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Difference between revisions of "Advanced Dungeons and Dragons"

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[[Category:NeedsUpdates]]
 
[[Category:Games]]
 
[[Category:Guides]]
 
 
 
This page is about both playing an DMing (DM and GM are the same in AD&D) Advanced Dungeons & Dragons 1st and 2nd Edition on Roll20.
 
This page is about both playing an DMing (DM and GM are the same in AD&D) Advanced Dungeons & Dragons 1st and 2nd Edition on Roll20.
 +
 +
=Character Sheet=
 +
The AD&D 2nd Edition Character sheets are discussed in detail here: <br />
 +
[[ADnD_2nd_Edition_Character_sheet|ADnD 2nd Edition Character Sheet]]<br />
 +
[[ADnD_2nd_Edition_Character_sheet_Simplified|ADnD 2nd Edition Simplified Character Sheet]]<br />
  
 
=Macros and Attributes=
 
=Macros and Attributes=
Macros and attributes are best used when the time reduction of using the macro is greater than the time to make the macro, or set up and apply the attribute. For example, setting up a macro to roll 1d20 <code>/r d20</code> 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. Remember that abilities are essentially macros but are visible to and usable by everyone that can edit the character.
+
Macros and Attributes (not PC stats) are best used when the time reduction of using the macro is greater than the time to make the macro, or set up and apply the attribute. For example, setting up a macro to roll 1d20 <code>/r d20</code> is not an efficient use of a macro. Remember that abilities are essentially macros but are visible to and usable by everyone that can edit the character.
  
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 be 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 <code>1d6+5</code> 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 would have otherwise received.
+
Also, when you use attributes, remember that the computer just replaces the call command with the "value" it represents. This value can be another attribute, a dice roll or a value, so you could even put something like <code>1d6+5</code> or <code>@{selected|Strength}</code> in an attribute field and when the macro calls that attribute it would return the value of the stat or dice roll.
 +
 
 +
To read more about abilities, attributes and macros and how to create them see the [[Journal#Attributes|Attributes]], [[Journal#Abilities|Abilities]] & [[Macros]] page.  
  
 
==Uses==
 
==Uses==
Line 17: Line 19:
 
All players put their save value in an attribute on the corresponding character page then the DM and/or Player (depending on style of play) makes a macro that rolls the save
 
All players put their save value in an attribute on the corresponding character page then the DM and/or Player (depending on style of play) makes a macro that rolls the save
  
ex: A DM macro for rolling the Fort save of 4 players
+
Once again a Main Macro giving character a choice which save to roll:
 
<pre>
 
<pre>
/r 1d20+@{PC 1|Fort}} PC1
+
/w @{selected|token_name} &{template:2Edefault}{{name=@{selected|token_name} attempts a Saving Throw!}}{{[Paralyzation](!
/r 1d20+@{PC 2|Fort}} PC2
+
#SAVE-VS-PARALYZATION) [Poison](!
/r 1d20+@{PC 3|Fort}} PC3
+
#SAVE-VS-POISON) [Death](!
/r 1d20+@{PC 4|Fort}} PC4
+
#SAVE-VS-DEATH-MAGIC) [Rod](!
 +
#SAVE-VS-ROD) [Staff](!
 +
#SAVE-VS-STAFF) [Wand](!
 +
#SAVE-VS-WAND) [Petrification](!
 +
#SAVE-VS-PETRIFICATION) [Polymorph](!
 +
#SAVE-VS-POLYMORPH) [Breath Weapon](!
 +
#SAVE-VS-BREATH-WEAPON) [Spell](!
 +
#SAVE-VS-SPELL)}}{{desc=Saving Throw Notes:
 +
PPD: @{selected|parnotes}
 +
RSW: @{selected|rodnotes}
 +
Pet:@{selected|petnotes}
 +
Br: @{selected|breathnotes}
 +
Sp: @{selected|spnotes}}}{{[Item Saves](!
 +
#ITEM-SAVES)}}
 
</pre>
 
</pre>
  
When using the pre-set 3.5 character sheet (set by the DM in the game settings) you can create more advanced macros to extract key information. Using inline rolls (see [[Dice_Reference#Inline_Dice_Rolls|dice reference]]) you can take a lot of the work out of calculating a roll, even setting the target needed with a prompt pop-up:
+
Individual Save Macros:
 
<pre>
 
<pre>
@{selected|character_name} performs a Fortitude check:
+
SAVE-VS-BREATH-WEAPON:
[[1d20 + @{selected|fortitude} + ?{Other Bonus|0}]] v DC ?{DC Target:|10}.
+
/w gm &{template:2Esave}{{savevs=Breath Weapons}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|breathtar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|breathmod}]]}}
 +
 
 +
SAVE-VS-DEATH-MAGIC
 +
/w gm &{template:2Esave}{{savevs=Death}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|partar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|parmod}]]}}
 +
 
 +
SAVE-VS-PARALYZATION
 +
/w gm &{template:2Esave}{{savevs=Paralyzation}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|partar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|parmod}]]}}
 +
 
 +
SAVE-VS-PETRIFICATION
 +
/w gm &{template:2Esave}{{savevs=Petrification}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|pettar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|petmod}]]}}
 +
 
 +
SAVE-VS-POISON
 +
/w gm &{template:2Esave}{{savevs=Poison}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|partar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|parmod}]]}}
  
Returns a result of:
+
SAVE-VS-POLYMORPH
Ziechael performs a Fortitude check:
+
/w gm &{template:2Esave}{{savevs=Polymorph}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|pettar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|petmod}]]}}
14 v DC 10.
+
</pre>
+
  
Using inline cleans up the result and hides the calculations (which can still be seen when hovering your pointer over the result). The ?{...|...} acts as a prompt with the first ...'s being the question asked to the user and the second ...'s being the default but editable answer, again see [[Dice_Reference#Roll_Queries|dice reference]] for details.
+
SAVE-VS-ROD
 +
/w gm &{template:2Esave}{{savevs=Rods}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|rodtar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|rodmod}]]}}
 +
 
 +
SAVE-VS-SPELL
 +
/w gm &{template:2Esave}{{savevs=Spells}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|sptar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|spmod}]]}}
 +
 
 +
SAVE-VS-STAFF
 +
/w gm &{template:2Esave}{{savevs=Staves}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|rodtar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|rodmod}]]}}
 +
 
 +
SAVE-VS-WAND
 +
/w gm &{template:2Esave}{{savevs=Wands}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|rodtar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|rodmod}]]}}
 +
 
 +
</pre>
  
 
You will note the macro started with @{selected|character_name}, this would require the user to have selected a token on the map first but works great for generalised macros, remember to use @{selected|...} for each instance of wanting to look up information from the character sheet. This can also work for @{target|...} which would prompt the user to select a target token on the map.
 
You will note the macro started with @{selected|character_name}, this would require the user to have selected a token on the map first but works great for generalised macros, remember to use @{selected|...} for each instance of wanting to look up information from the character sheet. This can also work for @{target|...} which would prompt the user to select a target token on the map.
Line 42: Line 79:
 
Ability checks are simple rolls which are measured against a target number and receive bonuses from a characters stats and may be subject to other modifiers from temporary boosts or GM discretion.
 
Ability checks are simple rolls which are measured against a target number and receive bonuses from a characters stats and may be subject to other modifiers from temporary boosts or GM discretion.
  
Using the 3.5 character sheet you can create quick and simple macros for all abilities which when coupled with token selection (@{selected|token_name} or @{selected|character_name}) can help resolve ability checks in one step.
+
Using the character sheet you can create quick and simple macros for all abilities which when coupled with token selection (@{selected|token_name} can help resolve ability checks in one step. Here is macro that gives player a list of ability checks. The player clicks a button and the result is send to the DM. Only the DM and the player rolling will see the result (if the DM initiates the check only he or she would see the result).
 +
 
 +
This macro requires that the Open Doors attribute be entered as 12'''+'''(3). The addition of the plus sign allows the macro to differentiate between normal doors and locked or magically held doors.
  
