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Post by theindulgery on Sept 26, 2016 20:04:32 GMT
Hello all! I'm not a roll20 expert by any means but in creating my first campaign there I've been learning a ton about all the macros. Although there are resources on the roll20 forums, they aren't always all that clear if you (like me) are looking for something you just want to cut and paste and have work. So below I'll post some of the stuff I've figured out. No doubt much of it will be really, really basic and simple but hopefully it'll help someone that needs it.
Since I've gotten so much from this podcast I wanted to give something back. So below are a ton of macros that can be copied/pasted!
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Post by theindulgery on Sept 26, 2016 20:09:57 GMT
First, where do you even put macros? That really has 3 answers: 1. In your macro bar. That's for quick, easy access for the DMs. Adding them to your Collection tab will make them accessible to you and/or the players. If you check the box "In Bar" they'll appear in your own macro bar for quick use. You can also make them visible for the players if you like. This will let you make a single macro (like heal, perception check, etc) and all the players will be able to use it.
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Post by theindulgery on Sept 26, 2016 20:12:42 GMT
2. Make them token actionsThis makes them visible any time you click on a token. This can be useful for traps, etc - but its weakness is that it shows ALL token macros in the bar. That can get a little overloaded every time you click on a token. Attachments:
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Post by theindulgery on Sept 26, 2016 20:17:29 GMT
3. On the characters / players themselves. This is really useful if you want an NPC to have certain attacks that show up only for it. Attachments:
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Post by theindulgery on Sept 26, 2016 20:18:26 GMT
3.1 I've also found it's useful for making "characters" that function as macro holders. For instance, you could build a character call TRAPS and put all your trap macros on it. I also have one for tutorials or descriptions of certain areas. When it comes time to use those I'll just open them up like a character and click on the macros.
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Post by theindulgery on Sept 26, 2016 20:21:36 GMT
Initiative:
This rolls for initiative for whichever token or player you have selected, and automatically puts them into the Turn Order counter. It doesn't work if you mass-select, you have to click each one on their own. The nice thing is that if you make it available to the players they can each click it themselves, and you just have to click for the monsters they'll be fighting.
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Post by theindulgery on Sept 26, 2016 20:26:56 GMT
Private perception checks for the DM:This one isn't fancy and could definitely be improved. As-is it let's the DM roll for perception for each player vs a perception number the DM enters (it pops up a window for that). Areas for improvement are: - I had to hard-code the passive perception into the macro since I didn't know how to pull it (the variable perception doesn't point to anything)
- It doesn't come out super clean or automatically indicate who passed or failed
Attachments:
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Post by theindulgery on Sept 26, 2016 20:34:29 GMT
Healing + Cure Poison:I use this when someone drinks a cure poison potion. (Note: I know my numbers may be off on the actual rolls, so just ignore them. Had to tailor everything for the players). This doesn't actually remove the poisoned icon you can place on the player, it just pops up a message. Area for improvement: It'd be nice if the roll actually changed the HP stat for the character, but I couldn't find a way to do it. Attachments:
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Post by theindulgery on Sept 26, 2016 20:37:38 GMT
Posting an image into the chat:This is super simple, but can be a great way to add a little flavor into the game.
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Post by theindulgery on Sept 26, 2016 20:40:16 GMT
Pit trap check:This is another case where I'm sure I got the saving throws wrong, but it seemed to make sense enough for me to play it anyway. It's just a simple 1d20 + DEX modifier to see if they fall into a trap. Area for improvement: It'd be nice if the damage or success showed up depending on the roll, but I haven't gotten the hang of the boolean checks yet.
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Post by theindulgery on Sept 26, 2016 20:45:50 GMT
Animated effects:
These are really cool, although admittedly not frequently used. But it's worth popping them into the macro bar anyway. No screen shots, just paste them and try them out. You select a source (the token causing the effect) and a target and it'll do a little animation that everyone can see.
Acid / Poison spray
Dragon fire breath:
Explosion:
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Post by theindulgery on Sept 26, 2016 20:49:51 GMT
Fear check:This is a basic fear check vs each players 1d20+WIS modifier Area for improvement: It'd be nice if it could show the ones that failed, but again with the boolean checks
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Post by theindulgery on Sept 26, 2016 20:53:10 GMT
Hurl one player against another:This one lets you hit a mofo with another mofo. lol It prompts the DM for two target names and inserts those into the macro. Area for improvement: I couldn't figure out how to let me select two characters, just one. So I made it have me enter them both manually so I didn't accidentally select the wrong one.
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Post by theindulgery on Sept 26, 2016 20:58:26 GMT
Multiple damages in a single attack:This is useful when a creature does a physical attack and another. In this instance the spider bites for piercing damage and rolls for poison damage. I hard coded the creature's name, but in place of the name you can add the code @{selected|character_name} for it to use whichever character you have selected. The danger is that you might select the wrong token and have that creature doing poison instead of the one you want. Area for improvement: Boolean check for success or fail
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Post by theindulgery on Sept 26, 2016 21:05:28 GMT
Letting the DM input damage instead of rolling for it: I know, it's no good to cheat. But if you're like me and a level 0 DM you're not exactly sure if you made the creatures the right level. So to keep from killing them all off prematurely I created duplicates of all my attack macros that prompt the DM to enter damage instead of rolling for it. This will be obvious to players who know the game well because they'll notice the yellow box isn't around the number, but for new players it's no biggie. It may also get lost in the fray. I'll post examples of both to show the difference: Auto roll:DM Input:Attachments:
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