Maybe you've all figured this one out already and I'm the last one:
When you set up a token for the first time, you might go to the Journal and edit a character and select the token on the map, and say "Set Default Token"
Then you go in and set up which bar is HP, AC, Level or whatever, light sources, represents-character, controlled-by. All good.
Now, you go to a new map. You drag the name of the character from the Journal to the map and the (@&*$@)&Y@) HP, AC, controlled-by aren't set.
This is because I was dumb and expected it to work differently than it does. I thought it was making a link from the picture of the token to the sheet. What it does instead is sets that INSTANCE of the token (in this case, one that isn't set up) to associate with the sheet. If you set it to a token that is already set up, things will work.
All you have to do is go to a map where the token is set up the way you want it, go back to the Journal, select that working token, and then in the Character Sheet, click Edit and then Set Default Token.
Now, when you drag it from the Journal to the map, it will be set up the way you expect. This means you never need to copy and paste characters between maps. It also means players can drag themselves onto the map.
Also something not everyone knows:
To make a macro to roll initiative on the selected token and send it to the tracker (only one at a time):
Click you character in the Journal
Go to the Attributes and Abilities tab.
Add an ability "Initiative" with the following:
[[1d10 &{tracker}]]
Apparently group initiative is available via the API to Mentors.
Stupid Roll20 Tricks
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- Greater Lore Drake
- Posts: 2732
- Joined: Mon Oct 15, 2007 7:00 am
- Location: The Court of the Crimson King
Stupid Roll20 Tricks
My C&C stuff: www.rpggrognard.com
Re: Stupid Roll20 Tricks
I just found out that for over a year, possibly two years now, that you can open your character sheet and all the other pop up windows in a window OUTSIDE of Roll 20. I just found this out last Thursday. Wish I had gotten the memo when the feature premiered.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Stupid Roll20 Tricks
I know we have iniative set up (I think) in the Zyll game. But should we put it directly into our chars?
Good post.
Good post.
Lord Tadhg - Lejendary Keeper of Castle Ardmore
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
Re: Stupid Roll20 Tricks
Here are some useful Macros:
Initiative: pretty self-explanatory
Attack: Just fill in the details on the character sheet for the macros to work. Weapon 1 refers to the first listed weapon, and 2 to the second listed weapon etc.
Ability Checks/Saving Throws: Again, it is pretty self-explanatory. Just make sure you have filled in the relevant fields on the character sheet.
Initiative: pretty self-explanatory
Code: Select all
**Initiative:** [[ 1d10 &{tracker} ]]
Code: Select all
?{What Weapon?| Weapon 1,
/em Attacks with (@{WeaponName_1})
**Attack Roll:** [[1D20 + (@{WeaponHitTotal_1})]]
**Damage Roll:** [[(@{WeaponDmg_1}) + (@{WeaponDmgTotal_1})]] |
Weapon 2,
/em Attacks with (@{WeaponName_2})
**Attack Roll:** [[1D20 + (@{WeaponHitTotal_2})]]
**Damage Roll:** [[(@{WeaponDmg_2}) + (@{WeaponDmgTotal_2})]] |
Weapon 2,
/em Attacks with (@{WeaponName_3})
**Attack Roll:** [[1D20 + (@{WeaponHitTotal_3})]]
**Damage Roll:** [[(@{WeaponDmg_3}) + (@{WeaponDmgTotal_3})]] |
Weapon 2,
/em Attacks with (@{WeaponName_4})
**Attack Roll:** [[1D20 + (@{WeaponHitTotal_4})]]
**Damage Roll:** [[(@{WeaponDmg_4}) + (@{WeaponDmgTotal_4})]] |
Weapon 2,
/em Attacks with (@{WeaponName_5})
**Attack Roll:** [[1D20 + (@{WeaponHitTotal_5})]]
**Damage Roll:** [[(@{WeaponDmg_5}) + (@{WeaponDmgTotal_5})]] }
Code: Select all
?{What Ability?| Strength,
**Strength Check:** [[1D20 + (@{StrengthMod}) + (@{Level})]] |
Dexterity,
**Dexterity Check:** [[1D20 + (@{DexterityMod}) + (@{Level})]] |
Constitution,
**Constitution Check:** [[1D20 + (@{ConstitutionMod}) + (@{Level})]] |
Intelligence,
**Intelligence Check:** [[1D20 + (@{IntelligenceMod}) + (@{Level})]] |
Wisdom,
**Wisdom Check:** [[1D20 + (@{WisdomMod}) + (@{Level})]] |
Charisma,
**Charisma Check:** [[1D20 + (@{CharismaMod}) + (@{Level})]] }
Re: Stupid Roll20 Tricks
Nice guys. Keep 'em coming.
Re: Stupid Roll20 Tricks
And if you use Fantasy Grounds with the Castles and Crusades ruleset, you get all this built-in...
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- Greater Lore Drake
- Posts: 2732
- Joined: Mon Oct 15, 2007 7:00 am
- Location: The Court of the Crimson King
Re: Stupid Roll20 Tricks
It's actually built in to Roll20 too, thanks to Rom's character sheet (I don't remember if it has initiative though.)mmbutter wrote:And if you use Fantasy Grounds with the Castles and Crusades ruleset, you get all this built-in...
Fantasy Grounds does know C&C though, that's pretty cool.
Time for a Stupid Fantasy Grounds Tricks thread.
My C&C stuff: www.rpggrognard.com