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Savage Worlds Tabbed - Weapon Bonuses And Raise Damage

Just started digging into Roll20, as our group is now socially distancing. Love the Tabbed sheet, but there is nowhere to input static bonuses to your attack roll on a weapon like there is for damage. I know that most of the time we'll just roll the attack and ask the GM what bonuses we have and add our static bonuses, e.g. this sword has a +1, another +1 for gang up, GM says add +1 for describing a really cool maneuver, etc... so roll the attack and add 3. Still, you could say the same for damage rolls, yet there's a place to add your static damage bonuses on the sheet. I would love to be able to do the same for static attack bonuses on a weapon to simplify things a little. +1 because it's a magic weapon, +1 for Trademark Weapon, +1 because dwarves love axes, you get the idea. One workaround I can think of would be to add the static bonuses to the weapon name, so every time you roll, you see exactly what they are, but that just doesn't feel right. He has a +1 weapon with a nifty Advance, not a +2 weapon. My other issue involves raise damage. It would be nice if the raise damage die size could also be selected, though I suppose that would rarely come up in most games. If there's no way to do any of that, does anyone know how I would alter the weapon attack macro to add a + to the attack roll and change the raise die size when damage is rolled? Here is the attack macro that runs when I use the weapon button from the sheet: 0 &{template:roll} {{trait=@{Magpie|fightingname}}} {{source=Shrike}} @{Magpie|rolltFighting} {{button=y}} {{DmgRoll=[Roll Damage](~-M2qLY4HeqKzcQ8Lxj3b|repeating_weapons_-M3ZMGRrQkppxuJitB6n_dmg) }} @{Magpie|setmodsenc} @{Magpie|showtraitmods} 0 Thank you. Anyway, can't wait to start playing. Judah
In my group, we normally fill in the current modifier next to the die type on the sheet just prior to making the roll using the skill. It's been working so far, and I fear that Savage Worlds has enough modifiers that are constantly in flux that there's not really a better way to do it.
1585711597
Finderski
Plus
Sheet Author
Compendium Curator
Most of what you want is already available...you'll want to click on the icon that looks like a hammer and wrench/spanner Judah W. said: Just started digging into Roll20, as our group is now socially distancing. Love the Tabbed sheet, but there is nowhere to input static bonuses to your attack roll on a weapon like there is for damage. I know that most of the time we'll just roll the attack and ask the GM what bonuses we have and add our static bonuses, e.g. this sword has a +1, another +1 for gang up, GM says add +1 for describing a really cool maneuver, etc... so roll the attack and add 3. Still, you could say the same for damage rolls, yet there's a place to add your static damage bonuses on the sheet. I would love to be able to do the same for static attack bonuses on a weapon to simplify things a little. +1 because it's a magic weapon, +1 for Trademark Weapon, +1 because dwarves love axes, you get the idea. One workaround I can think of would be to add the static bonuses to the weapon name, so every time you roll, you see exactly what they are, but that just doesn't feel right. He has a +1 weapon with a nifty Advance, not a +2 weapon. On the Configuration tab, under the "Other Sheet Tweaks" section you'll see checkbox for "Prompt for Misc. Modifiers" That checkbox will give a popup box when you make a trait and/or damage roll. Judah W. said: My other issue involves raise damage. It would be nice if the raise damage die size could also be selected, though I suppose that would rarely come up in most games. This is also on the Configuration tab, under the "Rules Modification" section. You'll want to look for two checkboxes (depending on which version you're looking for) called Variable Bonus Damage. Looks like the Raised Based may have a bug...I'll need to double-check it. However, selecting Edge Based will give you a drop down where you can select the die type for the Bonus Damage on a Raise
Thanks for your reply, Tom. Not a bad idea to just fill in the static bonus next to fighting or shooting (or athletics for throwing), since I probably won't be switching between weapons of the same type all that often. And, I can just make a d8! macro for raise damage when the need arises. Still, if anyone can help unpack the macro (like how to get +1 into the roll from rolltFighting), I would be greatly appreciative.