 
<pre>
 
<pre>
@{selected|character_name} performs a Strength check:
+
/w gm &{template:default}{{name=@{selected|token_name} CHECKS FOR SUCCESS}}
[[1d20 + @{selected|str-mod} + ?{Other Bonus|0}]] v DC ?{DC Target:|10}.
+
{{?{WHICH ABILITY OR SKILL WILL YOU USE?|
 +
STRENGTH, STRENGTH CHECK
 +
[[(D20cs1cf20)<[[@{selected|Strength}|
 +
open normal doors, OPEN NORMAL DOORS CHECK
 +
[[(D20cs1cf20)<[[[[1*@{selected|open}*0]]|
 +
open magic or locked doors, OPEN MAGIC OR LOCKED DOORS CHECK
 +
[[(D20cs1cf20)<[[[[0*@{selected|open}]]|
 +
BEND BARS LIFT GATES, BEND BARS LIFT GATES CHECK
 +
[[(D100cs1cf)>95<[[@{selected|bend}|
 +
DEXTERITY, DEXTERITY CHECK
 +
[[(D20cs1cf20)<[[@{selected|Dexterity}|
 +
CONSTITUTION, CONSTITUTION CHECK
 +
[[(D20cs1cf20)<[[@{selected|Constitution}|
 +
system shock, SYSTEM SHOCK CHECK
 +
[[(D100cs1cf)>95<[[@{selected|conshock}|
 +
resurrection survival, RESURRECTION SURVIVAL
 +
[[(D100cs1cf)>95<[[@{selected|conres}|
 +
INTELLIGENCE, INTELLIGENCE CHECK
 +
[[(D20cs1cf20)<[[@{selected|Intelligence}|
 +
WISDOM, WISDOM CHECK
 +
[[(D20cs1cf20)<[[@{selected|Wisdom}|
 +
CHARISMA, CHARISMA CHECK
 +
[[(D20cs1cf20)<[[@{selected|Charisma}}?{MISCELLANEOUS MODIFIER|+0}]]]]}}
 +
</pre>
  
Returns a result of:
+
===Non-Weapon Proficiency Checks===
Ziechael performs a Strength check:
+
NWP Checks are simple rolls which are measured against a characters stats and may be subject to other modifiers from temporary boosts or GM discretion.
17 vs 10.
+
 
 +
Using the character sheet you can create a list of Non-Weapon Proficiencies, the name is in first column, 2nd column you put the stat (@{Intelligence}) this formula will replace it with the value from the stat and in the third column you put modifiers but please add + or -
 +
So the below macro will list all a characters NWPs and allow him to choose which one to use and once again allow for a optional modifier to be added. (The exmaple lists 8, adjust as needed by following the same pattern.)
 +
 
 +
<pre>
 +
&{template:default}{{name=@{selected|token_name} uses a Non-Weapon Proficiency}}{{?{Proficiency Being Used?|
 +
@{selected|repeating_profs_$0_profname},@{selected|repeating_profs_$0_profname}
 +
[[1d20cs1cf20<[[@{selected|repeating_profs_$0_profstatnum}@{selected|repeating_profs_$0_profmod}|
 +
@{selected|repeating_profs_$1_profname},@{selected|repeating_profs_$1_profname}
 +
[[1d20cs1cf20<[[@{selected|repeating_profs_$1_profstatnum}@{selected|repeating_profs_$1_profmod}|
 +
@{selected|repeating_profs_$2_profname},@{selected|repeating_profs_$2_profname}
 +
[[1d20cs1cf20<[[@{selected|repeating_profs_$2_profstatnum}@{selected|repeating_profs_$2_profmod}|
 +
@{selected|repeating_profs_$3_profname},@{selected|repeating_profs_$3_profname}
 +
[[1d20cs1cf20<[[@{selected|repeating_profs_$3_profstatnum}@{selected|repeating_profs_$3_profmod}|
 +
@{selected|repeating_profs_$4_profname},@{selected|repeating_profs_$4_profname}
 +
[[1d20cs1cf20<[[@{selected|repeating_profs_$4_profstatnum}@{selected|repeating_profs_$4_profmod}|
 +
@{selected|repeating_profs_$5_profname},@{selected|repeating_profs_$5_profname}
 +
[[1d20cs1cf20<[[@{selected|repeating_profs_$5_profstatnum}@{selected|repeating_profs_$5_profmod}|
 +
@{selected|repeating_profs_$6_profname},@{selected|repeating_profs_$6_profname}
 +
[[1d20cs1cf20<[[@{selected|repeating_profs_$6_profstatnum}@{selected|repeating_profs_$6_profmod}|
 +
@{selected|repeating_profs_$7_profname},@{selected|repeating_profs_$7_profname}
 +
[[1d20cs1cf20<[[@{selected|repeating_profs_$7_profstatnum}@{selected|repeating_profs_$7_profmod}}?{Misc Modifier? (Include + or -)|+0}]]]] Success(es)}}
 
</pre>
 
</pre>
  
With basic skills you can use this to suit any of the abilities just by changing the modifier looked at, also the text can be enhanced to be less clinical: 'Ziechael performs a feat of strength' for example?
+
===Unskilled Climbing Check===
 +
This is a macro that uses queries to obtain an accurate unskilled climbing check. It also uses target numbers <code> XdY>Z</code> and keep commands <code> kh1</code> to compare current weight against encumbrance categories and apply the proper encumbrance penalty automatically.
  
===Skill Checks===
+
<pre>
Skill checks operate in much the same way as ability checks. Have a token selected, hover over the skill on the sheet to find its 'look-up' name and use that as your modifier:
+
&{template:2Edefault} {{name=@{selected|token_name} attempts an unskilled climb}}{{desc=Climbing Roll: [[1d100]]% ≤ [[40+?{Character's Race?|Other,0|Dwarf,-10|Gnome or Halfling,-15}+?{Are there abundant handholds? (brush, trees, ledges, etc.)|No,0|Yes,40}+?{Can the character brace their feet against the surface and use an anchored top rope?|No,0|Yes,55}+?{Is the surface sloped inward (making it easier)?|No,0|Yes,25}+?{What armor is the character wearing?|Banded or Splint,-25|Plate (all types),-50|Scale or Chain,-15|Studded or Padded leather,-5|Leather or None,0}+?{What are the surface conditions?|Dry,0|Slightly slick (wet / crumbling),-25|Slick (icy / slimy),-40}+?{Is the character wounded below 1/2 of their maximum hit points?|No,0|Yes,-10}-[[{[[{1d0+@{selected|movweighttotal}}>[[@{selected|sevweight}]]*20]],[[{1d0+@{selected|movweighttotal}}>[[@{selected|heavyweight}]]*15]],[[{1d0+@{selected|movweighttotal}}>[[@{selected|modweight}]]*10]],[[{1d0+@{selected|movweighttotal}}>[[@{selected|lightweight}]]*5]]}kh1]]]]%}}
 +
</pre>
 +
 
 +
===Thief Skill Checks===
 +
Thief SKill checks are simple rolls which are measured against a target number and receive bonuses from a characters stats and may be subject to other modifiers from temporary boosts or GM discretion.
 +
 
 +
Here is macro that gives player a list of thief abilities. The player clicks a button and the result is send to the DM. Only the DM and the player rolling will see the result. I added an \em section so other players cna see character is doing something, but this cna be removed
  
 
<pre>
 
<pre>
@{selected|character_name} assesses the value of an item: [[1d20 + @{selected|appraise} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}.
+
Main Proficiency Macro (Set as token action):
 +
/w @{selected|token_name} &{template:2Edefault}{{name=@{selected|token_name} attempts a Thief Skill!}}{{[Climb Wall](!
 +
#CHECK-THIEF-CW) [Detect Noice](!
 +
#CHECK-THIEF-DN) [Find/Remove Traps](!
 +
#CHECK-THIEF-FRT) [Hide in Shadows](!
 +
#CHECK-THIEF-HS) [Move Silently](!
 +
#CHECK-THIEF-MS)[Open Locks](!
 +
#CHECK-THIEF-OL) [Pick Pockets](!
 +
#CHECK-THIEF-PP) [Read Languages](!
 +
#CHECK-THIEF-RL)}}
 +
 
 +
CHECK-THIEF-CW:
 +
/em the Cat scrambles up the wall!
 +
/gmroll {1d100?{Modifier?|+0}}<[[@{selected|cwb}+@{selected|cwr}+@{selected|cwd}+@{selected|cwa}+@{selected|cwl}]] **Climb Walls**
 +
 
 +
CHECK-THIEF-DN:
 +
/em the Listener strains his ears in an attempt to hear what he should not.
 +
/gmroll {1d100?{Modifier?|+0}}<[[@{selected|dnb}+@{selected|dnr}+@{selected|dnd}+@{selected|dna}+@{selected|dnl}]] **Detect Noice**
 +
 
 +
CHECK-THIEF-FRT:
 +
/em the AWESOME Retriever of "lost" things attempts to avoid injury.
 +
/gmroll {1d100?{Modifier?|+0}}<[[@{selected|rtb}+@{selected|rtr}+@{selected|rtd}+@{selected|rta}+@{selected|rtl}]] **Find/Remove Traps**
 +
 
 +
CHECK-THIEF-HS:
 +
/em the Invisible steps back into the shadows and disappears from view.
 +
/gmroll {1d100?{Modifier?|+0}}<[[@{selected|hsb}+@{selected|hsr}+@{selected|hsd}+@{selected|hsa}+@{selected|hsl}]] **Hide in Shadows**
 +
 
 +
CHECK-THIEF-MS:
 +
/em the Sneak silently creeps forward.
 +
/gmroll {1d100?{Modifier?|+0}}<[[@{selected|msb}+@{selected|msr}+@{selected|msd}+@{selected|msa}+@{selected|msl}]] **Move Silent**
 +
 
 +
CHECK-THIEF-OL:
 +
/em the LockSmith attempts to gain entry.
 +
/gmroll {1d100?{Modifier?|+0}}<[[@{selected|olb}+@{selected|olr}+@{selected|old}+@{selected|ola}+@{selected|oll}]] **Open Locks**
 +
 
 +
CHECK-THIEF-PP:
 +
/em the Founder of Lost things attempts some sleight of hand.
 +
/gmroll {1d100?{Modifier?|+0}}<[[@{selected|ppb}+@{selected|ppr}+@{selected|ppd}+@{selected|ppa}+@{selected|ppl}]] **Pick Pockets**
 +
 
 +
CHECK-THIEF-RL:
 +
/em the Knowledgeable attempts to read the strange writings.
 +
/gmroll {1d100?{Modifier?|+0}}<[[@{selected|rlb}+@{selected|rlr}+@{selected|rld}+@{selected|rla}+@{selected|rll}]] **Read Language**
  
Returns a result of:
 
Ziechael assesses the value of an item: 12 v DC:15.
 
