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Temporary modifiers to Charsheet / Attributes - Must see

It has come to my attention that the character sheet system is incomplete. I had the need to add a +4 Strength because of Bull's Strength potion and I had to navigate to the charsheet and increase strength. To disable, I had to repeat these steps. If I were a developer, I would allow a checkbox to enable / disable the numeric value from a particular attribute. This checkbox would show up on the main page to my or to the GM's control. For example: Bull's Strength: 4 [x] Rage: 4 [] Strength: 16+@Bull's Strength+@Rage -In this state would be 20 because Bull's Strength is activated and Rage is not.
I like this idea, but I think a simpler way might be to place a chip on the character. What would be nice -- if you could also make a simple note on the chip so that when you hovered over it, it would tell you "+4 to strength" Of course, it is still up to you to remember that modifier, but I don't think the point of roll20 is to completely automate the roles.
I believe that this idea is what herolab is for.
If I were a developer, I would allow a checkbox to enable / disable the numeric value from a particular attribute. This checkbox would show up on the main page to my or to the GM's control. I agree. I know that Fantasy Grounds has a "Modifier Box" (see below) allowing you to dynamically handle modifiers during the game by means of placing or typing positive or negative numbers to be applied to the following dice roll. Certainly I wouldn't protest if something like this could be adapted into Roll20 in some way. Thanks to it, it wouldn't be needed to edit macros during the game session, and at the same time it's not automation.
I like this idea, but I think a simpler way might be to place a chip on the character. This remembers to me that in the aforementioned program, this works also by means of dragging/dropping the number or modifier (with the mouse) into the character portrait : his/her next roll will take the modifier into account.
You have a macro (not a character ability) you can always do #MacroName +4 for that kind of stuff. Hopefully we'll be able to reference character abilities in chat somehow and do the same.
Hopefully we'll be able to reference character abilities in chat somehow and do the same. Indeed that would be awesome . . .
Apsara . said, Indeed that would be awesome . . . I agree very much. To be able to dynamically add modifiers to macro dice rolls from the Text Chat box . . . I see it as a very necessary thing during the game session.
You have a macro (not a character ability) you can always do #MacroName +4 for that kind of stuff. Hopefully we'll be able to reference character abilities in chat somehow and do the same. Oh, I just discovered (or rediscovered?) it already works in that way. Nice! #scatterbrained (The displayed "Demon Lore skill" is a Roll20 character "Ability" in a character sheet. Without the +4, the margin of success would have been 3 instead of 7.)
How did you roll the character ability and add the +4 in chat? I didn't think we could reference character abilities via the chat box yet.
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Gauss
Forum Champion
JonathanTheBlack: %{Name|Ability} +number It isn't easy to use and doesn't autocomplete but it is there. - Gauss
How did you roll the character ability and add the +4 in chat? I didn't think we could reference character abilities via the chat box yet. Yeah . . . I was wrong! This only worked because the same macro already was in the campaign, and it was there duplicated as an "Ability" in a character sheet. It worked only because it was a campaign macro . . . I just have tested character Abilities alone and it doesn't work. Sorry for the confusion. Now I'm going to read what @Gauss said above with more attention.