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Got a neat trick? Share it here!

I've been using Roll20 for about three months and the other day my party returned to the first dungeon I ever made on roll20 - I was quite embarrassed by all the half-assed solutions I used - the GRID didn't line up, the pixel ratio was horrible, I didn't have dynamic lighting activated, I had notes stored on scrolls that were on the player layer, meaning the players kept finding random scroll icons... The list goes on. It got me thinking about the little tips and tricks that I've found to make Roll20 work and help me as a GM.  For instance I've started putting room descriptions in /desc-macros and leaving the macro name on the GM layer of each room - when they step into the living room I quickly type in #A4 and they get a twelve-line description of the corpse posed as though he's eating his own intestines, other furniture, lighting, the half-open chest of drawers and so on. Previously I'd store the notes in a wordpad document and copy/paste it into the chatbox, causing small but annoying delays and occasionally give the wrong room description. So far the macro option been working incredibly well and has really sped up my games. Another trick: I type up attack and save macros for each enemy the party will meet, meaning I can instantly roll up whatever I need to know. With the handy (d20+) function I can add in additional bonuses as they appear. If an enemy normally has d20+9 but he's flanking and he cast haste, I can simply type in #attack 3 and the macro adds +3 on all the attack rolls. Finally, I found I was having a hard time tracking how long buffs or debuffs last on tokens, especially now that my conjuration wizard player hit level 7 and has started wreaking true havoc. A nice trick is to use the additional "health globes" to track spell duration. Each time it's that token's turn I simply lower the number by 1. Like I mentioned I've only been using Roll20 for 3 months and I'm sure there are lots of other tips and tricks out there. If you have a neat way of handling something, feel free to share it here :)
1365898149
Gauss
Forum Champion
I put statblocks in the tokens. That way I can doubleclick on a token, scroll down, and see the statblock. :) I also put a lot of room information (trap DCs etc) on the GM layer.  Finally, I have dice macros for each die type (no bonuses) in both /gmroll and /roll formats so that I can roll things quickly without spending a lot of time making macros for each creature.  - Gauss
Huh, I have a different way of handling creature rolls...I make a Character for each NPC and make Ability macros for them.  When I get into that encounter I have the primary attacks of the monsters checked to use my macro bar, then I just click it as the monsters fight.  If there are any modifications to the rolls, like a +2 bonus for flanking, I just do it the old fashioned way...I add =). So for a Pathfinder monster I'll usually have about two abilities per monster (assuming they have special attacks or a different full attack vs. normal attack).  For M&M (my next campaign) it should be easier since everything is a single D20 roll vs a DC. The main reason I like doing this is that it allows me to customize the roll and flavor text.  I'll usually have an emote, i.e. /emas The kobold stabs at you!  This is followed by the attack roll, usually 1d20+modifier vs. AC.  The "vs. AC" shows up after the roll to easily point it out as a standard attack roll, not a touch attack or other ability.  The next line is typically damage, i.e. /roll 1d8+@Str piercing damage.  This lets the player know that I'm rolling damage and what kind it is in case that has an effect. In RL games my group got in the habit of rolling all dice relating to an action at once.  Even full attacks would be rolled together; we'd color code the dice and announce which colors went with which attacks prior to rolling.  If an attack missed, you ignored the damage dice, if you hit, you didn't have to roll again.  It sped up our combats significantly, especially at mid-high level.  The abilities/macros in Roll20 let me do that same rolling style so that's what I use. Other (unrelated) tips: 1) Use keyboard shortcuts...Ctrl+Shift+K and Ctrl+Shift+O to move tokens to and from the GM layer (very handy), Ctrl+S to quickly return to the select tool after drawing or measuring, and Ctrl+U to add tokens to the turn order.  For copy and paste (specifically pasting) I recommend using the right-mouse paste as Ctrl+V is unreliable. 2) Start planning the next map while your players are finishing up the current one.  I found I can get a lot of mileage by messing with other maps while players are deliberating about their actions or when they're dividing loot after a fight.  Once the players are done all you have to do is drag the players bookmark to whatever screen you're on and they'll join you.  This is especially handy for free-form games where the setup of the next map heavily depends on how the current map went. 3) Be detailed in roleplaying, simple in combat.  This is more of a general GMing thing but nothing is more frustrating than encounters that drag on and on when most of the players aren't even getting to do anything.  Prior to combat make sure you have all the information you need for the fight but no more .  You probably aren't going to need to know the bugbear's swim skill in the middle of a dry dungeon or the whether or not he has toughness as a bonus feat.  You need to know attacks, defense, initiative, and maybe perception.  