 
</pre>
 
</pre>
 +
<pre>
 +
Ok so I couldn't get the above to work for me when trying to
 +
roll more then one at a time. So i made a new one. It will ask the 
 +
player what skill they want to use, it will then ask a 2nd time
 +
(for things like Hide in shadows/Move Silent, Or Find Remove
 +
Trap) something that you would want to roll both at the same time.
 +
If you don't want that, easy;
 +
just hit enter the 2nd time  and it will wish you luck.
 +
Also this is only to the GM
  
Simply change the modifier and text to suit and simple skill checks can be generated in seconds.
+
 
 +
/w GM ?{Thief Skill?|Hide in Shadows, [[1d100]]<[[@{selected|hsb}
 +
+@{selected|hsr}+@{selected|hsd}
 +
+@{selected|hsa}+@{selected|hsl}]]
 +
**Hide in Shadows |Move Silently, [[1d100]]<[[@{selected|msb}
 +
+@{selected|msr}+@{selected|msd}+@
 +
{selected|msa}+@{selected|msl}]]**Move Silently**
 +
|Climb Walls,[[1d100]]<[[@{selected|cwb}+@{selected|cwr}+@{selected|cwd}
 +
+@{selected|cwa}+@{selected|cwl}]]
 +
**Climb Walls** |Pick Pockets,
 +
[[1d100<[[@{selected|ppb}+@{selected|ppr}
 +
+@{selected|ppd}+@{selected|ppa}+@{selected|ppl}]]
 +
**Pick Pockets** |Find
 +
Remove Trap, [[1d100]]<[[@{selected|rtb}+@{selected|rtr}+@{selected|rtd}
 +
+@{selected|rta}+@{selected|rtl}]]**Find Remove Trap**|Open Locks,
 +
[[1d100]]<[[@{selected|olb}+@{selected|olr}+
 +
@{selected|old}+@{selected|ola}
 +
+@{selected|oll}]]
 +
**Open Locks**|Detect Noise, [[1d100<[[@{selected|dnb}+@{selected|dnr}
 +
+@{selected|dnd}+@{selected|dna}+@{selected|dnl}]]**Detect Noise**}
 +
?{Thief Skill2?|don't mess up|Hide in Shadows,
 +
[[1d100]]<[[@{selected|hsb}+@{selected|hsr}
 +
+@{selected|hsd}+@{selected|hsa}+@{selected|hsl}]]
 +
**Hide in Shadows |Move Silently, [[1d100]]<[[@{selected|msb}
 +
+@{selected|msr}+@{selected|msd}
 +
+@{selected|msa}+@{selected|msl}]]
 +
**Move Silently** |Climb Walls,
 +
[[1d100]]<[[@{selected|cwb}+@{selected|cwr}+@{selected|cwd}+
 +
@{selected|cwa}+@{selected|cwl}]]
 +
**Climb Walls** |Pick Pockets, [[1d100]]<[[@{selected|ppb}+@{selected|ppr}
 +
+@{selected|ppd}+@{selected|ppa}+
 +
@{selected|ppl}]]**Pick Pockets** |Find
 +
Remove Trap, [[1d100]]<[[@{selected|rtb}+@{selected|rtr}+@{selected|rtd}+
 +
@{selected|rta}+@{selected|rtl}]]**Find Remove Trap**|Open Locks,
 +
[[1d100]]<[[@{selected|olb}+@{selected|olr}+@{selected|old}
 +
+@{selected|ola}
 +
+@{selected|oll}]]**Open Locks**|Detect Noise,
 +
[[1d100]]<[[@{selected|dnb}+@{selected|dnr}
 +
+@{selected|dnd}
 +
+@{selected|dna}+@{selected|dnl}]]**Detect Noise**}
 +
 
 +
</pre>
  
 
===Hide the Results===
 
===Hide the Results===
Line 71: Line 250:
  
 
<pre>
 
<pre>
/em Septimus searches his memory for useful information.
+
/em John Doe searches his memory for useful information.
 
/w gm [[1d20 + @{selected|level} + @{selected|int-mod} + 4]] vs DC: [[?{DC?|10}]]
 
/w gm [[1d20 + @{selected|level} + @{selected|int-mod} + 4]] vs DC: [[?{DC?|10}]]
 
</pre>
 
</pre>
  
 
In the bardic knowledge check performed above the player/s will only see 'Septimus searches his memory for useful information.' in the chat box, the result of '7 vs DC:10' is then whispered to the GM so that they can decide how to mislead the failed knowledge check. Does the bard misremember, vaguely recall of just outright not know what they were hoping was in the deep recesses of their mind?
 
In the bardic knowledge check performed above the player/s will only see 'Septimus searches his memory for useful information.' in the chat box, the result of '7 vs DC:10' is then whispered to the GM so that they can decide how to mislead the failed knowledge check. Does the bard misremember, vaguely recall of just outright not know what they were hoping was in the deep recesses of their mind?
 +
 +
NOTE: If the player makes a /w gm check both the player that whispers and the GM will see the roll, if the GM makes the check for the player then only the GM will see it
  
 
===Initiative===
 
===Initiative===
Initiative macros can directly add the initiative roll to the Turn Order Tracker by use of &{tracker} inside the roll.  The token must be selected to use this feature.
+
Initiative macros can directly add the initiative roll to the [[Turn_Tracker|Turn Order Tracker]] by use of &{tracker} inside the roll.  The token must be selected to use this feature.
ex:
+
 
<pre>  [[ 1d20 + [[ @{selected|init} ]] &{tracker} ]] </pre>
 
<pre>  [[ 1d20 + [[ @{selected|init} ]] &{tracker} ]] </pre>
  
The pre-set D&D 3.5 Character Sheet Template has a built-in initiative macro which appears as a token action when the character sheet's associated token is selected.  This token action cannot be removed but the macro can be modified. 
+
You can also add <pre> [[ @{selected|init} &{tracker:+} ]] </pre> or subtract <pre> [[ @{selected|init} &{tracker:-} ]] </pre> values from a macro
 
+
The macro text for the initiative macro can be edited by pulling open (by the corner with the diagonal lines) the text box to the left of the initiative roll button on the sheet.  The field itself is titled "initmacro (modify to modify initiative roll macro)" if you hover over it for a few seconds.
+
 
+
The numbers which appear to the right of the decimal point in the provided macro are the character's initiative value (ie dex mod + misc mod for initiative divided by 100 to get it to be to the right of the decimal point) to be used as a tie-breaker.
+
  
 
===Attacks/attack sequences===
 
===Attacks/attack sequences===
 
Attributes are made to add the various values used by the attack(s) in question for both attack rolls and damage. Then a Macro(s) is written to use these values to do all the math and rolling and and the values together.
 
Attributes are made to add the various values used by the attack(s) in question for both attack rolls and damage. Then a Macro(s) is written to use these values to do all the math and rolling and and the values together.
 
ex: attacking with a two handed weapon twice using a full attack. If Str (strength) is odd, then the .5 at the end of the damage is ignored
 
 
<pre>
 
/me attacks twice with @{weapon}
 
/r 1d20+@{str}+@{enchantment}+@{attack temporary} attack 1
 
/r @{damage}+@{str}*1.5+@{enchantment}+@{damage temporary} damage 1
 
/r 1d20+@{str}+@{enchantment}+@{attack temporary} attack 2
 
/r @{damage}+@{str}*1.5+@{enchantment}+@{damage temporary} damage 2
 
</pre>
 
  
 
Using the pre-set character sheet again can greatly increase the ease and speed of your players attacks and damage, even incorporating things like critical hits and special attacks such as a sneak attack. Again the following will require a token to be selected and a target token for the focus of the attack/damage etc. While the macro can get long and complex looking it is worth breaking down to analyse and is a great way to learn the nuances of macro building.
 
Using the pre-set character sheet again can greatly increase the ease and speed of your players attacks and damage, even incorporating things like critical hits and special attacks such as a sneak attack. Again the following will require a token to be selected and a target token for the focus of the attack/damage etc. While the macro can get long and complex looking it is worth breaking down to analyse and is a great way to learn the nuances of macro building.
  