1585731222
Finderski
Plus
Sheet Author
Compendium Curator
Here's the base macro: &{template:roll} {{trait=@{fightingname}}} {{name=@{character_name} }} {{skill_rank=@{fighting_display} }} {{skill_roll=[[@{fighting_rank} + @{FightingskillMod}+ @{ModSumEnc}[Distracted, Wounds, Fatigue, Encumbrance] + @{traitmods} + @{smooth_dice}dF]]}} {{mook=[[1d0+@{wdNum} + @{smooth_dice}dF]]}} {{wild_die=[[ 1d@{fightingwilddie}! + @{FightingMod} + @{FightingskillMod} + @{ModSumEnc}[Distracted, Wounds, Fatigue, Encumbrance] + @{traitmods} + @{smooth_dice}dF]]}} {{mods=[[1d0+@{absmodenc}+abs(@{traitmods}) ]] }} {{showenc=[[1d0+@{encumbrance}]]}} {{encumbrance=@{encumbrance}}} {{showtt=[[1d0+@{traitmods}]]}} {{ttmod=@{traitmods}}} {{showwounds=[[1d0+@{woundsMod}]]}} {{wounds=-@{woundsMod} }} {{showfatigue=[[1d0+@{fatigue}]]}} {{fatigue=-@{fatigueMod}}} {{showdistracted=[[1d0+@{distracted}]]}} {{distracted=@{distracted}}} Just put a +1 somewhere in the bolded sections.  For example: &{template:roll} {{trait=@{fightingname}}} {{name=@{character_name} }} {{skill_rank=@{fighting_display} }} {{skill_roll=[[@{fighting_rank} + @{FightingskillMod}+ @{ModSumEnc}[Distracted, Wounds, Fatigue, Encumbrance] + @{traitmods} + 1[my arbitrary mod] + @{smooth_dice}dF]]}} {{mook=[[1d0+@{wdNum} + @{smooth_dice}dF]]}} {{wild_die=[[ 1d@{fightingwilddie}! + @{FightingMod} + @{FightingskillMod} + @{ModSumEnc}[Distracted, Wounds, Fatigue, Encumbrance] + @{traitmods}   + 1[my arbitrary mod] + @{smooth_dice}dF]]}} {{mods=[[1d0+@{absmodenc}+abs(@{traitmods}) ]] }} {{showenc=[[1d0+@{encumbrance}]]}} {{encumbrance=@{encumbrance}}} {{showtt=[[1d0+@{traitmods}]]}} {{ttmod=@{traitmods}}} {{showwounds=[[1d0+@{woundsMod}]]}} {{wounds=-@{woundsMod} }} {{showfatigue=[[1d0+@{fatigue}]]}} {{fatigue=-@{fatigueMod}}} {{showdistracted=[[1d0+@{distracted}]]}} {{distracted=@{distracted}}}
Awesome! Thank you so much for your help, Finderski! You are the man. I will check this out when I get a chance.
Got a chance to fiddle with this and it works like a charm. Got the raise die size selection added, obviously didn't even realize what that did. Would be nice if there was a Configuration checkbox that allowed an entry for static weapon attack bonuses. Went with the attack macro since I don't want to have to type in the bonus every time. Added {{source=weapon-name}} for the weapon name so it shows in the roll table, appended the Roll Damage code to the end and threw an emote at the beginning. Love it! Thank you again for your help, Finderski!
I'm new at trying the character sheets..  I was looking for the same thing, too bad we can't customize the weapon stats that way .. I can use the script line (thank you for that Finderski!) as a token action .. But I'm feeling greedy: Any idea how I can get the same effect as the " Atk + Dmg" with the shooting (or modifier)?  I know how to put it as a token action but I can't find a place to put any modifier in it.  I'm not sure I get how I can modify that script.. I think it should be around the @{Charactername|rolltShooting} .. but the interaction with the roll template prevents anything I do to work.   Thank you in advance for any help on that!
1588301421
Finderski
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Sheet Author
Compendium Curator
Ok, so I may be dense, but need to understand the full request about modifiers.  I ask, because I'm not sure I get it. There are places to add modifiers for weapon damage, already (There already the drop down for Attribute + #d(die type) + (whatever you want). There's also an option on the configuration tab to Prompt for Modifiers, and this is intended to cover situational scenarios. When this is checked it will prompt for modifiers to the Skill Roll as well as the Damage roll. It's the 4th checkbox down, far left column under the Other Sheet Tweaks section. When that's checked you'll get a pop-up box asking for the modifier when the rolls are made. This post isn't intended to say, "You're doing it wrong..." I want to make sure I understand the request/need to see if there's a way to care for it.
Thank you for the response Finderski! Here is an example to make it clearer; I'm setting up a Savage Rifts campaign .. and something as simple as the Wilk's 320 laser pistol giving a "+1 shooting" is stumping me.  If you have two range weapons (a rifle and a pistol) or might use it for something else (like firing a vehicles weapon) you can't put the modifier in the skill's modifier because it does not apply to the other ones.  The problem arises from so many modifier being automated (wounds, fatigue, encombrance) and one that should always be there not being automated.  The objective being to streamline and limit the number of token action shown when the players click on their character's token; I love the  "Atk + Dmg" script and what I would have liked the Wilk's pistol to have a token action, based on "Atk + Dmg" with the permanent +1, and another token action for the rifle without the +1.  Worst case scenario, I'll make it two different token action for some of the weapons and their damages. I can understand range and cover being situational modifiers and needed to be added manually .. but that "+1 shooting" will be forgotten from time to time unless we put it in bold in the name of the weapon.   Again, nothing is broken, I can circumvent the limitation with a slightly less elegant solution, it is just something I would have loved to be able to do for the players.
Quick clarification, when I'm talking about the  "Atk + Dmg", I'm talking about the roll template here , the one where the trait rolls shows with a "Roll damage" button.
1588346248
Finderski
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Sheet Author
Compendium Curator
Ok, I’ll give this some though. The problem is the skill roll is simply calling another roll button, but there might be something that can be done...not sure, yet.  But understanding it’s the skill roll helps. :)