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

Character Equipment

Hello everyone! I have been using this platform for a fair amount of time and I run my own custom games outside of any pre-made systems or character sheets. I've notice that it takes some time for me to constantly take into consideration my player's attack values, add up what damage their current weapon does, and then subtract out amount of damage the foe takes based upon that damage and their defense. Is there any way you can program in equipment for the game that way, say, if my player makes a roll it will automatically take their "attack" stat and add to it the amount of damage the weapon they have equipped does? Perhaps even have it take into consideration what skill the player uses or even auto subtract it from the enemy health bar? Any tips that might help speed up the game process would be greatly appreciated! 
1548910298

Edited 1548910634
Kraynic
Pro
Sheet Author
As long as you create a character in the journal, this should give you the ability to do the basic attack math functions you want.&nbsp; If you didn't set a character sheet for your game, you will only have 2 tabs: bio &amp; info, attributes &amp; abilities. You can come up with whatever attributes you need, like attack and damage modifiers, stats like strength or speed, etc.&nbsp; Abilities are macros that you write to automate attacks and skills that can reference the attributes.&nbsp; Let's say you have an attribute labeled "att_bonus" (your attack bonus), another one labeled "bonus_dam" (your bonus to damage), and another labeled "weap_dam" (the dice for base weapon damage).&nbsp; You can't leave any of these blank, or it will confuse the macro, though having a zero is fine.&nbsp; You also don't want just plain numbers (1, not +1), because the macro will already have a + and will be confused if it ends up with 2 pluses in a row.&nbsp; Your weapon damage would be the basic dice rolled like 1d8, 2d6, or whatever.&nbsp; Using the default roll template, you could have an attack macro that looks like this: &amp;{template:default} {{name=Weapon Attack}} {{Attack=[[1d20+@{att_bonus}]]}} {{Damage=[[@{weap_dam}+@{bonus_dam}]]}} I had 1 in each of the bonus attributes and 1d8 in the weapon attribute, and the output looked like this: You could have attributes for various weapons and different bonuses for different types and have macros (abilities) that reference different combinations.&nbsp; You could also just have one attack macro, but write in a query that will roll damage for whichever weapon you are using.&nbsp; There is a little bit about this in the wiki in the character sheets section:&nbsp; <a href="https://wiki.roll20.net/Character_Sheets" rel="nofollow">https://wiki.roll20.net/Character_Sheets</a> Something about the default template:&nbsp; <a href="https://wiki.roll20.net/Dice_Reference#Roll_Templates" rel="nofollow">https://wiki.roll20.net/Dice_Reference#Roll_Templates</a> A couple pages on macros:&nbsp; <a href="https://wiki.roll20.net/Macros" rel="nofollow">https://wiki.roll20.net/Macros</a> <a href="https://wiki.roll20.net/Useful_Macros" rel="nofollow">https://wiki.roll20.net/Useful_Macros</a> Hopefully that helps get you going.
1548910872
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
You can set up macros that reference attributes on the character sheets. Say a sword does 1d6 and a character's Muscle Attribute gets added to it. Their chance to hit is Finesse minus the target's Dodge +1d6. Such a macro might be written as: @{selected|name} attacks with a sword and rolls [[@{selected|finesse}-@{target|dodge}+1d6]] to hit. The damage was [[@{selected|muscle}+1d6]] This could be stored as an ability on each sheet of characters who use swords. Or since it was written to use the selected token and a target as attacker and defender, it could be saved as an macro in the Collections tab or an ability on a common sheet called say, "Weapons". Call the ability/macro "Sword". A player could invoke it with #Sword in the former case, or %{Weapons|Sword} in the latter. Of course, every character in the game should have attributes called muscle, dodge and finesse. That's just one of many, many ways this could be done. I would suggest looking at the wiki section on macros for ideas and syntax.
1548910984
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Aii! @{Kraynic|snipe}!
1548913340
Kraynic
Pro
Sheet Author
I had to jump on it, since it was simple enough I could give an answer!