
Here's what I was thinking. This is more of a tool for GMs then for players. Because for players, they just have to worry about the macros for their character, but if you're a GM you could have many different types of enemies. For example, in the game that I'm running on roll20 my players are in a room where they just unleashed the enemies and there are six elemental enemies each with their own stats, their own attack rolls, etc. I like the macro toolbar, but to have each of their respective attacks, save rolls, etc in the toolbar would have the toolbar be a hundred miles long.
No to mention then when they defeat the enemies and move onto the next map, that will require me taking several moments uncheck all of the macros for that map, checking all of the macros for the new map. And going from there.
Right now, what I just do is either set a character sheet with the enemy stats, look it up, and manually type it.
Or if I setup the macros in the options listing for the expecting fights for that session or just use the macros in the enemy character sheets: Then I click on the enemy character sheet, click on the macro in the sheet, click off the sheet so that its not in the way, and then finally go back over to the chat window and see what happened. It's all a bit clunky and cumbersome.
We used to use maptools for our game, but java errors in maptools caused us to switch over to roll20 and I'm glad that we did. But one thing that maptools did do that I liked was that they had a selected window. So that when you highlight an enemy, any macro associated with that token automagically appeared in the selected window. You didn't have to do that, but it was an option that was available that I really liked.
- Sean