 
<pre style="overflow:auto; width:auto;">
 
<pre style="overflow:auto; width:auto;">
Attack Macro:
+
Main Attack Macro (depending how many weapons character has, 7 assumed)
@{selected|token_name} attacks @{target|token_name} with their @{selected|weapon1name} rolling [[1d20]] + [[d0+@{selected|BAB}[BAB] +@{selected|weapon1stat}[Ability] +@{selected|size}[size] +@{selected|weapon1enh}[Weapon1 Enh] +@{selected|weapon1focus}[Weapon1 Focus] + ?{Flank (1=yes)|0}*2[Flank] +?{Other Att Bonus?|0} ]] (check for crit for @{selected|weapon1critmult}x damage on [[@{target|armorclass}]] or better; confirm crit = [[1d20+@{selected|BAB}[BAB] +@{selected|weapon1stat}[Ability] +@{selected|size}[size] +@{selected|weapon1enh}[Weapon1 Enh] +@{selected|weapon1focus}[Weapon1 Focus] + ?{Flank (1=yes)|0}*2[Flank] +?{Other Att Bonus?|0} ]]) against @{target|token_name}'s armor class of [[@{target|armorclass}]].
+
(Set the main Attack Macro as a token action, but not for the other attack macros):
 +
/w @{selected|token_name} &{template:default}{{name=ATTACKS}}{{[@{selected|weaponname}](!
 +
#ATTACK1)}}{{[@{selected|repeating_weapons_$0_weaponname}](!
 +
#ATTACK2)}}{{[@{selected|repeating_weapons_$1_weaponname}](!
 +
#ATTACK3)}}{{[@{selected|repeating_weapons_$2_weaponname}](!
 +
#ATTACK4)}}{{[@{selected|repeating_weapons_$3_weaponname}](!
 +
#ATTACK5)}}{{[@{selected|repeating_weapons_$4_weaponname}](!
 +
#ATTACK6)}}{{[@{selected|repeating_weapons_$5_weaponname}](!
 +
#ATTACK7)}}
  
Returns a result of:
+
ATTACK1 Macro:
Ziechael attacks Goblin with their Long Sword rolling 14+7 (check for crit for 2x damage on 13 or better; confirm crit = 17) against Goblin's armor class of 13.
+
&{template:2Eattack}{{title=@{selected|token_name} USES A @{selected|weapsize} SIZED @{selected|weaponname} TO ATTACK @{target|token_name}}}{{ac_hit=[[@{selected|ThAC0}-((D20?{ATTACK ROLL MODIFIER|+0})+(@{selected|attackadj})+(@{selected|strengthhit}*@{selected|strbonus})+(@{selected|dexmissile}*@{selected|dexbonus}))]]}}{{dmg_s=[[((@{selected|damsm}?{DAMAGE ROLL MODIFIER|+0}))+(@{selected|damadj})+(@{selected|strengthdmg}*@{selected|strbonus})]]}}{{dmg_l=[[((@{selected|daml}?{DAMAGE ROLL MODIFIER|+0}))+(@{selected|damadj})+(@{selected|strengthdmg}*@{selected|strbonus})]]}}{{ crit = Roll extra die for crit }} {{ fumble = You Fumble }}
 +
 
 +
ATTACK2 Macro:
 +
&{template:2Eattack}{{title=@{selected|token_name} USES A @{selected|repeating_weapons_$0_weapsize} SIZED @{selected|repeating_weapons_$0_weaponname} TO ATTACK @{target|token_name}}}{{ac_hit=[[@{selected|ThAC0}-((D20?{ATTACK ROLL MODIFIER|+0})+(@{selected|repeating_weapons_$0_attackadj})+(@{selected|strengthhit}*@{selected|repeating_weapons_$0_strbonus})+(@{selected|dexmissile}*@{selected|repeating_weapons_$0_dexbonus}))]]}}{{dmg_s=[[((@{selected|repeating_weapons_$0_damsm}?{DAMAGE ROLL MODIFIER|+0}))+(@{selected|repeating_weapons_$0_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$0_strbonus})]]}}{{dmg_l=[[((@{selected|repeating_weapons_$0_daml}?{DAMAGE ROLL MODIFIER|+0}))+(@{selected|repeating_weapons_$0_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$0_strbonus})]]}}{{crit=RollCrit}} {{fumble=fumble}}
 
</pre>
 
</pre>
 +
(each further attack macro will be the same as ATTACK2 except the _$0_ will change to increment by 1 so ATTACK3 macro will use _$1_ and ATTACK7 will use _$5_)
  
 
You can see how by telling the macro to take into account all of the possible modifiers to a roll and looking up the information from the character sheet the actual 'work' needed to be done by the player is minimised. A player using this attack roll would need to input any bonus' outside of the norm they may have (like being blessed for example which isn't a permanent bonus) and they would be prompted to 'tell' the macro if they have flanked the enemy or not (a great example of a query using the question to guide an answer: ?{Flank (1=yes)|0}). The rest is done by the macro including telling you if there was a critical hit or not.
 
You can see how by telling the macro to take into account all of the possible modifiers to a roll and looking up the information from the character sheet the actual 'work' needed to be done by the player is minimised. A player using this attack roll would need to input any bonus' outside of the norm they may have (like being blessed for example which isn't a permanent bonus) and they would be prompted to 'tell' the macro if they have flanked the enemy or not (a great example of a query using the question to guide an answer: ?{Flank (1=yes)|0}). The rest is done by the macro including telling you if there was a critical hit or not.
Line 115: Line 293:
 
When wanting to set a macro up for the other weapon slots you would just make the same macro but with every instance of 'weapon1' replaced with 'weapon2' through to 'weapon6'.
 
When wanting to set a macro up for the other weapon slots you would just make the same macro but with every instance of 'weapon1' replaced with 'weapon2' through to 'weapon6'.
  
A similar macro can be used to determine damage ''(please note you need to input the weapon's damage as d4, d6, d8 etc into the 'damage' box of the weapon slot; overwriting the macro that exists there for these to work as you will use them in the lookups to allow these macros to work for any weapon)'', you can even tag this onto the previous macro to create one big roll out of data that can be picked as needed. I personally keep my damage separate as it can be devastating to see an attack miss that would have caused massive damage!
+
The critical damage is easy enough as you just double the damage die result which you can see by hovering over the result of the appropriate damage box.
  
 +
Special attacks elaborate on existing macros but apply their own special rules as needed. Most DMs usee API based [https://app.roll20.net/forum/post/1463736/script-powercards-2 Power Cards] (require '''Pro''' level subscription) to make special attacks look pretty but the macros used to calculate the attack, critical hit check, damage and critical damage remain the same and can be incorporated into a normal macro as with the previous examples:
 +
 +
Macros for Thieves Backstab:
 
<pre style="overflow:auto; width:auto;">
 
<pre style="overflow:auto; width:auto;">
@{selected|token_name} hits for [[1@{selected|weapon1damage} +@{selected|weapon1damagestat}[Weapon1DamageStat] +@{selected|weapon1enh}[Weapon1 Enh] +@{selected|weapon1specialize}[Weapon1 Specialization] +?{Other Damage Bonus?|0}[Other Damage Bonus]]] damage!
+
Main Backstab Macro (depending how many weapons character has, 7 assumed)
 +
(Set the main Backstab Macro as a token action, but not for the other backstab macros):
 +
/w @{selected|token_name} &{template:default}{{name=BACKSTAB WEAPON}}{{[@{selected|weaponname}](!
 +
#BACKSTAB1)[@{selected|repeating_weapons_$0_weaponname}](!
 +
#BACKSTAB2)[@{selected|repeating_weapons_$1_weaponname}](!
 +
#BACKSTAB3)[@{selected|repeating_weapons_$2_weaponname}](!
 +
#BACKSTAB4)[@{selected|repeating_weapons_$3_weaponname}](!
 +
#BACKSTAB5)[@{selected|repeating_weapons_$4_weaponname}](!
 +
#BACKSTAB6)[@{selected|repeating_weapons_$5_weaponname}](!
 +
#BACKSTAB7)}}
  
Returns a result of:
+
BACKSTAB1:
Ziechael hits for 7 damage!
+
&{template:2Eattack}{{title=@{selected|token_name} USES A @{selected|weapsize} SIZED @{selected|weaponname} TO BACKSTAB @{target|token_name}}}{{ac_hit=[[@{selected|ThAC0}-((D20?{BACKSTAB ATTACK ROLL MODIFIER|+4})+(@{selected|attackadj})+(@{selected|strengthhit}*@{selected|strbonus})+(@{selected|dexmissile}*@{selected|dexbonus}))]]}}{{dmg_s=[[((@{selected|damsm}) *@{selected|backstabmultiplier})?{BACKSTAB DAMAGE ROLL MODIFIER|+0}+(@{selected|damadj})+(@{selected|strengthdmg}*@{selected|strbonus})]]}}{{dmg_l=[[((@{selected|daml})*@{selected|backstabmultiplier})?{BACKSTAB DAMAGE ROLL MODIFIER|+0}+(@{selected|damadj})+(@{selected|strengthdmg}*@{selected|strbonus})]]}}{crit= }} {{fumble= }}
 +
 
