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Multiple Weapon Attack Options

1722256985

Edited 1722257504
Hi all, I'm new to Roll20 and trying to learn how to make the best use of the available tools, presently working on de-cluttering the Attacks and Spellcasting section of my character sheet. System is D&D 5e if relevant. I am attempting to add different damage options which can be clicked from within the chat after the attack has been rolled. Ideally this can be done in a way where the damage rolls recognize critical rolls, thus avoiding an additional query if the roll was critical. The example below is for the Double-Bladed Scimitar weapon which has a special property: " Special. If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4." I figured this may also be useful for weapons with the  versatile  property, currently when added from the compendium it will create two entries for one-handed and two-handed attacks. My knowledge of macros and specific commands is limited at best, I appreciate the help.
1722262153

Edited 1722262417
Hi Sam, I can't think of how you would be able to pass the crit forward to damage, which is why I always had auto-roll damage selected.&nbsp; Every table is different though, so that's just the preference for our group.&nbsp; If you mod the weapon in the attacks section and slot this in the description box&nbsp; [Standard Attack?](~Selected|Standard Attack) and do the same for Bonus Attack, you get the buttons as per your graphic.&nbsp; Perhaps have another button for Crit Damage? Then open the Attributes and Abilities section and create an Ability named Standard Attack and set it up according to your preferred template from here <a href="https://wiki.roll20.net/D%26D_5e_by_Roll20_Roll_Templates#Damage" rel="nofollow">https://wiki.roll20.net/D%26D_5e_by_Roll20_Roll_Templates#Damage</a> (I would imagine damage!) and you should be good to go. Our barbarian as an example has this in the description field of his axe [Chain Lightning?](~selected|Chain-Lightning) and this in an ability on his sheet.&nbsp; Hope this helps? &amp;{template:dmg} {{rname=Razor's Edge}} {{range=leaps 15'}} {{damage=1}} {{dmg1flag=1}} {{dmg1=[[3d8]]}} {{dmg1type=lightning}} {{save=1}} {{saveattr=Dexterity}} {{savedesc=half damage on save}} {{savedc=[[8 + @{selected|PB} + @{selected|constitution_mod}]]}} {{desc=the spirit of Ukko, God of Storms, manifests}} {{hldmg=hldmg}} {{spelllevel=spelllevel}} {{ammo=ammo}} {{charname=@{selected|token_name}}}
1722274112

Edited 1722274277
@Simon G. I have worked on this a little bit, but I'm coming up short of the desired result... While working on the macro in the Attributes and Abilities tab everything seems to work fine with my inputs when testing or "rolling ability", including up to adding the buttons to the description box. However when attempting to run it returns an error message "You attempted to use a roll command looking for the value of a selected token, but no tokens are selected.". Screenshot for reference, below the error message was verifying the macro continued to work through the "roll ability" button on Attributes and Abilities tab. Weapon description field: [Standard Attack](~Selected|DBS-StdAtk) [Bonus Attack](~Selected|DBS-BnsAtk) Added Ability: DBS-StdAtk &amp;{template:dmg} {{range=}} {{damage=1}} {{dmg1flag=1}} {{dmg1=[[2d4 + 4[CHA] + 1[MOD]]]}} {{dmg1type=Slashing}}
1722275763

