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"Universal" macros and d100 success/failure

Forgive me if this has been posted already, but I was wondering if there is some way to write a macro so that it's available to all characters but changes depending on who calls it. The most obvious example I can think of is an initiative roll for D&D 3.0/3.5.  The macro could be called Init and rolls 1d20 and adds an initiative bonus (attribute or skill) which could be different for each character.  If Player A calls #Init, it's 1d20 + 3; if Player B calls #Init, it's 1d20 + 5; etc.  That's the simplistic view. I'm working on an Outbreak: Undead campaign and trying to figure out an easy way for the players to roll a Ranged Attack.  In this game, you have to kill the zombie, as wounding one just won't stop it.  To do this, you have to determine your Zombie Kill Percentage (ZK%), which is equal to Ranged Attack (attribute?) + Skills + Lethality (based on weapon).  To make things more difficult, each weapon has a Short, Medium, and Long range Lethality.  Now, imagine that a character owns a pistol and a shotgun.  On top of that, the games skills aren't always universally applied - the Marksman skill only comes into play if the character hasn't moved that turn. What's the best way to create a macro that Player A or Player B can click on or incorporate into his character journal to quickly roll and compare against the ZK% with a particular weapon/range?  I'm not opposed to upgrading to the Mentor level to get access to the API's to do this.  I was planning on doing it, anyways.  While we're on that, the game also has a mechanic of degrees of success/failure - 1 degree of success/failure for each 10 points the roll is below/above the target number.
1377668915
Lithl
Pro
Sheet Author
API Scripter
I don't think you can hand out a single macro to everyone that will automatically use the correct modifiers for that character without resorting to API commands. (For example, an API command of !init could check the player/character calling the command and base the modifier on that, and then you could hand out a macro that calls !init.) I've only ever played a single session of Outbreak Undead, and we hadn't yet gotten around to assembling a defense or gathering weapons by the time the session ended, so I'm not familiar with all the modifiers you're talking about. However, it sounds like you may be able to do it if you're willing to use a bucketload of roll queries.