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Help Re: A Creating a Macro for a Sanity Meter that gives buffs and debuffs

Hello everyone! I'm running a campaign (DnD 5e 2014) using Steinhardt's Guide to the Eldritch Hunt, but I want to add a mechanic that's similar to Insight from Bloodborne (its inspiration). Contrary to the Insight skill from DnD, Insight in Bloodborne was a sanity meter/ perception gauge hybrid wherein, the higher your score, the greater the clarity with which the player perceived the world (invisible monsters would be visible, certain enemies would be more clearly defined and certain sounds would be decipherable) BUT it also made the player more vulnerable to Frenzy (getting a heart attack for massive damage) and even certain enemy attacks. BB's Insight would increase through the use of certain items or simply witnessing something that led the player to understand their world better, and would decrease if spent (it's a resource) or if stolen by certain Mind Flayer-adjacent enemies.  I added a resource counter to each character sheet specifically called Revelations. Players would similarly gain more Revelations as they came to understand the world (or gained a temporary increase through the use of certain substances). Mechanically, they would get a bonus to Arcana, Insight (naturally), Perception and Investigation. However, certain enemy attacks would do more damage, and they'd get penalties to their Wisdom saving throws.  I have no idea how to do this and I'm not sure how easy it would be. Could someone please either refer me to the proper source for information or give me some kind of overview of how to go about it? Thank you! 
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Gauss
Forum Champion
Hi Christopher T.,  To clarify, you want to add the resource value to some of your players skills, damage, and subtract it from Wisdom saves?  Skills and Wisdom saves will require macros.  Damage can be done in the damage lines of the sheet. Assuming you are using the D&D 5e 2014 by Roll20 character sheet.
Wonderful, thank you!  And yes, you are correct. Thank you! Re: creating macros or rolling for damage, may I confirm that the value to check is found/renamed on the character sheets' attributes and abilities tab? Or do I need to establish some separate value elsewhere? 
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Edited 1774466384
Gauss
Forum Champion
Ok, so regarding damage, edit the attack. In the damage line's first field (where you put the dice) add the attribute for the damage bonus/penalty.  Example: 1d6+@{attributename} Next, modify the critical section so that it rolls just the damage dice. (Blank means it uses whatever is in the first damage field.) Example: 1d6 For the macros do you want a Chat Menu for selecting skills and saves or do you want a dropdown menu?  If dropdown we can modify Token Action Maker's macro for skills and for saves.
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Gauss
Forum Champion
I should note, if you are using the resource counter you do not need to create an attribute in the Attributes and Abilities tab, the resource counter has it's own attribute name. 
I truly appreciate your help in this matter. Thank you Gauss.