty describes sounds so awesome I'm probably gonna subscribe....those macros look incredibly awesome. I don't care much if others can see it, makes it more transparent. Is there a way that I can see how those three are built up? Have to figure out how to make that work for me, most of the time it looks/sounds easier than it actually turns out ;) What would most people recommend? Using built-in char sheets or adding most stats as abilities (under attributes and abilities). For enemies I'm using the latter (as proposed earlier in this thread (which was quite the time saver). I'm just not sure if this way lends itself easy for macros (or the API). edit: Am I right in understanding GenKitty's example only works with a subscription? Trying it out in a test setting, 2 enemy tokens, attributes/abilities set up as described, token linked to enemies (in journal) but I keep getting this: "No attribute was found for @{selected|Weapon1}" for all 3 abilities (Weapon1, 2 and 3 :)) Hm, it mentions no attribute found but I have them set under abilities, trying something else.... Edit2: alright, edited the weapon abilities under attributes and it's working better now. But where would I enter stats like AC now? I had those under attributes (no char sheet) but right now, when I use that macro on an enemy with an AC of 15, it says: (To GM): Attacks AC 25 for 7 and stops there....it seems the 7 is fine, the 25 is not. Whoops, seems like it is right, thought it would mention the AC of the targeted enemy as well, probably a way for that, but where would you put the AC for your enemies if you can't use the attributes tab for that? Really curious how those stat blocks GenKitty references look. Getting all excited now :)
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Edited 1429468567
Gen Kitty
Forum Champion
To have the AC of what you're attacking show in the macro output, you need to reference it. Something like: Attack: AC [[ 1d20+11 ?{MiscToHit|0}]] vs [[@{target|Player|AC}]] And then the target needs to have an attribute named AC, that holds the armor class value for the creature in question. You do need a Mentor-level subscription to use API scripts such as Powercards. I'm hesitant to show my macro-code, simply because it can be very daunting at first glance. At this point, I can write powercards from scratch without referring to the guide every few 'words', but I've been doing it for awhile now. x.x But you asked, so here we go :&gt; (I will edit this later with the matching pictures; I'm on my laptop and the pictures are on my desktop) Ekima's melee basic attack !power {{ --name|**@{selected|token_name} | Melee Basic Attack** --leftsub|At-Will --rightsub|Standard Action --format|atwill --Keywords|Weapon --attack| [[1d20 + @{HalfLevel} + @{Str} +@{Blade-P} + @{Blade-A-CFEM} + ?{MiscToHit?|0} ]] vs [[@{target|Foe|AC}]] @{target|Foe|token_name}'s AC --Hit|[[ ([NH]1d8) +@{Str} + @{Blade-D-FEMM} + ?{MiscToDamage|0} ]] damage | Crit [[ (1*8) +@{Str} + @{Blade-D-FEMM} + [NH]2d6 + ?{MiscToDamage} ]] }} Ekima's Dragon Breath (blast) !power {{ --name|**@{selected|token_name} | Dragon Breath (Blast)** --format|enc --leftsub|Encounter --rightsub|Minor Action --Keywords:|Lightning --Effect:|Bolstering Breath: Allies in area gain +1 to all attack rolls until the end of Ekima's next turn. --AoE:| Close blast 3 --Attack|vs Reflex --target_list|@{target|1st|token_id} | @{target|2nd|token_id} | @{target|3rd|token_id} | @{target|4th|token_id} | @{target|5th|token_id} | @{target|6th|token_id} | @{target|7th|token_id} | @{target|8th|token_id} | @{target|9th|token_id} --Target#?{Number of targets|1}:|[[ 1d20 + @{HalfLevel} +2 + @{Con} + ?{MiscToHit?|0} ]] %%token_name%% --Hit:|[[ ([NH]1d6) +@{Con} + ?{MiscToDamage|0} ]] **Lightning** damage | Crit [[ (1*6) +@{Con} + ?