 +
BACKSTAB2:
 +
&{template:2Eattack}{{title=@{selected|token_name} USES A @{selected|repeating_weapons_$0_weapsize} SIZED @{selected|repeating_weapons_$0_weaponname} TO BACKSTAB @{target|token_name}}}{{ac_hit=[[@{selected|ThAC0}-((D20?{BACKSTAB ATTACK ROLL MODIFIER|+4})+(@{selected|repeating_weapons_$0_attackadj})+(@{selected|strengthhit}*@{selected|repeating_weapons_$0_strbonus})+(@{selected|dexmissile}*@{selected|repeating_weapons_$0_dexbonus}))]]}}{{dmg_s=[[((@{selected|repeating_weapons_$0_damsm}) *@{selected|backstabmultiplier})?{BACKSTAB DAMAGE ROLL MODIFIER|+0}+(@{selected|repeating_weapons_$0_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$0_strbonus})]]}}{{dmg_l=[[((@{selected|repeating_weapons_$0_daml})*@{selected|backstabmultiplier})?{BACKSTAB DAMAGE ROLL MODIFIER|+0}+(@{selected|repeating_weapons_$0_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$0_strbonus})]]}}{crit= }} {{fumble= }}
 
</pre>
 
</pre>
 +
(each further backstab macro will be the same as BACKSTAB2 except the _$0_ will change to increment by 1 so BACKSTAB3 macro will use _$1_ and BACKSTAB7 will use _$5_)
  
Again note that the macro asks the player to add any extra damage they may inflict, this can be temporary flaming weapons, racial bonus or any other damage modifier that isn't applicable to ALL damage rolls. You can even use this with a negative number to detract damage from the roll for enemies with damage reduction against certain damage types. As before, replace all 'weapon1' instances with the appropriate number for the weapon slot used for the attack that hit.
+
The main change to the attack roll is that the flat footed armor class modifier has been incorporated using a query (technically this could be used in all attack rolls but adds an extra step that is easy enough to amend on the fly in game but since most sneak attacks will be against flat footed, or more accurately dex-modless, enemies is makes sense to add it in as an option). The damage uses the 'ceil' function (see [[Dice_Reference#Rounding_Rolls|dice reference]]) to calculate the damage multiplier based on the selected token players level. Again this is kept separate from the rest of the damage calculation as the multiplier only applies to the weapons base damage.
  
Critical damage works in much the same way but will incorporate a weapons damage multiplier for a given weapon:
+
===Spells===
 +
As with special attacks you can use the API based Power Cards to make them look extra special. But with normal macros you can also create some nice spells especially with the modified simple AD&D 2e sheet, here are two trickier spells setup with macros. For additional examples of spell macros check out [[AD%26D_2Espell_Macros|AD&D 2Espell Macros]]
  
 
<pre style="overflow:auto; width:auto;">
 
<pre style="overflow:auto; width:auto;">
@{selected|token_name} strikes mightily for [[(@{selected|weapon1critmult})@{selected|weapon1damage}]] + [[d0+(@{selected|weapon1damagestat}[Weapon1DamageStat] +@{selected|weapon1enh}[Weapon1 Enh] +@{selected|weapon1specialize}[Weapon1 Specialization])* @{selected|weapon1critmult}]] + [[d0+?{Other Damage Bonus?|0}[Other Damage Bonus]]] damage!
+
Healing Macro:
 +
?{Which Cure spell are you casting?|  
 +
Cure Light Wounds, **Cure Light Wounds** Target Regains [[1d8]] HP.|
 +
Cure Moderate Wounds, **Cure Moderate Wounds** Target Regains [[1d10+1]] HP.|
 +
Cure Serious Wounds, **Cure Serious Wounds** Target Regains [[2d8+1]] HP.|
 +
Cure Critical Wounds, **Cure Critical Wounds** Target Regains [[3d8+3]] HP.|
 +
Cure Heal, **HEAL** Target is completely cured of all diseases blindness and all damage as well as feeble-mind spell and mental disorders.
 +
}
  
Returns a result of:
+
Magic Missile
Ziechael strikes mightily for 12+4+0 damage!
+
&{template:2Espell}{{title=@{selected|token_name} casts Magic Missile}}{{splevel=Level 1 Wizard}}{{school=Evocation/Invocation}}{{components=V, S}}{{time=[[1]] segment}}{{range=[[60+(@{selected|MageLevel}*10)]] yds/ft}}{{duration=Instant}}{{aoe=Targeted Creature(s)  in a 10' cube}}{{save=None}}{{damage= Missile 1: [[ [[1d4+1]]*({0,@{selected|MageLevel} }>1) ]] Missile 2: [[ [[1d4+1]]*({0,@{selected|MageLevel} }>3) ]] Missile 3: [[ [[1d4+1]]*({0,@{selected|MageLevel} }>5) ]] Missile 4: [[ [[1d4+1]]*({0,@{selected|MageLevel} }>7) ]] Missile 5: [[ [[1d4+1]]*({0,@{selected|MageLevel} }>9) ]] }}{{damagetype=Force}}{{effects=Fires [[{5,(ceil((@{Selected|MageLevel})/2))}kl1)]] missile(s) at one or more targets designated by the caster before the spell is cast. Each missile unerringly strikes it's target causing damage as indicated above.}}
</pre>
+
  
The critical damage is set up to require some mental arithmetic to incorporate the 3.5 rules for critical hits. The multiplier only applies to base damage and doesn't multiply the weapons bonus damage or any 'other' bonus such as fire damage for a flaming sword. Again negative numbers can be used to reflect damage reductions.
+
Note: For this Macro I use MageLevel but for most characters change MageLevel to just Level, I use MageLevel for Dual or multi-class characters. Just create a new attribute called MageLevel and player or DM has to keep the actual magic user level in there.
  
Special attacks elaborate on existing macros but apply their own special rules as needed. I personally use API based [https://app.roll20.net/forum/post/1463736/script-powercards-2 Power Cards] (require '''Pro''' level subscription) to make my special attacks look pretty but the macros used to calculate the attack, critical hit check, damage and critical damage remain the same and can be incorporated into a normal macro as with the previous examples:
+
({0,@{selected|MageLevel} }>5) - this section sets damage to 0 for the missiles that player is to low level to cast
 +
[[{5,(ceil((@{Selected|MageLevel})/2))}kl1)]] - the 5 is the max number of missiles a Mage could ever cast so the kl1 says Keep Lowest One of the 5 or the calc based on level/2. the ceil just helps to round it cleanly.
  
 +
</pre>
 +
 +
===Clerical Turning Macros===
 
<pre style="overflow:auto; width:auto;">
 
<pre style="overflow:auto; width:auto;">
Attack:
+
Main Macro (calls other macros)
[[1d20 + @{selected|BAB}[BAB] +@{selected|weapon1stat}[Ability] +@{selected|size}[size] +@{selected|weapon1enh}[Weapon1 Enh] +@{selected|weapon1focus}[Weapon1 Focus] + (?{Flank (1=yes)|0}*2)[Flank] +?{Other Att Bonus?|0} ]] vs [[d0+(?{Flat Footed? (1=No)|0}*@{target|dex-mod} + @{target|flatac})]]
+
/w @{selected|token_name} &{template:default}{{name=TURN UNDEAD}}{{PRIEST LEVEL
 +
[1](!
 +
#TU1)[2](!
 +
#TU2)[3](!
 +
#TU3)[4](!
 +
#TU4)[5](!
 +
#TU5)[6](!
 +
#TU6)[7](!
 +
#TU7)[8](!
 +
#TU8)[9](!
 +
#TU9)[10-11](!
 +
#TU10-11)[12-13](!
 +
#TU12-13)[14+](!
 +
#TU14+)}}{{Paladins turn undead as priests who are two levels lower.}}
  
Critical hit check:
 
[[1d20 + @{selected|BAB}[BAB] +@{selected|weapon1stat}[Ability] +@{selected|size}[size] +@{selected|weapon1enh}[Weapon1 Enh] +@{selected|weapon1focus}[Weapon1 Focus] + ?{Flank (1=yes)|0}*2[Flank] +?{Other Att Bonus?|0} ]] vs [[(d0+?{Flat Footed? (1=No)|0}*@{target|dex-mod}) + @{target|flatac}]]
 
  
Damage:
+
TU1
[[1@{selected|weapon1damage} + (d0 +@{selected|weapon1damagestat}[Weapon1DamageStat] +@{selected|weapon1enh}[Weapon1 Enh] +@{selected|weapon1specialize}[Weapon1 Specialization]) + (d0+?{Other Damage Bonus?|0}[Other Damage Bonus])]] + [[d1*ceil(@{selected|level}/2)@{selected|weapon1damage}]]
+
<nowiki>/w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 1}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD [[10]]}}{{Zombie [[13]]}}{{Ghoul or 2 HD [[16]]}}{{Shadow or 3-4 HD [[19]]}}{{Wight or 5 HD [[20]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}}</nowiki>
  
