Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

40kRPG-Specific Macros or Tips & Tricks

I have a few questions, but I'll start with some background: I just became a supporter a couple of days ago and I'm thinking about picking up a Mentor subscription as soon as I have the cash, (especially after seeing some of the freakin' sweet stuff the API can do) I started using Roll20 a couple of sessions ago to display my party's progress through an underground system of tunnels ultimately culminating in an assault on the enemy lair (Tzeentchian cultists for those who are 40k enthusiasts). We play a very RP-heavy game and I find that combat tends to drag and draws my players out of the zone, so I've spent the last two days looking into the macro system to see if I can keep combat down to a series of clicks instead of trying to remember your Ballistic Skill, how much damage your weapon does and whether or not you have any degrees of success. TL;DR : I'm relatively new to the Roll20 system and I want to make combat as simple as possible for my players. Does anyone have any really good set ups for running things like Penetration values, special rules like Tearing, and is there a way I can have the macro measure distance? Any suggestions for especially-helpful Attributes that I should record? I'm using the Bars for Wounds (red), Ammo (blue), and Fatigue (green) at the moment. The attack macro I currently have that I'm moderately happy with is this: /me fires his las carbine, picking targets carefully. [[1d100 < ((@{BS} +10 + ?{Modifiers?|0})]] The lasbolt impacts for [[1d10+4 - @{target|TB} - @{target|AP} + ?{Pen?|0}]] Energy damage. Thanks in advance for your help.
So I was looking around and I found "kh1" which lets you choose the highest from two (or more?) results. It's really handy in measuring penetration and Tearing. So now my macro for a boltgun (which has both pen and tearing) looks like this: /me fires his bolter, picking targets carefully. /roll 1d100<[[@{BS}+?{Modifiers?}]] The bolts impacts and detonates for [[{1d10, 1d10}kh1+5-({@{target|AP}-4,0}kh1 + @{target|TB})]] explosive damage. The to-hit line rolls the d100 and compares to the token's BS skill and asks the player for any modifiers. It spits out a "success" or "failure" message that doesn't seem to read any other way than "1 successes" or "1 failures" which I'm not a huge fan of but I don't know how to change that yet. (I'm not sure if there is a way to measure degrees of success). If you want to measure DoS subtract your BS+modifiers from your d100 roll then divide by 10. It will spit out a decimal where the 1's place is your DoS (if negative) and DoF (if positive). The damage line rolls 2d10s, picks the higher then adds 5, then it measures the target's armor points, subtracts 4, and if 0 is higher uses 0. All this works to automate combat with nothing more than choosing a target and asking for any modifiers (which is good since my players constantly forget to add mods to their rolls)