{MiscToDamage} ]] }} Ekima's Staggering Note !power {{ --name|**@{selected|token_name} | Staggering Note** --leftsub|At-Will --rightsub|Standard Action --format|atwill --Keywords|Arcane, Implement, Thunder --attack| [[1d20 + @{HalfLevel} + @{Cha} + @{Blade-A-CFEM} + ?{MiscToHit?|0} ]] vs [[@{target|Foe|Will}]] @{target|Foe|token_name}'s Will --Hit|[[ (4) ]] **Thunder** damage | Crit [[ (4) + [NH]2d6 ]] --^1On Hit|Ekima may __push__ @{target|Foe|token_name} up to 3 squares. As a __free action__ @{target|Ally|token_name} may make a __melee basic attack__ against @{target|Foe|token_name} before, during, or after this forced movement. }} Now here is a screenshot of part of Ekima's character 'sheet', so you can tie my @ calls with the attributes referenced Chillborn Zombie's Slam Attack !power {{ --name|**@{selected|token_name} | Slam** --leftsub|At-Will --rightsub|Standard Action --Keywords|Cold --attack|[[ 1d20+11 ?{MiscToHit|0}]] vs [[@{target|Player|AC}]] @{target|Player|token_name}'s AC --Hit|[[ ([NH]1d6) +4 +?{MiscToDamage|0} ]] **Cold** damage | Crit [[ (1*6) +4 +?{MiscToDamage} ]] --^1On Hit|@{target|Player|token_name} is __immobilized__ until the end of @{selected|token_name}'s next turn, and takes __ongoing 5 **Cold** damage__ (save ends). }} And the character sheet.... (I will never understand why character sheet shots get faded like this, unlike my macro pictures) In this particular instance the zombies had no need for stealth or perception checks, so I left off those attributes when making the character sheet. ----- This approach best suits me because every encounter has unique monsters. I'm running an adventure path (War of the Burning Skies, from EN World Publishing), which has chosen a 'monster of the week' approach; I have yet to see any monster type duplicated, and like I said, 4e doesn't really lend itself well to universal macros because there's so many additional effects that can happen beyond straight damage. So I might as well go all-out anyway, and besides, powercards are EASY! (once you've put 40+ or 200+ hours into writing the buggers x.x) As far as using character sheets or not for monsters, I'll give you my answer. I don't use them at this time. Enough has changed since they were introduced, and enough will be changing in coming updates that were I to start a new campaign I might use them, depending on the campaign nature and system. I don't find it difficult to put the raw basics on an attributes&abilities tab, and more importantly for my control-freak nature, every macro is exactly the way I want it and the mouseovers of dice rolls are human-readable. (changes incoming to fix this with character sheets) Before I went with a character sheet, for my PCs /or/ monsters, I would look hard at the sheets available, and how the maintainers/creators are with users. IMO, 5e GMs are sitting in a very sweet spot right now, Actoba goes above and beyond the call of duty and is very responsive to users needs and questions. You want to run Pathfinder, and my GM for the game I'm in doesn't use character sheets yet so i don't know who-all maintains the various Pathfinder sheets, but Vince stepped up and was quite helpful when I asked about a custom pathfinder sheet for my GM so I imagine he'd be helpful if you wanted help. (Pssst, Mentor level subscription lets you have customized character sheets!) As usual, I hope this helps, and feel free to ask questions!
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Edited 1429469704
Thank you so much, that helps a lot and makes things much clearer (and somewhat easier and/or more understandable). With this (your) system, do you make separate (unique) tokens/journal entries for say: bandit1, bandit2, bandit3, 1 bandit entry and copy/paste that? Honestly, thanks again for this, incredibly helpful and friendly!!! I'm thinking it might be doable to change that hit and dmg macro so you can automate it to show when the roll &gt; AC and if that''s the case, go to the damage calculate line... Oh, this is going to be fun!