Keep that information handy during the fight; leave everything else off-screen.  I usually have Bar 1 as HP, Bar 2 as AC, and use Bar 3 for short-duration counters/timers.  Most of the time it's just those two. 4) Don't get bogged down with making Roll20 look pretty.  If you're willing to put in some time you can make really impressive looking maps and tokens, complete with dynamic lighting and sound effects for every monster that shows up complete with encounter pictures.  There's nothing wrong with this but don't let it slow down or interfere with your game as you're playing.  If you're spending more time fiddling with making the right handout show up than getting into the action you're probably just boring people.  People are going to remember the story, the characters, and the action way more than whether or not you got the torch in the right spot. 5) Finally, as a player, help out your GM by setting up your character before hand.  If the game system (and GM) allow it set up ability macros and your stats, then get used to using them.  A few minutes prior to your session can save literally hours of play time if the PCs take forever in combat.  Be patient with your GM as they've got a ton of things to keep track of.  If they're setting something up, rather than draw smiley faces on the map, talk with the other players and keep the roleplaying or tactics discussions going.  As a player you only have one guy or gal to pay attention to, the GM has to keep up with all the PCs and the game itself.  Do what you can to stay engaged, and keep the other players engaged, rather than just waiting on the GM to tell you what's next.  You'll end up getting a lot more out of the session! Anyway, hope that helps, kind of stretched the limits of the topic =).  Good luck!
1365932306
Gauss
Forum Champion
Jacquesne, I did it that way to begin with as well but it increased the prep time too much. I have 3 games a week and moderating this and...well everything else going on, it is just easier for me to roll a D20 and check the bonuses. :)  - Gauss
I was introduced to roll20 about 2 weeks ago, but have been playing table top games since their creation. Anyone else remember dungeon and chainmail dnd 1.0 modules when tsr was still working out of grandmas garage? lol I used to gm in college when we had anywhere from 30 to 100 players, a gm team of 12 ppl, and the maps took up the entire common room floor (approx 20' by 25') with lots of dry erase boards laid together with perma marker grid lines and we just lay in the terrain with free handed drawings and/or miniatures landscape models. We would have jumped for joy at the advent of things like personal computers, the internet and a site like roll20. So it has been many years since I've done any real gm'ing, but roll20 has got my creative juices bubbling wildly again at the prospect of making Terry Pratchett's Discworld a table top reality starting with Ankh Morpork.  I will be watching this blog carefully for all you roll20 seasoned veterans for your tips and tricks to help me prevent rookie mistakes lol.  As for staying on topic, don't have a dm trick but a creative player character creation trick. Ever wonder what race would make the ultimate rogue theif? A Pixie of level 4 or higher of course! Multiclass as you go, Rogue, Second Story Man and Uncanny Trickster. Can polymorph from small human (don't make sense if taller that 5'5" or shorter than 4' in humanoid form) to tiny or even fine (3" to 1") using gaseous form rules.  Our gm had us up against Blood Clan Catfolk on large scorpions, their mage was being a particular pain in the butt. So as a hail-mary move, i went tiny, got right up in his face, dodge the AoO, and shot a pixie sleep arrow right up his nose, out cold for two rounds. Long enough to get big again and wack his head off with my eleven short blade! mwahahaha!  We also managed to kill his scorpion, (not without two of us almost dying, thank gods for the healers array kits {3.5 index of equipment compilation} with antitoxin in them) so now are skinning and gutting that scorpion to make armor for our mounts using the barding rules in the PHB and chitin rules from D20 - WotC - Eberron - D&D3.5 - Secrets of Xen'drik. We are in a desert so the Xen'drik stuff can apply. Nothing can stop you that a little ingenuity, some imagination, and a large pdf library of books to help you on the way!
1365965313
Konrad J.
Pro
API Scripter
Not a specific Roll20 trick, I really just want roll20 for the UI/mechanics of moving/hiding things.  Don't even want dice or macros, we use it Face to Face.  All my NPCs , Monsters, and PCs are entered into Hero Lab .  And if you need a monster on the fly it has them all.  Doing buffs, easy just a checkmark away and everything is calculated.  DC for a spell, already listed there, Hasted Hill Giant with a Greatclub.  All the attack/damage is already calculated.  And its 99.99% always right.  You find a bug every now and then, but mostly you think its a bug and then you learn something new. :)  And Hero Lab makes creating big bad guys before your session a breeze.  Need a 9th level Wizard with the Vampire template, just a few clicks away and everything is calculated correctly.  You can even just output the statblack if you like and then copy that into Roll20 like Gauss does. I am not connected with Hero Lab or Lone Wolf in any way, just find the program incredible and can't wait for their Realm Works to come out.  I think its going to change the way GM'ing is done!  GO have a look at their Kickstarter (that ended last month).
