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How to make a "cheat" crit, goof

Hi, I'd like some help in making a macro that "looks" like a crit and max damage. I don't care if the players sees that it is fake as its purpose is just to use it to kill off a side-player character that everyone in the group already knows is gonna disappear one way or another. So the more "real" it looks the better, but I'd be happy with just learning how to make a green number. thanks!
1550779011

Edited 1550779081
you can set the critical success (cs) threshold on any roll, by default its the highest number a die can roll. Docs &gt;&nbsp; <a href="https://wiki.roll20.net/Dice_Reference#Critical_Success_and_Fumble_Points" rel="nofollow">https://wiki.roll20.net/Dice_Reference#Critical_Success_and_Fumble_Points</a> [[d6cs&gt;4]] this shows green numbers on 4's and up [[d6cs&gt;0]] this shows green numbers on any roll of 0 or more (so all of them)&nbsp; &nbsp;
Elijah C. said: you can set the critical success (cs) threshold on any roll, by default its the highest number a die can roll. Docs &gt;&nbsp; <a href="https://wiki.roll20.net/Dice_Reference#Critical_Success_and_Fumble_Points" rel="nofollow">https://wiki.roll20.net/Dice_Reference#Critical_Success_and_Fumble_Points</a> [[d6cs&gt;4]] this shows green numbers on 4's and up [[d6cs&gt;0]] this shows green numbers on any roll of 0 or more (so all of them)&nbsp; &nbsp; Using this method is the most "real" but anyone hovering over the roll will be able to see the "cs" value.
[[(1d0cs&gt;0)+20]]&nbsp; &nbsp; should give you the green 20
1550784666

Edited 1550784710
alternatively, if you don't want them to get the hover over, you could just... [green 20](<a href="https://cdn.discordapp.com/attachments/205832391573504000/548254760009072646/unknown.png" rel="nofollow">https://cdn.discordapp.com/attachments/205832391573504000/548254760009072646/unknown.png</a>) put in a picture :D
Thank you !
Elijah C. said: you can set the critical success (cs) threshold on any roll, by default its the highest number a die can roll. Docs &gt;&nbsp; <a href="https://wiki.roll20.net/Dice_Reference#Critical_Success_and_Fumble_Points" rel="nofollow">https://wiki.roll20.net/Dice_Reference#Critical_Success_and_Fumble_Points</a> [[d6cs&gt;4]] this shows green numbers on 4's and up [[d6cs&gt;0]] this shows green numbers on any roll of 0 or more (so all of them)&nbsp; &nbsp; Is there a way to trigger this on non-rolls?&nbsp; My 5E Assassin has auto-crits on surprise hits and an item that lets them take 10 on a roll, so my macro looks like: {{r1=[[10+@{dexterity_mod}[DEX]+@{pb}[PROF]+2[MAGIC]+2[ARCHERY]]]}} But, if I try to do things like change the 10 to a 10cs&gt;1, it just breaks.
1550857638

Edited 1550857713
I think you can only modify the critical success threshold on dice rolls actually, not math rolls (must have a 'd') So use a die that can only roll one number that wont interfere with your take 10 (d0) and set the threshold to always on (cs&gt;0) then add your flat modifiers like so:&nbsp; {{r1=[[d0cs&gt;0 +10+@{dexterity_mod}[DEX]+@{pb}[PROF]+2[MAGIC]+2[ARCHERY]]]}}
Hrmmm... That seems to work but, for some reason, adding the die roll makes it not display the rname anymore.&nbsp; I guess that's a bug?
Comparison: &amp;{template:atk} {{mod=[[@{dexterity_mod}[DEX]+@{pb}[PROF]+2[MAGIC]+2[ARCHERY]]]}} {{rname=Assassination}} {{r1=[[d0cs&gt;0+10[CLOCKWORk]+@{dexterity_mod}[DEX]+@{pb}[PROF]+2[MAGIC]+2[ARCHERY]]]}} {{normal=1}} {{attack=1}} {{range=80/320}} {{desc=~~~~~~~~~~[Damage](~Damage)~~~~~~~~~}} ammo=Arrows&nbsp; vs. &amp;{template:atk} {{mod=[[@{dexterity_mod}[DEX]+@{pb}[PROF]+2[MAGIC]+2[ARCHERY]]]}} {{rname=Assassination}} {{r1=[[10[CLOCKWORk]+@{dexterity_mod}[DEX]+@{pb}[PROF]+2[MAGIC]+2[ARCHERY]]]}} {{normal=1}} {{attack=1}} {{range=80/320}} {{desc=~~~~~~~~~~[Damage](~Damage)~~~~~~~~~}} ammo=Arrows&nbsp;
oooh, that would've been nice to use. But the goof has been made, and it was a success :)