Edited 1722276030
Hi Sam, there is nothing wrong with your macros, I have copied and tested, all good.&nbsp; Do you actually have the originating character selected as you start the attack? Here is the attack (I always roll advantage) followed by clicking damage the only recommend I can make right now (making dinner, so stirring, running to PC,&nbsp; typing ; )&nbsp;&nbsp; ) is that I would substitute +@{selected|charisma_mod} [CHA] for the +4[CHA] so you can just drop this anywhere and have it be fairly universal
Simon, The issue was in fact that the character was not selected, that was a bizarre oversight. I've also used your suggested improvement, I appreciate the thought as well as the help!
Try this - add this section in the description: }} {{rname= }}&nbsp;{{rnamec= Then, in "{{rname=" enter ALL the damage buttons for that attack (including the normal attack damage), and in "{{rnamec=", the critical versions of those damage buttons. The first double braces will close the {{desc= row the description field is contained in early, then the rows you place after it will override the normal damage buttons for the attack, with whatever content you place in them, and the template itself handles whether or not the critical version of the damage buttons is shown. Make sure to leave the last row open, because the description fields adds the closing braces automatically.
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Edited 1722280249
actually, you might want to consider setting up a macro mule with those abilities on it and calling the macros from that character.&nbsp; Easier to just import that mule in to each game than set up the abilities on each PC etc.&nbsp; Make a character, call it MacroMule and then instead of ~selected you have ~MacroMule make sure you allow players access otherwise it will fail.&nbsp; Roll20 search on Macro Mule will give you many hours of bedtime reading
@Simon,&nbsp; I'm a player in a game, not currently DMing. However it'll be something I bring up as QoL improvement, there seems to be a lot of tools that we could incorporate. @Tuo, not quite sure how to make your suggestion work. Are there any examples you could provide so that I can test for myself how that works? On a separate note, it seems that what I've worked on does not play well if at all with Global Damage Modifiers. Any ideas how these two could work together?
Hi Sam. yes, I love my Pro sub and wouldn't go back, but there is a lot that can be done without it.&nbsp; The problem is that the macro you have doesn't have anything for global damage mods (based on the Wiki, so this isn't on you!)... try this, but replace [Test] with whatever it needs to be :) &amp;{template:dmg} {{range=}} {{damage=1}} {{dmg1flag=1}} {{dmg1=[[2d4 + @{selected|charisma_mod} [CHA] + 1[MOD]]]}} {{dmg1type=Slashing}}{{globaldamage=[[@{selected|global_damage_mod_roll} [Test]]]}} {{globaldamagetype=@{selected|global_damage_mod_type}}} @{selected|charname_output}
top is global, bottom is regular
Simon, That worked just fine! Again, I appreciate the help. I did copy the new macro just as you shared, however I couldn't figure out what you intended for the [Test] portion or what it should be replaced for? It seems to work both with and without that text.
Sam said: @Tuo, not quite sure how to make your suggestion work. Are there any examples you could provide so that I can test for myself how that works? In the simplest form: }} {{rname=[ability1](~charactername|ability1) [ability2](~charactername|ability2)}} {{rnamec=[ability1](~charactername|ability1crit) [ability2](~charactername|ability2crit) Replace ability1 and ability2 with whatever damage macro abilities you have set up in your character attributes and abilities tab, and ability1crit and ability2crit with copies of those abilities, modified for critical effects (so double dice, generally), and place the above into the description field of the attack. These appear as buttons under the attack roll, where normally you have the button for damage output. &nbsp; Here's an example how it looks, where I set up my paladin's attack roll to have separate button for normal hits and hits where I choose to spend spell slots to smite. In my Attributes &amp; Abilities tab, I have abilities set up for the damage template for normal and critical normal hit, and the same for damage template where I query for extra damage from smiting, and the buttons correspond to these abilities.
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Edited 1722409154
Hi Sam, where you see [some text] in a macro like that it is just a label that helps identify that part of the roll when hovering. So, if the global damage mod came from having consumed an entish brew for example, you could put [Entish Brew]. Then when rolling it is obvious why your character has this extra damage. Tuo is using the attack template and modifying the desc section rather than modifying the weapon on the sheet. This would give you a macro you could have in the abilities section of your character sheet, which players can see with the appropriate Show option ticked. Different approach, similar result. Using my approach requires editing the weapon on the character sheet and then having that sheet open in game, which could be difficult for those playing on portable devices or one screen. Tuo's version has a macro for attack that could either be stored on the character and visible via "Show as Token Action" or placed in the Collections Tab and shown using the "In Bar" option to pop it into the macro bar (remember to select "Show macro quick bar" and ensure "Visible to Players" has the correct players identified otherwise the players won't see the macro to access it. Most of our table always have the character sheet open using a twin monitor setup and so prefer not to have buttons showing on the VTT, or at least minimise those that do.&nbsp; One of our group often plays with a laptop if not in their university digs and at those times they benefit greatly from Tuo's approach since everything is right there in front of them on the VTT