Critical damage:
+
TU2
[[(@{selected|weapon1critmult}@{selected|weapon1damage}) + (d0+@{selected|weapon1damagestat}[Weapon1DamageStat] +@{selected|weapon1enh}[Weapon1 Enh] +@{selected|weapon1specialize}[Weapon1 Specialization]* @{selected|weapon1critmult}) + (d0+?{Other Damage Bonus?|0}[Other Damage Bonus])]] + [[d1*ceil(@{selected|level}/2)@{selected|weapon1damage}]]
+
<nowiki>/w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 2}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD [[7]]}}{{Zombie [[10]]}}{{Ghoul or 2 HD [[13]]}}{{Shadow or 3-4 HD [[16]]}}{{Wight or 5 HD [[19]]}}{{Ghast [[20]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}}</nowiki>
</pre>
+
  
The main change to the attack roll is that the flat footed armor class modifier has been incorporated using a query (technically this could be used in all attack rolls but adds an extra step that is easy enough to amend on the fly in game but since most sneak attacks will be against flat footed, or more accurately dex-modless, enemies is makes sense to add it in as an option). The damage uses the 'ceil' function (see [[Dice_Reference#Rounding_Rolls|dice reference]]) to calculate the damage multiplier based on the selected token players level. Again this is kept separate from the rest of the damage calculation as the multiplier only applies to the weapons base damage.
+
TU3
 +
<nowiki>/w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 3}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD [[4]]}}{{Zombie [[7]]}}{{Ghoul or 2 HD [[10]]}}{{Shadow or 3-4 HD [[13]]}}{{Wight or 5 HD [[16]]}}{{Ghast [[19]]}}{{Wraith or 6 HD [[20]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}}</nowiki>
  
===Spells===
+
TU4
As with special attacks I like to use API based [https://app.roll20.net/forum/post/1463736/script-powercards-2 Power Cards] for my spells, makes them look extra special. However the macro calculations can be extracted for general use. They can get quite complex as most spells do x amount of whatever every x levels or will generate x amount of whatever every x levels up to a maximum of x. Taking the time to really play around and familiarise yourself with the [[Dice_Reference|dice reference]] page can be a huge help in unravelling the weave.
+
<nowiki>/w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 4}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD T}}{{Zombie [[4]]}}{{Ghoul or 2 HD [[7]]}}{{Shadow or 3-4 HD [[10]]}}{{Wight or 5 HD [[13]]}}{{Ghast [[16]]}}{{Wraith or 6 HD [[19]]}}{{Mummy or 7 HD [[20]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}}</nowiki>
  
The two main ones that teach the most lessons are cure light wounds and magic missile, some of the first spells an aspiring macro writer will encounter:
+
TU5
 +
<nowiki>/w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 5}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD T}}{{Zombie T}}{{Ghoul or 2 HD [[4]]}}{{Shadow or 3-4 HD [[7]]}}{{Wight or 5 HD [[10]]}}{{Ghast [[13]]}}{{Wraith or 6 HD [[16]]}}{{Mummy or 7 HD [[19]]}}{{Spectre or 8 HD [[20]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}}</nowiki>
  
<pre style="overflow:auto; width:auto;">
+
TU6
Cure Light Wounds
+
<nowiki>/w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 6}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD D}}{{Zombie T}}{{Ghoul or 2 HD T}}{{Shadow or 3-4 HD [[4]]}}{{Wight or 5 HD [[7]]}}{{Ghast [[10]]}}{{Wraith or 6 HD [[13]]}}{{Mummy or 7 HD [[16]]}}{{Spectre or 8 HD [[19]]}}{{Vampire or 9 HD [[20]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}}</nowiki>
@{selected|token_name} heals @{target|token_name} for [[1d8+(@{selected|casterlevel},5)dh1]] hit points by divine energy. Undead are harmed for the same amount, or half the amount if a successful Will save of DC [[10+1+@{selected|wis-mod}]] is made.
+
  
Magic Missile
+
TU7
@{selected|token_name} shoots [[{d1*5, d1*ceil(@{selected|casterlevel}/2)}dh1}]] missiles from their fingertip dealing [[1d4+1]] damage per missile.
+
<nowiki>/w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 7}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD D}}{{Zombie D}}{{Ghoul or 2 HD T}}{{Shadow or 3-4 HD T}}{{Wight or 5 HD [[4]]}}{{Ghast [[7]]}}{{Wraith or 6 HD [[10]]}}{{Mummy or 7 HD [[13]]}}{{Spectre or 8 HD [[16]]}}{{Vampire or 9 HD [[19]]}}{{Ghost or 10 HD [[20]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}}</nowiki>
</pre>
+
  
Notice the 'dh1', this tells the macro to drop the higher of two results which allows you to only produce the maximum result permitted by the spell. In the case of CLW it will only heal to a maximum of 1d8+5 even if your caster level is 6+. MM is a bit more complex as it needs to calculate an extra missile every 3 levels up to a maximum of 5. Using the ceiling of 1/2 of the caster level we can replicate the extra missile and by again using the drop highest function we can cap this at 5 missiles.
+
TU8
 +
<nowiki>/w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 8}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD D*}}{{Zombie D}}{{Ghoul or 2 HD D}}{{Shadow or 3-4 HD T}}{{Wight or 5 HD T}}{{Ghast [[4]]}}{{Wraith or 6 HD [[7]]}}{{Mummy or 7 HD [[10]]}}{{Spectre or 8 HD [[13]]}}{{Vampire or 9 HD [[16]]}}{{Ghost or 10 HD [[19]]}}{{Lich or 11+ HD [[20]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}}</nowiki>
  
"Please note, my macros may look clunky to an advanced user but i've managed to pick these up within a couple of hours and to my mind, if it works I'm not going to keep messing with it!"
+
TU9
 +
<nowiki>/w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 9}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD D*}}{{Zombie D*}}{{Ghoul or 2 HD D}}{{Shadow or 3-4 HD D}}{{Wight or 5 HD T}}{{Ghast T}}{{Wraith or 6 HD [[4]]}}{{Mummy or 7 HD [[7]]}}{{Spectre or 8 HD [[10]]}}{{Vampire or 9 HD [[13]]}}{{Ghost or 10 HD [[16]]}}{{Lich or 11+ HD [[19]]}}{{Special** [[20]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}}</nowiki>
 +
 
 +
TU10-11
 +
<nowiki>/w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 10-11}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD D*}}{{Zombie D*}}{{Ghoul or 2 HD D*}}{{Shadow or 3-4 HD D}}{{Wight or 5 HD D}}{{Ghast T}}{{Wraith or 6 HD T}}{{Mummy or 7 HD [[4]]}}{{Spectre or 8 HD [[7]]}}{{Vampire or 9 HD [[10]]}}{{Ghost or 10 HD [[13]]}}{{Lich or 11+ HD [[16]]}}{{Special** [[19]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}}</nowiki>
 +
 
 +
TU12-13
 +
<nowiki>/w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 12-13}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD D*}}{{Zombie D*}}{{Ghoul or 2 HD D*}}{{Shadow or 3-4 HD D*}}{{Wight or 5 HD D}}{{Ghast D}}{{Wraith or 6 HD T}}{{Mummy or 7 HD T}}{{Spectre or 8 HD [[4]]}}{{Vampire or 9 HD [[7]]}}{{Ghost or 10 HD [[10]]}}{{Lich or 11+ HD [[13]]}}{{Special** [[16]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}}</nowiki>
 +
 
 +
TU14+
 +
<nowiki>/w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 14+}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD D*}}{{Zombie D*}}{{Ghoul or 2 HD D*}}{{Shadow or 3-4 HD D*}}{{Wight or 5 HD D*}}{{Ghast D}}{{Wraith or 6 HD D}}{{Mummy or 7 HD T}}{{Spectre or 8 HD T}}{{Vampire or 9 HD [[4]]}}{{Ghost or 10 HD [[7]]}}{{Lich or 11+ HD [[10]]}}{{Special** [[13]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}}</nowiki>
 +
</pre>
  
 
===Descriptions===
 
===Descriptions===
Line 188: Line 415:
  
 
When the players get to the room, simply switch to GM layer, select the token holding the description, and hit the button for your description macro.
 
When the players get to the room, simply switch to GM layer, select the token holding the description, and hit the button for your description macro.
 
===Inequalities===
 
 
Say you use the [http://www.d20srd.org/srd/variant/adventuring/playersRollAllTheDice.htm Players Roll All The Dice] variant and the Roll20 built-in D&D 3.5e character sheet. Because players roll a lot more dice using this variant than normal, it's important for them to know their roll modifiers for those new rolls. As such, it's be useful to have a tool for your players that allows them to look up all of their roll modifiers at any time (as a macro token action accessible by all players). Likewise, you'd want the tool to tell you what all of the various NPC/monster "scores" are that oppose those rolls, so you'd needed it to calculate the simple number which a player would need to beat.
 
 
That is, you'd need something that would output something like this:
 
 
<pre>Flat-Footed AC for Bob: +4 = 14 (Subtract lost Dodge bonus)</pre>
 
 
A number of these values have "conditionals" in them. For example, for Flat-Footed AC, you lose your Dex bonus (if you had one), but keep a Dex penalty. You'd need to represent these conditions in your tool, but the only tool you normally have available is macros/abilities unless you can afford '''Pro''' level (for custom character sheets). As-is, you can't do conditional math like the following because there's no "conditional" syntax available in macros/abilities.
 
