Difference between revisions of "Dungeons and Dragons 3.5"
From Roll20 Wiki
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=Macros and Attributes= | =Macros and Attributes= | ||
+ | Macros and attributes are best used when the time reduction of using the macro is greater then the time to make macro, or set up and apply the attribute. for example, setting up a macro to roll 1d20 (/r d20) is not an efficient use of a macro, but rolling 3 attacks and adding the modifier after it might be worth attributes for the modifiers and a macro for the entire process. | ||
+ | Also, when you use attributes, remember that the computer just replaces the call command with the "value" it represents. This value doesn't have to a number. For example, you could have an attribute that places something after the rest of the chain and fill this macro with the weapon you are currently using and the name of that weapon would appear where that attribute is. this substitution happens first in the chain of events, so you could even put something like (1d6+5) in an attribute at the end of a damage roll and it would roll the d6 and add both the d6 roll and the 5 to the result you receive. | ||
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+ | Finally, some dm's find it useful to set up a macro in advance with text they know they are going to need and use the text "draw" command to write the call command for that text where it will be needed. | ||
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=Maps= | =Maps= | ||
Revision as of 23:07, 25 April 2013
This page is about playing Version 3.5 of D&D on Roll20.
Macros and Attributes
Macros and attributes are best used when the time reduction of using the macro is greater then the time to make macro, or set up and apply the attribute. for example, setting up a macro to roll 1d20 (/r d20) is not an efficient use of a macro, but rolling 3 attacks and adding the modifier after it might be worth attributes for the modifiers and a macro for the entire process.
Also, when you use attributes, remember that the computer just replaces the call command with the "value" it represents. This value doesn't have to a number. For example, you could have an attribute that places something after the rest of the chain and fill this macro with the weapon you are currently using and the name of that weapon would appear where that attribute is. this substitution happens first in the chain of events, so you could even put something like (1d6+5) in an attribute at the end of a damage roll and it would roll the d6 and add both the d6 roll and the 5 to the result you receive.
Finally, some dm's find it useful to set up a macro in advance with text they know they are going to need and use the text "draw" command to write the call command for that text where it will be needed.