Tim G.
From Roll20 Wiki
Adjustable Monster Level Abilities
D&D 4E makes it easy to adjust a monster’s level tocreate a good challenge for the party. Roll20 abilities can be created so they adjust to hit and damage rolls automatically. ( Only attributes need to be changed when changing a monster level.)
1. Create a character template for monsters with the following attributes:
Attribute | Value |
---|---|
Level | Desired Monster Level |
Base_Level | Value from monster listing |
2. Add the ability definitions.
Enter the modifiers from the monster listing, plus the code for adjusting to hit and damage rolls, as follows:
Example 1: Basic
/emas @{selected|token_name} thrusts its spear /roll d20 + 6 + (@{Level}-@{Base_Level}) vs AC /roll d8 + 2 + ( floor((@{Level}-@{Base_Level}) /2)))
Example 2: Rugged Reroll style, with target.
(NOTE: Target’s “AC” attribute must be defined.)
/emas @{selected|token_name} thrusts its spear at @{target|target1|token_name} /roll d20 + 6 + (@{Level}-@{Base_Level}) vs AC:@{target|target1|AC} /roll d8 + 2 + ( floor((@{Level}-@{Base_Level}) /2)))
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Using Macros and “Selected icon” for Character Skills and Abilities
Description:
All D&D 4 characters have the same list of skills. Instead of entering Abilites for each character for all skills, you can leverage shared macros. Players (including the DM) will need to click-select their character icon before using the shared macros.
This keeps the character sheet from being cluttered, and is less prone to error. My players don’t mind this, because they are used to selecting their tokens in order to get their token actions to appear.
Attributes:
Create the following attributes for each character (or better yet, one character sheet you later copy) and populate them with values.
Attributes for all characters
Level
Armor-Penalty
STR, CON, DEX, INT, WIS, CHA (These will have the actual ability score, not the modifier.)
Then, add attributes for all skills:
Athletics-trained
Athletics-misc
(Repeat for other skills)
Internal macros:
The following macros have no commands (e.g., /roll) so they don’t do anything interesting if called directly. They are meant to be called by other macros or abilities. To keep them from cluttering up auto-complete lists, you can begin them with an underscore.
Name: _Half_Level
Actions:
floor( @{selected|Level} /2 )
Show as Token Action: Leave unchecked
Visible to Players: All Players
Ability Mod macros (Repeat for other abilities)
Name: _STR_MOD
Actions:
floor((@{selected|STR}-10)/2)
Show as Token Action: Leave unchecked
Visible to Players: All Players
Skill macros:
Name: Athletics
Actions:
/em @{selected|token_name} does Athletics /roll d20 + @{selected|Athletics-trained} +@{selected|Athletics-misc} + #_STR_MOD + #_Half_Level -@{selected|Armor-Penalty}
Shows as Token Action? : Your choice
Visible to Players: All Players
Ability Check Macros:
Name: STR_check
Actions:
/roll #_STR_MOD + #_HALF_LEVEL
Shows as Token Action? : Your choice
Visible to Players: All Players
Name: Grab
Actions:
/em @{selected|token_name} grabs somebody #STR_check vs REF
Shows as Token Action: Your choice
Visible to Players: All Players