 
<pre>[[ @{selected|dexmod} < 1 ? @{selected|dexmod} : 0 ]]</pre>
 
 
That means that you'll have to use Dice Representation to display all of these modifiers and all of their innate conditionals, and display them through a GM whisper so no one but you and the GM can see that information.
 
 
<pre>/w gm Flat-Footed AC for @{selected|character_name}: +[[ @{selected|modifier} ]] = [[ @{selected|modifier} +10 ]] (Subtract lost Dodge bonus)</pre>
 
 
The following formulas allow you to create very simple inequality-based conditionals using only Dice Representation. Assume that in the formulas all ALL_CAPS variables are integers that you plan on replacing with actual integers (or attributes that are integers) when you implement them. (Note: If you replace a variable with an explicit negative number, Roll20 Order of Operations must have that negative number in parentheses.)
 
 
====Greater Than or Equal To====
 
 
The formula below returns a 1 for all integers MINIMUM_VALID_NUMBER or more, and returns 0 for all other integers.
 
 
<pre>[[ ( 1 - ( floor( ( MINIMUM_VALID_NUMBER - 1 - ATTRIBUTE ) / ( abs( MINIMUM_VALID_NUMBER - 1 - ATTRIBUTE ) + 0.001 ) ) + 1 ) ) ]]</pre>
 
 
The formula below returns ATTRIBUTE when it's an integer that is greater than or equal to the MINIMUM_VALID_NUMBER and will be 0 for all other integers.
 
 
<pre>[[ ATTRIBUTE * ( 1 - ( floor( ( MINIMUM_VALID_NUMBER - 1 - ATTRIBUTE ) / ( abs( MINIMUM_VALID_NUMBER - 1 - ATTRIBUTE ) + 0.001 ) ) + 1 ) ) ]]</pre>
 
 
====Less Than or Equal To====
 
 
The formula below returns a 1 for all integers MAXIMUM_VALID_NUMBER or less, and return 0 for all other integers. This is useful for situations where above a certain maximum you should ignore that value (such as ignoring a Dex Bonus when flatfooted but keeping a penalty).
 
 
<pre>[[ ( floor( ( MAXIMUM_VALID_NUMBER - ATTRIBUTE ) / ( abs( MAXIMUM_VALID_NUMBER - ATTRIBUTE ) + 0.001 ) ) + 1 ) ]]</pre>
 
 
The formula below returns ATTRIBUTE when it's an integer that is less than or equal to the MAXIMUM_VALID_NUMBER and will be 0 for all other integers.
 
 
<pre>[[ ATTRIBUTE * ( floor( ( MAXIMUM_VALID_NUMBER - ATTRIBUTE ) / ( abs( MAXIMUM_VALID_NUMBER - ATTRIBUTE ) + 0.001 ) ) + 1 ) ]]</pre>
 
 
====Full Example In-Use====
 
 
Thus, to accomplish ignoring a Dex Bonus but keeping a Dex Penalty, you can write the following [[Dice_Reference#Roll_Templates|default template]] to a macro token action visible to all players:
 
 
<pre style="overflow:auto; width:auto;">
 
/w gm &{template:default} {{name=AC Roll Modifiers for @{selected|character_name} }} {{Flat-Footed=+[[ @{selected|acitembonus} + @{selected|shieldbonus} + @{selected|size} + @{selected|armorclassnaturalarmor} + @{selected|armorclassdeflectionmod} + @{selected|armorclassmiscmod} + @{selected|dexmod} * ( floor( ( (-1) - @{selected|dexmod} ) / ( abs( (-1) - @{selected|dexmod} ) + 0.001 ) ) + 1 ) ]] = [[ @{selected|acitembonus} + @{selected|shieldbonus} + @{selected|size} + @{selected|armorclassnaturalarmor} + @{selected|armorclassdeflectionmod} + @{selected|armorclassmiscmod} + @{selected|dexmod} * ( floor( ( (-1) - @{selected|dexmod} ) / ( abs( (-1) - @{selected|dexmod} ) + 0.001 ) ) + 1 ) +10 ]] (Subtract lost Dodge bonus)}}
 
</pre>
 
 
===Booleans===
 
 
Say you run a version of the [http://www.d20srd.org/srd/variant/adventuring/defenseBonus.htm Defense Bonus] variant where immaterial armor stacks with the Defense Bonus. You can't just use the @{selected|acitembonus} attribute to determine whether the Defense Bonus applies, but if you have a custom attribute for all creatures called "Is Wearing Physical Armor?", you can make it a boolean 1 or 0 depending on whether or not that's the case.
 
 
<pre>[[ @{selected|DefenseBonus}-(@{selected|DefenseBonus}*@{selected|Is Wearing Physical Armor?}) ]]</pre>
 
 
Admittedly, the formula could be made simpler if the attribute was "Is NOT Wearing Physical Armor".
 
 
<pre>[[ @{selected|DefenseBonus}*@{selected|Is NOT Wearing Physical Armor?} ]]</pre>
 
 
However, when looking at a character's attributes list it's easier to wrap your head around the logic of a "1" affirming a positive rather than affirming a negative.
 
 
===API===
 
Some [[API:Introduction|API]] codes modify or use macros. [https://app.roll20.net/forum/category/46806 Official API forum]
 
  
 
===Reference of Commonly Used Attributes===
 
===Reference of Commonly Used Attributes===
This is a quick reference of the names of Attributes on PC and NPC Sheets which are commonly used by DMs, and would be included in your Macros.
+
The nice thing about the AD&D 2e sheet is that the attributes are easy to relate to common AD&D terminology. If anything is unclear ask and we can add it here.
 
+
====Player Character====
+
{| class="wikitable"
+
|-
+
! D&D3.5E Name !! Attribute Name
+
|-
+
| HP || hitpoints
+
|-
+
| AC || armorclass
+
|-
+
| Touch AC || touchac
+
|-
+
| Flat Footed || flatac
+
|-
+
| Initiative || init
+
|-
+
| Fortitude Save Bonus || fortitude
+
|-
+
| Fortitude Save Macro || fortitudemacro
+
|-
+
| Reflex Save Bonus || reflex
+
|-
+
| Reflex Save Macro || reflexmacro
+
|-
+
| Will Save Bonus || will
+
|-
+
| Will Save Macro || willmacro
+
|-
+
| Base Attack Bonus || bab
+
|-
+
| Grapple Bonus || grapple
+
|-
+
| Melee Attack Bonus || meleeattackbonus
+
|-
+
| Ranged Attack Bonus || rangedattackbonus
+
|-
+
| Size Modifier for Attack and AC || size
+
|-
+
| Size Modifier for Special Attacks || specialattacksizemod
+
|-
+
| Skill X (Replace X with the name) || Xmacro
+
|-
+
| Hit Dice || hitdie
+
|}
+
Creators Note: Please add more or expand the Skills.
+
 
+
Note that most if not all attribute names can be found by mousing over the appropriate field on the character sheet.
+
 
+
====NPC or Monsters====
+
Note: There are a lot less automatic Macros in the abilities of NPC Sheets. Saves are just the modifiers by default.
+
{|class="wikitable"
+
|-
+
! D&D3.5E Name !! Attribute Name
+
|-
+
| HP || npchitpoints
+
|-
+
| Hit Dice || npchitdie
+
|-
+
| Fortitude Save || npcfortsave
+
|-
+
| Reflex Save || npcrefsave
+
|-
+
| Will Save || npcwillsave
+
|-
+
| Grapple || npcgrapple
+
|}
+
  
 
=AD&D 2nd Ed Roll Templates=
 
=AD&D 2nd Ed Roll Templates=
The AD&D2e Character Sheet Template has several built-in Roll Templates.
+
[[Roll_Templates|Roll templates]] use a combination of html, css, and macro commands to format output to chat. While the HTML, CSS and sheet-roll button macros are written into the sheet, DM's and player's can utilize custom macros either within the macro-text found within the sheet or from ability macros used outside of the sheet. There are currently five different templates written into the AD&D 2nd Edition sheet: 2Edefault, 2Eattack, 2Echeck, 2Esave, and 2Espell.
 
+
<br />
== Tips ==
+
<br />
Multiple roll templates can be combined in one macro if desired:
+
The [[ADnD_2nd_Edition_Character_sheet#Roll_Templates|AD&D2e Character Sheet Template]] has several built-in Roll Templates
 +
<br />
  
 
=Maps=
 
=Maps=
 
*''This section only really applies to a DM''
 
*''This section only really applies to a DM''
  
 +
'''Encounter Maps'''<br>
 
Before you do anything else with a map, make sure you have [[Page Settings|the page settings]] right. Nothing is more annoying then making your map look all nice and neat and then realizing you made some critical mistake and have to start over. AD&D uses squares, so make sure you are in squares. Make it big to start with, making it smaller is easier than making it bigger. One unit is 5 ft (unless you really need to change it for some reason, 5 ft is best) and a 1 unit grid is best, with both grid color and background color depending on the map and the preference of both players and DM(some prefer no grid at all when playing but the grid really helps when hand drawing a map). [[Fog of War]] and [[Dynamic Lighting]] can wait until after you draw the map, but should be dealt with before your players see the map, as determined by play style and personal preference.
 
