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Rollable tables

1493752032

Edited 1493752171
What options exist for the formating of text results from rollable tables? Specific example: I want to output from two tables one an item, and the other a specific power for that item <item><minor_power> Where minor power is an identifying moniker and a description of that power. Example: Table 1 rolls: Sword Table 2 Rolls: of Cabalism - Whenever the bearer casts a spell as a ritual, they have advantage to maintain concentration during the ritual. I'd like to output Sword of Cabalism  - Whenever the bearer casts a spell as a ritual, they have advantage to maintain concentration during the ritual. I attempted to use basic WikiMarkup such that  of Cabalism - Whenever the bearer casts a spell as a ritual, they have advantage to maintain concentration during the ritual. is listed as  * of Cabalism* - Whenever the bearer casts a spell as a ritual, they have advantage to maintain concentration during the ritual. That, obviously, doesn't work. Is there a way? I've seen some nested table stuff that has reference codes embedded, that I'm assuming get translated out into other characters, can that be done? if so... where do I find a chart of character code to their roll20 appropriate reference codes?
Nothing inside the rollable table can be formatted as you have found. The only thing I have found to work outside of any possible API options, is using the back tick ` around the table call. ``[[1t[tablename] ]]``  will give you red text with a white background for the rollable table output. It would be the whole output though.
1493757336
Lithl
Pro
Sheet Author
API Scripter
If you set images on the table items and use /roll instead of an inline roll, the image(s) will be displayed. That's of limited utility, though.
I got additional confirmation that this is impossible without parsing the returned information from the rolled table call.
Have you tried the API Script Recursive Tables ?
1494035832

Edited 1494080888
I have, its actually part of that thread that made me wonder about it, there was an example that begged the question if such was actually possible, one of the examples in the related thread about export/import table used bold tags (**) inside the table's entries, which... when I tried I didn't get it to work, even when using escape codes and... I didn't (likely because I'm not skilled enough) see a way to get Powercards to attempt to parse the return and put it into powercard macro
This is part of what user Toby had ; That used ** !import-table --rEn-Hazards --hide !import-table-item --rEn-Hazards --**bad weather**<br>a description of what this does goes here. !import-table-item --rEn-Hazards --**blight**<br>a description of what this does goes here. !import-table-item --rEn-Hazards --**deadly gas in the desert or marsh**<br>a description of what this does goes here. !import-table-item --rEn-Hazards --**a dust devil in the desert, hills or plains**<br>a description of what this does goes here. !import-table-item --rEn-Hazards --**a grass fire in the hills or plains**<br>a description of what this does goes here. !import-table-item --rEn-Hazards --**tremors**<br>a description of what this does goes here. If I'm correct you are using that bold the response exported to the chat, but I've tried that and it doesn't work for me. In this case, because the second table case is a descriptor of <descriptor>: rules text I'm using recursive to roll the weapon type from treasure, and then for the ones that fit; calling out to the quirks.
I have found that roll tables to create "specific" random types of loot from various abilities weapons, materials and powers are rarely worth the effort.  They slow the game to a crawl.  They use complex tables that need to mixed and matched.   And they are most often not as useful to the party as simply having the gm "Pick" the item that would be best for a character. What I have found works better is having each player make a list of 8 items that are on their "Wish List."  Roll a 15 or 20% for each kill or each challenging kill.  Then have a roll table that has one element for each player, each element will be the roll table for the wishlist.  Once an item has been obtained, if it is rolled again, then the party gains gold in the value of that item.  Otherwise, the wish list item is added to the monster's loot. Its complicated, but you dont need huge roll tables that list all kinds of weapons, enhancements, special powers, etc..
That is what I more often do, but in the campaign I'm considering/working on, it's a higher magic world, and the players will be virtually inundated with potentially useful magical items (+0); as part of sort of Foreign Legion, in which each character can only choose&nbsp;(initially) one magical item they get to keep for use in future raids. &nbsp; (Inspired by Brandon Mull's Five Kingdom series) So I have a number of trinkets, magical trinkets, low powered items that may have minor/medium/ or major magical quirks. Such as&nbsp; <a href="http://www.lordbyng.net/inspiration/" rel="nofollow">http://www.lordbyng.net/inspiration/</a> and then "big ticket" items which are one shot items (<a href="https://manysideddice.com/2015/03/10/a-table-of-contents-thats-better-than-nothing/" rel="nofollow">https://manysideddice.com/2015/03/10/a-table-of-contents-thats-better-than-nothing/</a>) As I've done the sort of benevolence of "DM ex Machina" magical goods selection in the past, I'm interested in seeing player/character development based off not forcing that heroic arc, but how giving/creative the players' usages of such can be when presented non-perfect/tailored solutions. But, I agree that is a wonderful system. I'm just playing/working on developing my GM'ing by attempting different scenarios and learning how&nbsp;and where VTTs can create opportunities&nbsp;traditional tabletop play does not to unlearn 30+ years of "it should" and work on "what ifs" Such as Speech Bubble + token mod to create dialog trees the resemble traditional RPG game when your in villages; downtime shopping Play by Post roleplaying between sessions or more metagame stuff like achievements; guild war or intrigue / strategy between gaming sessions so the sessions resolve key conflict moments that arose out of session of such play by post gaming. Playing with Game within a game paradigms; (I had a shadowrun&nbsp;game and I ran Roll20 IRL only for Matrix runs to push that 'otherness')