Simon G. said: Tuo's version has a macro for attack that could either be stored on the character and visible via "Show as Token Action" or placed in the Collections Tab and shown using the "In Bar" option to pop it into the macro bar (remember to select "Show macro quick bar" and ensure "Visible to Players" has the correct players identified otherwise the players won't see the macro to access it. Actually, mine works from the sheet too - you don't have to have a separate button for the attack roll. With the template rows injected through the attack description field, it doesn't matter how you activate the attack roll, it'll have the injected content - that content being the custom buttons. When you see the first right double braces, that closes the desc row, the rname row replaces the default rname row (which contains the button for the damage roll), and the rnamec does the same for the critical version. The original closing braces of the desc row close up the rnamec row neat and tidy, and the whole thing is parsed clean when the attack is sent to chat. EDIT: I did in fact mean the description field of the attack when I wrote the description field of the attack. EDIT2: Also, "... where you see [some text] in a macro like that it is just a label that helps identify that part of the roll when hovering.", that's specifically within inline rolls, outside them, they can have the visible text of a link or button, in the format of [button text](output).
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Edited 1722439740
TIL ; ) never seen that done in the description field of a weapon attack before, very nice.&nbsp; Edit 2, yeah, sloppy on my part, I should have made it clear I was talking about in the context of how I had used it
Tuo, I'm working on the critical copies of the abilities you suggested for your method, however I'm struggling to find get a specific result regarding how the critical results are shown. My intuition tells me there is an additional field or property I need to add to the macro to indicate the additional critical calculations (" + 2 ") after the "base" damage calculations. Below is an example of a "non-custom" result by a Roll20 attack template. (I understand if this part is a bit pedantic to focus on how the results are shown in chat, I'm aware the calculations could be handled in the normal dmg field and am ok with that if nothing else is available.) I imagine similar changes will also be needed for the Global Damage Modifier properties to address this critical formula, it doesn't appear the macro provided by Simon addresses the added critical calculations. &amp;{template:dmg} {{range=}} {{damage=1}} {{dmg1flag=1}} {{dmg1=[[2d4 + @{selected|charisma_mod} [CHA] + 1[MOD]]]}} {{dmg1type=Slashing}} {{globaldamage=[[@{selected|global_damage_mod_roll} [Test]]]}} {{globaldamagetype=@{selected|global_damage_mod_type}}} @{selected|charname_output} Much appreciated.
Sam said: Tuo, I'm working on the critical copies of the abilities you suggested for your method, however I'm struggling to find get a specific result regarding how the critical results are shown. My intuition tells me there is an additional field or property I need to add to the macro to indicate the additional critical calculations (" + 2 ") after the "base" damage calculations. Below is an example of a "non-custom" result by a Roll20 attack template. (I understand if this part is a bit pedantic to focus on how the results are shown in chat, I'm aware the calculations could be handled in the normal dmg field and am ok with that if nothing else is available.) I imagine similar changes will also be needed for the Global Damage Modifier properties to address this critical formula, it doesn't appear the macro provided by Simon addresses the added critical calculations. &amp;{template:dmg} {{range=}} {{damage=1}} {{dmg1flag=1}} {{dmg1=[[2d4 + @{selected|charisma_mod} [CHA] + 1[MOD]]]}} {{dmg1type=Slashing}} {{globaldamage=[[@{selected|global_damage_mod_roll} [Test]]]}} {{globaldamagetype=@{selected|global_damage_mod_type}}} @{selected|charname_output} Much appreciated. Your intuition is correct - the row that shows the critical damage is&nbsp;{{crit=1}}, where 1 shows it and 0 hides it, and&nbsp;&nbsp;{{crit1=[[2d4]]}} is the row with the actual critical damage roll. For the global damage modifier, just making it&nbsp; {{globaldamage=[[@{selected|global_damage_mod_roll}]] +&nbsp;[[@{selected|global_damage_mod_roll}]]}} should work just fine - the plus is a little small, but the roll is otherwise the same as a normal critical damage roll with a global damage roll. EDIT: After some testing, {{globaldamagecrit=[[@{selected|global_damage_mod_roll}]]}} does the trick proper and clean.
Hi Sam, I didn't add crit for the global mod as I wasn't sure what the mod would be. If a dice roll, then by 5e rules it crits but if a flat mod, then it doesn't. Happy to be corrected if I've missed something in how it all goes together, I am v rusty on this as I'm wrestling with Script cards mostly : )
Tuo said: Your intuition is correct - the row that shows the critical damage is&nbsp;{{crit=1}}, where 1 shows it and 0 hides it, and&nbsp;&nbsp;{{crit1=[[2d4]]}} is the row with the actual critical damage roll. For the global damage modifier, just making it&nbsp; {{globaldamage=[[@{selected|global_damage_mod_roll}]] +&nbsp;[[@{selected|global_damage_mod_roll}]]}} should work just fine - the plus is a little small, but the roll is otherwise the same as a normal critical damage roll with a global damage roll. EDIT: After some testing, {{globaldamagecrit=[[@{selected|global_damage_mod_roll}]]}} does the trick proper and clean. Minor update to this post... I found that utilizing the "global_damage_mod_roll" attribute for both the&nbsp; globaldamage and globaldamagecrit fields would include undesired values in the critical result, in my case a proficiency-based bonus damage although I figure other non-roll-based bonus damage like barbarian's rage are subject to this. I found the "global_damage_mod_crit" attribute correctly excludes non-roll-based bonuses. {{globaldamage=[[@{selected|global_damage_mod_roll}]] }}&nbsp; {{globaldamagecrit=[[@{selected|global_damage_mod_crit}]] }}