1429471022
Gen Kitty
Forum Champion
Since I was at my desktop anywaaaaaaayyy... a bonus for you, a few of my Pathfinder macros and some GM-only macros that can save you time. I'm not a GM for the pathfinder game, but this gives you some ideas: First, Esme's rapier attack. Esme is part Rogue and as such has Sneak Attack dice. This made for a really complicated attack macro, let me tell you! This macro takes advantage of the order of operations for evaluating macros, so I can shove a dice-roll into a rollquery when it comes time for the sneak attack dice. (HB, this is another place where being able to list out 'Normal damage A plus Sneak B for total C' would be totally wonderful) !power {{ --name|Rapier Attack --bgcolor|#9F00C5 --txcolor|#FFFFFF --bodyfontsize|12px --leftsub|Esme --rightsub|Melee --Target:|@{target|Foe|token_name} --Attacking:|[[1d20cs&gt;18ro&gt;18[Dice] +@{Dex}[Dex] + @{Rapier}[Rapier] +@{BAB}[BAB] +(?{Flanking?|1}*2)[Flanking] + ?{MiscToHit?|0}[Misc] ]] vs AC --Damage:|[[ [NH]1d6 [Rapier] +@{Str}[Str] +@{Rapier|max} [Rapier] + ?{Flanking?}[Dirty Fighting] +?{Sneak Attack?|[NH]2d6} [Sneak] +?{MiscToDamage|0} [Misc] ]] | ?Crit + [[ [NH]1d6 +@{Str}[Str] +@{Rapier|max} [Rapier] + ?{Flanking?}[Dirty Fighting] ]] }} Esme is also part cleric, so here's one of her spells !power {{ --tokenid|@{selected|token_id} --name|@@<a href="http://www.d20pfsrd.com/classes/core-classes/cleric#TOC-Channel-Energy-Su-||$$#FFF|__Channel" rel="nofollow">www.d20pfsrd.com/classes/core-classes/cleric#TOC-Channel-Energy-Su-||$$#FFF|__Channel</a> Energy: Living__$$@@ --bgcolor|#9F00C5 --txcolor|#FFFFFF --bodyfontsize|12px --leftsub|Positive Energy --emote|Thrusting her holy symbol into the air, Esme beseches Desna's divine presence. Within a heartbeat, the symbol pours forth a cloud of butterflies formed from motes of silver light. --!Effect|Everyone living, friends and foe alike, within 30 feet of Esme receives [[[NH]3d6+1]] healing. }} Yes, Virginia, Powercards allows you to use links. ^_^ With Pathfinder having the SRD, I've taken the opportunity to link to relevant portions of it in just about every macro I do. !power {{ --name|Esme | @@<a href="http://www.d20pfsrd.com/skills/appraise||$$#FFF|__Appraise__$$@@" rel="nofollow">www.d20pfsrd.com/skills/appraise||$$#FFF|__Appraise__$$@@</a> [[ 1d20+@{appraise} +?{MiscMods?|0} ]] --bgcolor|#9900FF --txcolor|#FFFFFF --titlefontsize|14px }} I believe it was Vince who discovered we could shove dice rolls into the name field, and I leapt on that like a lioness on a wounded gazelle. Here's a portion of Esme's sheet, for reference Now for a few of my GM macros.... !power {{ --name|**Party Stealth** --format|skill --whisper|GM --!L1|P [[10+@{Ekima|HalfLevel}+@{Ekima|DEX}+4+@{Ekima|ACP} ]] | A [[1d20+@{Ekima|HalfLevel}+@{Ekima|Dex}+4[C&F]+@{Ekima|ACP} ]] Ekima --!L2|P [[10+@{Kai|HalfLevel}+@{Kai|DEX}+@{Kai|ACP} +2 ]] | A [[1d20+@{Kai|HalfLevel}+@{Kai|DEX}+@{Kai|ACP} +2 [Boots] ]] Kai --!L3|P [[10+@{Legius|HalfLevel}+@{Legius|DEX}+@{Legius|ACP} ]] | A [[1d20+@{Legius|HalfLevel}+@{Legius|DEX}+@{Legius|ACP} ]] Legius --!L4|P [[10+@{Rizzak|HalfLevel}+@{Rizzak|DEX}+@{Rizzak|ACP} ]] | A [[1d20+@{Rizzak|HalfLevel}+@{Rizzak|DEX}+@{Rizzak|ACP} ]] Rizzak --!L5|P [[10+@{Sha-Korat|HalfLevel}+@{Sha-Korat|DEX}+@{Sha-Korat|ACP} +2 ]] | A [[1d20+@{Sha-Korat|HalfLevel}+@{Sha-Korat|DEX}+@{Sha-Korat|ACP} +2 [JoaT] ]] Sha-Korat }} This one is messy as hell because in my 4e game, I don't have attributes for their skills, because they're 'Half-level plus Attribute minus Armor check penalty plus any other bonuses that may exist', so that's how I built them. Which is fine for single-person rolls, but oh dear ghod does it look messy here :&gt; P stands for Passive (take ten), and A stands for Active (rolled). These next few macros require scripts written by The Aaron. First, GroupInit Macro is: !group-init 1: Select tokens 2: press macro button in my macrobar 3: Watch all the tokens get added to the initiative tracker in the blink of an eye and no spam in the chatpane. Second, TokenMod : Macro is: !token-mod --off showname showplayers_names showplayers_bar1 After my PCs have made their needed Monster Knowledge checks to at least figure out the names: 1: Select tokens 2: Press button in macro bar 3: Watch all the tokens suddenly reveal their names and HP bar It's a really tame use of TokenMod, you can use it to move tokens between layers, turn light on and off, twiddle auras, anything you can think of. That's the end of my useful GM macros. Headed back to laptop now, but as always, questions&comments welcome and I hope I've helped rather than overwhelm.
1429471153
Gen Kitty
Forum Champion
Willem M. said: Thank you so much, that helps a lot and makes things much clearer (and somewhat easier and/or more understandable). With this (your) system, do you make separate (unique) tokens/journal entries for say: bandit1, bandit2, bandit3, 1 bandit entry and copy/paste that? I make a 'Bandit' entry, and then I follow these instructions: <a href="https://wiki.roll20.net/Linking_Tokens_to_Journal" rel="nofollow">https://wiki.roll20.net/Linking_Tokens_to_Journal</a>... (I use yet ANOTHER of Aaron's scripts to make it so each Bandit I place on the board has a random number after its name)
1429471389
Gen Kitty
Forum Champion
Willem M. said: I'm thinking it might be doable to change that hit and dmg macro so you can automate it to show when the roll &gt; AC and if that''s the case, go to the damage calculate line... Before you do that, think hard how you want to handle the following scenario: GM: [uses macro] So, Bob, Ghoul 3 successfully hit with his Bite attack and has latched onto Baldric. Bob: Um, GM, did you account for Garrick blinding him last round? GM: [Scrolls back in gamechat] [sighs tiredly] No.... Whatever system you settle on HAS to be able to handle user error. People screw up. A LOT. So make sure you're not discarding information you might need later. ^_^
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Edited 1429480156
vÍnce
Pro
Sheet Author
GenKitty casts Time Stop and posts to the forums... Powercards are the bomb BTW! They are the original roll templates on steroids.
Right, mentor status gained. Going to read up on those powercards because they simply look awesome.
1429975544
Gen Kitty
Forum Champion
I see you also changed your name. ^_^ Welcome to the Mentor side, we have tons of cookies! If you need powercard help, head on over to <a href="https://app.roll20.net/forum/post/1793309/#post-1793309" rel="nofollow">https://app.roll20.net/forum/post/1793309/#post-1793309</a>