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Weapons

I cannot, for the life of me, figure out how to create weapons in this game... When a player finds a weapon, how can I use it to add to his attack/defense/etc? I can't find anything in the wiki...
1522073909
Andreas J.
Forum Champion
Sheet Author
Translator
What sheet, if any, are your game using? Is this D&D5e?
I am actually not using a character sheet. My game is of my own making and doesn't quite translate into the character sheets available. I wouldn't mind upgrading and making a custom character sheet, but is it possible to make weapons without that? I just want to build everything up and only start paying closer to the time we start playing
1522385913
GiGs
Pro
Sheet Author
API Scripter
If you aren't using a character sheet, you have very basic options. The Attributes and Abilities tab is divided into to two panes. The Attribute pane holds whatever you want to define as attributes, this can be character attributes (STR, DEX, etc), weapon attributes (broadsword_damage, broadsword_attack, etc), and any other talents and skills you need. The Abilities pane is used to create dice rolls, and can draw on stuff from the attribute pane. For instance a weapon attack might have the text /roll 1d20+@{DEX_Bonus}+@{Broadsword_Attack} Damage: [[ @{Broadsword_Damage}+@{STR_Bonus}]] In the above example everything between @{ } is an Attribute, defined on the left pane. Or you might define everything about the weapon in an Ability, like so: /me attacks with +2 Broadsword. /roll 1d20+@{DEX_Bonus}+2 Damage: [[1d8+2+@{STR_Bonus}]] This is probably easier, and is the only way you have to define weapons in roll20 without a Character Sheet. You can quickly guess that recording a character with many different weapons, skills, stats, and so on, would be very laborious and pretty ugly, but it's doable. It's what we had to use before they introduced the Character Sheet feature, which wasnt part of roll20 initially.
1522414507
The Aaron
Pro
API Scripter
One third option related to G G's other two, you can create a character for the weapon.  Taking his example, make a character named Broadsword and give it attributes Attack and Damage, then you can reference them from another character's abilities: /roll 1d20+@{DEX_Bonus}+@{Broadsword|Attack} Damage: [[ @{Broadsword|Damage}+@{STR_Bonus}]] This has the advantage that 1) the players can't change the value and 2) there is only one place to go to change the stats (a good thing if you're still building the game).
1522415806
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
You could go a step further than The Aaron's suggestion and create a character called Weapon, and give it attributes like Broadsword_Attack, Broadsword_Damage, Shortsword_Attack, Shortsword_Damage, etc. You would only have one place to go to update all the weapons for your campaign. The above macro would be : /roll 1d20+@{DEX_Bonus}+@{Weapon|Broadsword_Attack} Damage: [[ @{Weapon|Broadsword_Damage}+@{STR_Bonus}]] The weapon character would function as a very limited and crude Compendium for your campaign. This could be very useful for worldbuilding. You could even just name the character Compendium, and you could add anything you want to it and reference the item in a macro. You could make an attribute called Ring_of_Regeneration, and give it a value of: This ring will grant the wearer 1d10 health points at the beginning of a round. Points Regained: [[1d10]]  The player who just received such a ring could add an Ability to their sheet called "Ring of Regeneration", with the macro code: @{Compendium|Ring_of_Regeneration} That's all just off the top of my head, and there may be further uses for such an idea, or a better way to reference attributes and abilities.
1522431564
GiGs
Pro
Sheet Author
API Scripter
Those are pretty great ideas