Difference between revisions of "Misc Tips and Tricks"
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= Misc Tips and Tricks = | = Misc Tips and Tricks = | ||
− | == Character Sheets == | + | * '''[[Forum Submitted Tricks]]''' |
− | * To allow all players to see each others character sheets, but not to see "through each other's eyes" for dynamic lighting, [https://app.roll20.net/forum/post/3766768/see-other-players-sheets-while-still-hiding-dynamic-light/?pageforid=3766823#post-3766823 make a copy of each character sheet and give edit privileges to all players]. | + | <br> |
+ | <br> | ||
+ | __TOC__ | ||
+ | == [[Character Sheets]] == | ||
+ | * To allow all [[players]] to see each others character sheets, but not to see "through each other's eyes" for dynamic lighting, [https://app.roll20.net/forum/post/3766768/see-other-players-sheets-while-still-hiding-dynamic-light/?pageforid=3766823#post-3766823 make a copy of each character sheet and give edit privileges to all players]. | ||
− | == Dynamic Lighting == | + | == [[Dynamic Lighting]] == |
* Use a bright color for your dynamic lighting lines. They'll be much easier to see. | * Use a bright color for your dynamic lighting lines. They'll be much easier to see. | ||
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* To simulate the glint of light off reflective surfaces, like metal, or animal eyes, give your monster tokens 1' of light with *all players see light* | * To simulate the glint of light off reflective surfaces, like metal, or animal eyes, give your monster tokens 1' of light with *all players see light* | ||
− | * To allow players to see doors, pillars or rooftops while still blocking vision past the object, use the dynamic lighting polygon tool to draw an X through the object instead of going around it. | + | * To allow [[players]] to see doors, pillars or rooftops while still blocking vision past the object, use the dynamic lighting polygon tool to draw an X through the object instead of going around it. |
* To make sure you can select doors later, draw their dynamic lighting line in a different color. Also, include a handle (shaped like a hockey stick) extending outside of the map. | * To make sure you can select doors later, draw their dynamic lighting line in a different color. Also, include a handle (shaped like a hockey stick) extending outside of the map. | ||
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== Annotating Maps == | == Annotating Maps == | ||
− | * An easy way to add notes to a map is by placing tokens on the GM layer | + | * An easy way to add notes to a map is by placing [[tokens]] on the [[GM layer|Layers]] |
+ | * Grab free tokens from game-icons.net. Use the title for essential info and the notes for detailed info. | ||
== NPCs, Monsters and Mobs == | == NPCs, Monsters and Mobs == | ||
− | * A quick and dirty way to add NPCs: Create a token macro to output the text of the red bar: | + | * A quick and dirty way to add NPCs: Create a token [[macro]] to output the text of the red bar: <code>@{selected|Bar3}</code> and put their attack roll in the red bubble. eg: <code><nowiki>"[[1d20+5]] to hit [[2d6]] damage"</nowiki></code> |
== Pages vs Handouts == | == Pages vs Handouts == | ||
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There are many strategies for organizing information in your game. Here's a few ideas from the forums: | There are many strategies for organizing information in your game. Here's a few ideas from the forums: | ||
− | * A page can be much bigger than the current battlemap. You can put two or three maps on one page, and still have room to store notes and thematic imagery. | + | * A page can be much bigger than the current battlemap. You can put two or three maps on [[Page Toolbar|one page]], and still have room to store notes and thematic imagery. |
* For theatre of the mind, use the page as a theatrical set, with evocative imagery. One page can hold multiple "sets". You can use '''shift-click''' to ping the map and forcibly direct your players' view. | * For theatre of the mind, use the page as a theatrical set, with evocative imagery. One page can hold multiple "sets". You can use '''shift-click''' to ping the map and forcibly direct your players' view. | ||
− | * For keeping campaign notes, give every player their own handout with edit privileges. | + | * For keeping campaign notes, give every [[player]] their own handout with edit privileges. |
− | * Make liberal use of '''shift-z''' on page graphics to present an enlarged image to your players. | + | * Make liberal use of '''shift-z''' on page graphics to present an enlarged image to your [[players]]. |
* Use dynamic lighting walls to construct enclosed light-boxes for thematic imagery. When you want to light one up, drop in a group token with permissions set to controlled by "all players", plus has sight, casts light, etc. | * Use dynamic lighting walls to construct enclosed light-boxes for thematic imagery. When you want to light one up, drop in a group token with permissions set to controlled by "all players", plus has sight, casts light, etc. | ||
* If you have a lot of handouts, organize them into folders | * If you have a lot of handouts, organize them into folders | ||
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|} | |} | ||
+ | =Related Pages= | ||
+ | * [[Community FAQ]] | ||
+ | * [[:Category:Tips|All "Tips" pages]] | ||
+ | * [[:Category:Guides|All "Guide" pages]] | ||
+ | <br> | ||
+ | <br> | ||
[[Category: Tips]] | [[Category: Tips]] |
Revision as of 16:26, 18 January 2021
Misc Tips and Tricks
Contents |
Character Sheets
- To allow all players to see each others character sheets, but not to see "through each other's eyes" for dynamic lighting, make a copy of each character sheet and give edit privileges to all players.
Dynamic Lighting
- Use a bright color for your dynamic lighting lines. They'll be much easier to see.
- To simulate the glint of light off reflective surfaces, like metal, or animal eyes, give your monster tokens 1' of light with *all players see light*
- To allow players to see doors, pillars or rooftops while still blocking vision past the object, use the dynamic lighting polygon tool to draw an X through the object instead of going around it.
- To make sure you can select doors later, draw their dynamic lighting line in a different color. Also, include a handle (shaped like a hockey stick) extending outside of the map.
- To make it easy to adjust later, make separate dynamic lighting segments for each room. (ie: Don't try and make one super long polygon shape around everything.)
Annotating Maps
- An easy way to add notes to a map is by placing tokens on the Layers
- Grab free tokens from game-icons.net. Use the title for essential info and the notes for detailed info.
NPCs, Monsters and Mobs
- A quick and dirty way to add NPCs: Create a token macro to output the text of the red bar:
@{selected|Bar3}
and put their attack roll in the red bubble. eg:"[[1d20+5]] to hit [[2d6]] damage"
Pages vs Handouts
There are many strategies for organizing information in your game. Here's a few ideas from the forums:
- A page can be much bigger than the current battlemap. You can put two or three maps on one page, and still have room to store notes and thematic imagery.
- For theatre of the mind, use the page as a theatrical set, with evocative imagery. One page can hold multiple "sets". You can use shift-click to ping the map and forcibly direct your players' view.
- For keeping campaign notes, give every player their own handout with edit privileges.
- Make liberal use of shift-z on page graphics to present an enlarged image to your players.
- Use dynamic lighting walls to construct enclosed light-boxes for thematic imagery. When you want to light one up, drop in a group token with permissions set to controlled by "all players", plus has sight, casts light, etc.
- If you have a lot of handouts, organize them into folders
Handout | Image on Page |
---|---|
Anything a character could hold | Anyone a character can meet |
Anything a character should know | Anywhere a character can go |
Anything a character can refer to | Anything a character can attend |
Players control when they see it | GM Controls when players see it |
Related Pages