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_Very_ new R20 GM looking for help with Mice & Mystics import.

Hey everyone! For almost a year, I have been running Mice & Mystics through a combination of Skype and GIMP where only I have the ability to move tokens and cards, etc.  I have been working tirelessly scanning tiles, tokens, and cards into Roll20 and setting up a chapter for the next time we play. What I've got so far:  - A table for rolling the custom 6-sided dice (Working great!)  - Tiles that are scanned into the map layer  - An Encounter deck that can be shuffled and dealt  - Character tokens scanned in and assigned to created characters What I think I know how to do:  - Create a pile of cheese tokens that the players can pick up themselves as they earn them (Rather than cheese being a dick of cards)  - Creating the Initiative deck and placing the dealt cards on the clock board What I think I need a nudge on:  - Macros / Buttons - Nothing too fancy.  The players should know how many dice to roll when it is their turn to act, I would just like the ability to do like the pre-set polyhedron dice where they can click a number of dice from 1 to 6 and it happens in chat.  My current table is "/roll 1t[MnM]" I have tried watching YouTube videos and most of them are adding buttons to 5th Ed character sheets and I just get lost behind all the existing content vs my blank slate.  I'd love to give someone who is interested access to my game to help out and push me in the right direction.  I am in no way looking for a LONG commitment.  I am the type of person who analyzes a working example and learns from that how to make it work for my situation. Thank you very much! -David
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Edited 1613760134
Brian C.
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My son loves that game. I approach this from a slightly different viewpoint to leverage parts of Roll20 (rather than having everything be token on the VTT). Feel free to take or leave the suggestions or ask additional questions. If you don't understand a term, a Google search of "Roll20" plus the term should pull up its page on the wiki. So, a few thoughts that should help minimize fumbling for things and speed up play: Character sheets: I would suggest setting up a template character sheet. The character sheet has a few attributes: battle, defense, cheese (for mice), wounds (for mice and minions that need more than 1 hit), and poison wounds (for mice). There are then two abilities (macros) to roll a number of battle or defense dice based on the attributes. A third macro rolls a d100 for initiative (to minimize collisions) and adds the linked token to the initiative tracker. You can then duplicate this template for all of your minions and mice. Tokens for initiative: a token for initiative is the default token for each character sheet. For mice and minions that can have more than 1 wound, the token's bubbles should be linked to the character sheet's cheese, wounds, and poison wounds where appropriate. Single-hit minion tokens would not have their bubbles linked to attributes on the character sheet. Tokens for the board: Mice and minions have a second character sheet that places the game board token at the ready. The nice part is that this can be the default token for this second character sheet but be linked back to the first character sheet which records all of the attributes and has the token action. This lets you see the current cheese, wounds, and poison wounds for a mouse from the game board or the initiative cards. You can record cheese, wounds, and poison wounds on the three pop-up fields on the token.  Statuses are pretty well represented by the status markers on the tokens already. Cheese: I would skip cheese tokens entirely. Mice can record their cheese against their token (which is linked to the character sheet). The minion wheel could be implemented as a rollable token. This would be created with 6 images that show the various stages of the wheel being filled up with cheese. Adding mice and minions to the board: When you want to add a minion to an encounter (or a mouse to a chapter), you drag the character sheet to the VTT to create the default token and place it in the initiative area. Drag the game board token to the game area. If you need multiple minions, copy and paste the game board token. Roll initiative: select each of the initiative tokens and click the token action to roll their initiative. Then sort the initiative tracker. Then sort the initiative cards based on the tracker. I realize it has a couple steps, but I think it will be less fiddly than actually using an initiative deck. Pages: You can set up one page for each chapter. I would suggest making the cell width .5 on the pages so the page sizes don't get out of hand. You still need a search deck. Tiles: If you make a number of character sheets for the tiles, you can drag them out as needed. When a player gets cards that can change defense or battle, they change the corresponding attribute appropriately. That way, the macros always roll the correct number of dice.