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Integrating passive effects into gameplay

Howdy all, I'd been messing around with the virtual tabletop to figure out how to get a campaign started, and there's one little concern I have left before I feel comfortable with this system, and that's using passive effects in my games. Let's say I'm running a game of 3.5, and one of my players is making a damage roll, and wants to use a macro for it. It looks like its usually pretty straightforward, and the macro would normally only have to say something along the lines of "/roll 1d8+'@character: STR' longsword damage". But say that this character is under the effect of a Bull's Strength spell, and has a higher strength than normal. Is there a way to temporarily increase the virtual tabletop's strength attribute so that the macro still works? Or is there some other method of dealing with this?
1377217632
Gauss
Forum Champion
I would suggest using a query for this.  Add +?{Modifiers|0}  to the end of your macro. It will default to zero.  Alternately, he can just change the numerator of the Strength attribute to the new modifier.  Example:  STR 4/18 would become STR 6/18  While technically he does have a 22 the modifier is what really matters for 3.5/PF games.  - Gauss
Ah, the modifier query was just what I was looking for! This will work with just about every other macro I've cooked up, as well. Thanks!
1377220335
Gauss
Forum Champion
The format for the query system is ?{insert name here|insert default value here} or ?{insert name here} if you do not want to specify a default value.  You can even use them as an on/off switch by multiplying them against a value. 1 = on while 0 = off.  - Gauss