@Jacquesne Lots of good stuff! Ctrl+S to quickly go to the select tool will definitely speed up how I do dynamic lighting. @Konrad I took a look at hero lab and the pricing confused me a bit - I was mostly interested in the bestiary elements. Does that mean I need to buy the $20 core software, and an additional $29,99 for bestiary 1, 2 and 3? Whenever I use a map with Dynamic Lighting I make sure there are a few extra squares on the map that's not being used. I use yellow lines for static objects (like walls) and blue lines to mark doors and windows, anything the players might open.When they open something I simply move the relevant blue line to the empty area, that way I also have it on hand if they decide to close the door again. Just thought of another one... I keep a page with "spell templates" ready, drawings that mark 10 foot radius, 30 foot cones, 60 foot lines etc. That way whenever someone casts, say, Burning hands or Prayer I can copy/paste the template into my current game and see exactly who is/is not affected by the spell!
1365972379
Konrad J.
Pro
API Scripter
Eivind said: @Konrad I took a look at hero lab and the pricing confused me a bit - I was mostly interested in the bestiary elements. Does that mean I need to buy the $20 core software, and an additional $29,99 for bestiary 1, 2 and 3? Hero Lab can be expensive if you want everything, but for a GM its priceless. You need to buy Herolab for $30.  This gives you the program plus one core gaming system (Pathfinder core lets say).  Then you need to buy all the books that you need.  They have some bundle packages like the three bestiaries.  Basically each book is another $10. Two great things about HL.  The community entered stuff is awesome.  And the fact that you can basically easily add anything to a character if it doesn't exist or you have house rules.  GM gives you extra skill slots or a feat, easy to do.  There is almost nothing you can't do fairly easily.  And if you can't do it there are was to program it with their authoring kit. The only bad thing you might say is the licensing model.  Its kinda restrictive, but once you get over it and used to it you don't have a problem.  They give you a primary and a secondary license.  So you can have it installed on two computers.  If you get a new computer or re-install your OS then you have to resetup that computer with one of the licenses, but its easy.  You can even buy more secondary licenses. Its awesome for players, but for the GM I think its priceless.  Especially at higher levels and how complex creating characters can be.  It does all the math for you so you can be more creative and try different feats, classes, etc.  No need to have each book out going through all the possible feats, prestige classes, etc. And if you have friends/players with HL as well you can export and import their characters. The community has entered a lot of Paizo Adventure paths, the monsters from them, into HL.  The first three books of Way of the Wicked from Fire Mountain Games have been entered as well.  I even volunteered to help out with the remaining books.  Going to be running this AP once its all entered.  You would be amazed by the amount of mistakes (small) in stat blocks for monsters and NPCs in a module.  HL finds them all.  Tome of Horrors has been done as well (from Frog God Games I think).
@Konrad I downloaded the Herolab demo and tried to recreate the party pcs with it, but I found the demo very restrictive. My party have fallen in love with using PFSRD so our content is cherry-picked from all over the bookcase. Sadly buying a license in HL for every book we use a trait, spell, feat or archetype from would be incredibly expensive. It looks interesting and I can definitely see the utility value, but for me personally the cost outweighs the benefit of the program.  
1365975923
Konrad J.
Pro
API Scripter
get your party to chip in for books, there is even a gift purchase I think. :)  Yup, it is expensive if you want all the Paizo books.  Some traits and other things can just be done manually on the Personal tab without having to have that specific book, but you really need the core, the advanced players, ultimate magic, ultimate combat, ultimate equipment, and the three bestiary's.  There are also some free stuff included from some of the campaign settings.  But to get the main Paizo books its $100, you don't have to buy the books physically which can save you some money.  I couldn't think of going backwards though! :) There are also two excellent spreadsheets for pathfinder.  One is free, can't remember the name just right now, some of my players use it.  It does everything and should do everything you could want.  Sort of like the old Hero Forge spreadsheet.  The other is TOS+.  You pay for it, but its an awesome sheet which is updated very frequently.  I went away from it because there is a bit of a learning curve and also he doesn't have the rights to enter in all the magic items, etc. so whenever you wanted to add something you had to create that item from scratch sort of.  Not easy.  Herolab has everything and its so easy to create custom stuff as well. I'd try the free spreadsheet, it will help create NPCs and PC's and get all the numbers right as well.  I'll look up the name later.