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Pathfinder style attack rolls

This has likely been addressed at some point, but I haven't found it yet while digging through old posts I've been running my EverQuest game for a couple years and I'm constantly trying to improve the macros to make things easier and more clear for everyone.  One thing I haven't done that I've seen when playing Pathfinder games is add automatic crit rolls.  When playing a Pathfinder game, I've noticed that all the dice that may be used for a single roll are rolled at the initial button press and the extra are only shown if there is a critical threat.  I'm not using crit confirmation, but is there a way for me to have something similar for my own game?  Something that would display just an extra line of text/roll result only if the initial attack roll was a crit?  I'd prefer to do it without using the Pathfinder roll template (partially because I can't seem to get the template to show when I try to use it), but I'm willing to move to that style of roll display if I have to
1613660210
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
The roll templates are tied to the character sheet, so no amount of coercing would allow you to use PF templates on any sheet but PF. Conditional display usually requires some kind of roll template logic or script. I believe Supercards can allow this, but I don't use it.
1613660524
David M.
Pro
API Scripter
I don't play PF, but what you are seeing is probably a feature of the PF character sheet via one of its supported templates. What character sheet are you using for your Everquest game? There may be a template in that sheet that could handle this, or some field within the sheet that could provide a solution. This would be ideal. Otherwise, you are talking about handling via a macro. With a vanilla macro, no character sheet support, and not using the api, the best you can do is likely either (a) always rolling and displaying crit damage and just ignoring it most of the time, or (b) adding a chat menu button to your current output that calls some kind of CritDamage macro/ability when clicked. A macro to handle "only roll extra damage if it is a crit" with auto-output would require some kind of api script support, either a custom script or something like scriptcards that provides support for conditionals. The latter method would allow for more flexibility than a custom script as it can be installed once and then customized with macro syntax.  If you decide to go that route,  Here is an example of a scriptcards macro (using 5e character sheet attributes) for a longsword attack that detects  misses, fumbles, hits, and critical hits, and then calls alterbars to decrement the target token's hp value. You could modify as needed for your current sheet.
David M. said: I don't play PF, but what you are seeing is probably a feature of the PF character sheet via one of its supported templates. What character sheet are you using for your Everquest game? There may be a template in that sheet that could handle this, or some field within the sheet that could provide a solution. This would be ideal. I'm not using a sheet currently, just the default, so as is it appears this isn't possible.  I've been toying with the idea of using the sandbox to import the EverQuest character sheets, but I'm completely in the dark as to how I would even go about doing this.  Can you expand a little on the chat menu button option?  The link in your post seems a little unclear to me.  If I'm reading this right, it creates a button within the chat output that's linked either to a macro from the player macro list or an ability from the character sheet.  Am I in the ballpark?
Also, do I need an API to allow this interaction?  I'm not currently using an API, but it's another area in which I'd like to get into a little so I can link certain buttons to reduction in certain attributes
1613672096

Edited 1613672225
David M.
Pro
API Scripter
You've got the idea! Chat menu buttons don't require api access, but they can be a little tricky. You start by making a collections macro (or character ability) that rolls the Critical damage. Call it, say "CritDamage". Something that might look like this:  &{template:default} {{name=Critical Hit!}} {{Extra Damage=[[1d8]]}}  Character abilities are recommended for this, as they will not eat any  html replacements  you might need (collections macros will revert the replacements if you ever open them again even if you don't save them).  So, you've made a CritDamage ability on your character sheet. Now, you need to make another ability for the main attack/damage rolls that will also create a button to optionally roll CritDamage. Call it what you'd like. I've hardcoded an example here, but you can modify with appropriate attributes/rolls, whatever. Make it a token action if you'd like, for easy access. &{template:default} {{name=Attack and Damage}} {{Attack Roll=[[1d20cs>20]]}} {{Damage=[[1d8+3]]}} {{Crit?=[Roll Crit Damage](~CritDamage)}} Sample output after initial roll and clicking the button: If you decide to do it all with collections macros, your main attack macro text would be this: &{template:default} {{name=Attack and Damage}} {{Attack Roll=[[1d20cs>20]]}} {{Damage=[[1d8+3]]}} {{Crit?=[Roll Crit Damage]( !
#CritDamage )}} You would save it and never open it again, or else you would have to manually replace the carriage return with 
 again. You can change the look of the ugly pink button only if you install an extension like Stylus. There is a discussion about that here if you're interested.
So I've actually had limited success with this in my game.  I was able to do exactly what you said there, adding a "Crit damage" button to a single attack button, and it worked out really well.  I was even able to embed choices into the crit roll for the type of damage that was crit (main hand damage, off hand damage, kick damage) and it worked just fine.  The problem I ran into happened when I tried to add it to my existing attack roll buttons, which have a lot of options in them already.  For example:  /me attacks @{target|character_name}! /w gm ?{Flanking?|No,0|Yes,2} ?{Charge?|No,0|Yes,2} ?{Attack|Standard attack,Main hand attack:[[1d20cs>20+@{BAB}[BAB]+@{Str mod}[Str]+?{Flanking?&#125[flank]+?{Charge?&#125[charge]]] Damage:[[1d8+@{Str mod}]] Off hand attack:[[1d20cs>20+@{BAB}[BAB]+@{Str mod}[Str]-5[DW]+?{Flanking?&#125[flank]+?{Charge?&#125[charge]]] Damage:[[1d8+floor(@{Str mod}/2)]]|Full round,Main hand attacks: [[1d20cs>20+@{BAB}[BAB]+@{Str mod}[Str]-2[kick]+?{Flanking?&#125[flank]]]/[[1d20cs>20+@{BAB}[BAB]+@{Str mod}[BAB]-4[delay]-2[kick]+?{Flanking?&#125[flank]]] Damage: [[1d8+@{Str mod}]]/[[1d8+@{Str mod}]] Off hand attack: [[1d20cs>20+@{BAB}[BAB]+@{Str mod}[Str]-5[DW]-2[kick]+?{Flanking?&#125[flank]]] Damage: [[1d8+floor(@{Str mod}/2)]] Round kick: [[1d20cs>20+@{BAB}[BAB]+@{Str mod}[Str]-2[kick]+?{Flanking?&#125[flank]]] Damage: [[1d8+@{Str mod}]]|Opportunity,Attack: [[1d20cs>20+@{BAB}[BAB]+@{Str mod}[Str]+?{Flanking?&#125[flank]]] Damage: [[1d8+@{Str mod}]]|Standard w/ulak,%{Roslynd|UlakSA}|Full round w/ulak,%{Roslynd|UlakFR}|Opportunity w/ulak,%{Roslynd|UlakAoO}} I'd like to embed that button into each of the attack options so that it links to an individual crit damage button specific to this character, so she can choose crit damage for only the options she has.  I currently settled for making a single macro for everyone's crit damage and it has all options visible for every player, plus my own option for enemy crits.  I tried to add the embedded button to each option, even using alternate input codes, but it didn't work out.  It gave text output to the entire macro (with the rolls in their correct boxes) and buttons for the attack options that aren't ulak options.  The first button didn't function at all, but the other three buttons worked as they were supposed to.  Any ideas?