
I don't believe the devs have said "no, we're not going to make conditional logic in macros," but they have said they're wary of turning the macro system into a full-blown language. Decision trees pushes macros towards such a status.
There's a common workaround that helps in some cases: multiplying a value by a roll query. If you enter 1 in the query, the value is multiplied by 1 and functions. If you enter 0 in the query, the value is multiplied by 0 and does not function. (You could use other numbers as well depending on your need, but 0/1 is the most common.) For example, a macro for D&D Next allowing for regular rolls vs. rolls with Advantage could be expressed as [[{d20+d20*?{Advantage|0}}kh1]]. If you leave the popup at 0, the roll becomes "d20". If you put a 1 into the query, the roll becomes "2d20kh1".
More complicated logic is limited to the API, which is one of the draws for Mentor status.
Chris A. said:
Does anyone know if some basic logic, if then, and, or statements would ever feature in macros? Are the developers looking at this. Seems to be a top request by the community. (or maybe it's just me because I desperatley want this feature.)
Add variables, loops, and recursion to the dice system. Suddenly it's Turing-complete! =)
(Okay, it'd still be pretty difficult to write a program using the dice roller with a minimally Turing-complete system, but hey...)