Before you do anything else with a map, make sure you have [[Page Settings|the page settings]] right. Nothing is more annoying then making your map look all nice and neat and then realizing you made some critical mistake and have to start over. AD&D uses squares, so make sure you are in squares. Make it big to start with, making it smaller is easier than making it bigger. One unit is 5 ft (unless you really need to change it for some reason, 5 ft is best) and a 1 unit grid is best, with both grid color and background color depending on the map and the preference of both players and DM(some prefer no grid at all when playing but the grid really helps when hand drawing a map). [[Fog of War]] and [[Dynamic Lighting]] can wait until after you draw the map, but should be dealt with before your players see the map, as determined by play style and personal preference.
  
 
Now that that you have the major set up complete, a choice has to be made: [[Drawing Tools|hand draw]] in Roll20, import a drawing you make elsewhere, or [[Art Library|use a drawing]] from online. If you pull a map from online or your library, you may need to [[Aligning_Maps|align it]] and [[Select_and_Pan_Tool|move it into position]]. Once you finish with your map, you now know how big it is. If you followed the earlier recommendation and made your space too big, after moving everything into place you now shrink it down to fit your actual map you are using (or just leave it too big to help confuse the players).
 
Now that that you have the major set up complete, a choice has to be made: [[Drawing Tools|hand draw]] in Roll20, import a drawing you make elsewhere, or [[Art Library|use a drawing]] from online. If you pull a map from online or your library, you may need to [[Aligning_Maps|align it]] and [[Select_and_Pan_Tool|move it into position]]. Once you finish with your map, you now know how big it is. If you followed the earlier recommendation and made your space too big, after moving everything into place you now shrink it down to fit your actual map you are using (or just leave it too big to help confuse the players).
 +
 +
'''Regional Maps'''<br>
 +
As PC party overland movement is commenced at twice the movement rate of the slowest party member in movement points per day, AD&D regional mapping is traditionally done such that the grid shapes represent either fractions or multipliers of 12 miles, rather than the standard 10 miles dictated by common sense.  The various terrains each have specific movement point costs per mile.  Plains, for example, cost one point per mile.
 +
 +
The standard Human traveling alone, with movement rate 12, can traverse 24 movement points per day, as twice the party's movement rate is allotted in movement points per day.  If the regional map's grid squares or hexes are 12 miles wide, and Plains cost 1 movement point per mile, each square or hex of Plains would cost 12 movement points.  So the Human would traverse 2 of them per day because 24/12=2.
 +
 +
If the same Human were traveling with a Halfling on foot (movement rate 6), the group would travel at 6, because the whole group uses the slowest group member's movement rate i.e. 6.  Thus limiting the group to traversing only a single 12 mile square or hex of the same Plains per day because 12/12=1.
 +
 +
If the same group were to purchase a Mule (movement rate 12) for that Halfling to ride, the group would be back up to 2 grid squares or hexes again, under the same conditions.  The Mule carries the slowest member at movement rate 12, so the party again has 24 movement points per day, and traverses 2 squares of Plains, because 24/12=2.
 +
 +
The formula: Squares per day=(slowest party member's movement rate X 2)/(number of miles per map square or hex X terrain cost).
  
 
=Characters and tokens=
 
=Characters and tokens=
Line 339: Line 452:
 
You can find Advanced Dungeons and Dragons specific vision and lighting examples in the [[Dynamic_Lighting_Examples#Advanced_Dungeons_and_Dragons_2nd_Edition|Dynamic Lighting Style Guide]].
 
You can find Advanced Dungeons and Dragons specific vision and lighting examples in the [[Dynamic_Lighting_Examples#Advanced_Dungeons_and_Dragons_2nd_Edition|Dynamic Lighting Style Guide]].
  
=Help=
+
=Additional Resources=
Some helpful people to ask for further help
+
[[AD&D 2Espell Macros|AD&D 2nd Edition Spell Macros]]<br />
[[https://wiki.roll20.net/Main_Page|The Wiki]]
+
[[ADnD_2nd_Edition_Character_sheet|AD&D 2nd Edition Character Sheet]]<br />
[[https://app.roll20.net/forum/|The Forums]]
+
 
[[https://app.roll20.net/users/1638432/elena-s|Elena SheetAuthor]]
+
==Help==
[[https://app.roll20.net/users/526533/gargamond|Gargamond Scripter]]
+
* [[Main_Page|Wiki]]<br />
[[https://app.roll20.net/users/1048758/aqua-alex-den-barbar|Alex Scripter]]
+
* [[https://app.roll20.net/forum/ Forums]]<br />
[[https://app.roll20.net/users/104025/the-aaron|The Aaron Scripting Genius]]
+
* [[https://app.roll20.net/users/1638432/elena-s Elena-SheetAuthor]]<br />
 +
* [[https://app.roll20.net/users/526533/gargamond Gargamond-Token Action System Author/Scripter]]<br />
 +
* [[https://app.roll20.net/users/1048758/aqua-alex-den-barbar Alex-Scripter]]<br />
 +
* [[https://app.roll20.net/users/104025/the-aaron Aaron-Scripting-Genius]]<br />
 +
<br />
 +
 
 +
==Copyrights==
 +
All reference to copyright material is not intended to infringe on any copyright. Advanced Dungeons & Dragons 2nd Edition and related materials are copyrighted and owned by Wizards of the Coast.
 +
<br />
 +
[[Category:NeedsUpdates]]
 +
[[Category:Games]]

Revision as of 20:18, 17 May 2019

This page is about both playing an DMing (DM and GM are the same in AD&D) Advanced Dungeons & Dragons 1st and 2nd Edition on Roll20.

Contents

Character Sheet

The AD&D 2nd Edition Character sheets are discussed in detail here:
ADnD 2nd Edition Character Sheet
ADnD 2nd Edition Simplified Character Sheet

Macros and Attributes

Macros and Attributes (not PC stats) are best used when the time reduction of using the macro is greater than the time to make the 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. Remember that abilities are essentially macros but are visible to and usable by everyone that can edit the character.

Also, when you use attributes, remember that the computer just replaces the call command with the "value" it represents. This value can be another attribute, a dice roll or a value, so you could even put something like 1d6+5 or @{selected|Strength} in an attribute field and when the macro calls that attribute it would return the value of the stat or dice roll.

To read more about abilities, attributes and macros and how to create them see the Attributes, Abilities & Macros page.

Uses

Some common/recommended uses of macros/attributes when playing AD&D on Roll20 are: (not an exhaustive list)

Saves

All players put their save value in an attribute on the corresponding character page then the DM and/or Player (depending on style of play) makes a macro that rolls the save

Once again a Main Macro giving character a choice which save to roll:

/w @{selected|token_name} &{template:2Edefault}{{name=@{selected|token_name} attempts a Saving Throw!}}{{[Paralyzation](!
#SAVE-VS-PARALYZATION) [Poison](!
#SAVE-VS-POISON) [Death](!
#SAVE-VS-DEATH-MAGIC) [Rod](!
#SAVE-VS-ROD) [Staff](!
#SAVE-VS-STAFF) [Wand](!
#SAVE-VS-WAND) [Petrification](!
#SAVE-VS-PETRIFICATION) [Polymorph](!
#SAVE-VS-POLYMORPH) [Breath Weapon](!
#SAVE-VS-BREATH-WEAPON) [Spell](!
#SAVE-VS-SPELL)}}{{desc=Saving Throw Notes:
PPD: @{selected|parnotes}
RSW: @{selected|rodnotes}
Pet:@{selected|petnotes}
Br: @{selected|breathnotes}
Sp: @{selected|spnotes}}}{{[Item Saves](!
#ITEM-SAVES)}}

Individual Save Macros:

SAVE-VS-BREATH-WEAPON:
/w gm &{template:2Esave}{{savevs=Breath Weapons}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|breathtar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|breathmod}]]}}

SAVE-VS-DEATH-MAGIC
/w gm &{template:2Esave}{{savevs=Death}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|partar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|parmod}]]}}

SAVE-VS-PARALYZATION
/w gm &{template:2Esave}{{savevs=Paralyzation}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|partar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|parmod}]]}}

SAVE-VS-PETRIFICATION
/w gm &{template:2Esave}{{savevs=Petrification}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|pettar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|petmod}]]}}

SAVE-VS-POISON
/w gm &{template:2Esave}{{savevs=Poison}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|partar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|parmod}]]}}

SAVE-VS-POLYMORPH
/w gm &{template:2Esave}{{savevs=Polymorph}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|pettar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|petmod}]]}}

SAVE-VS-ROD
/w gm &{template:2Esave}{{savevs=Rods}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|rodtar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|rodmod}]]}}

SAVE-VS-SPELL
/w gm &{template:2Esave}{{savevs=Spells}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|sptar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|spmod}]]}}

SAVE-VS-STAFF
/w gm &{template:2Esave}{{savevs=Staves}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|rodtar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|rodmod}]]}}

SAVE-VS-WAND
/w gm &{template:2Esave}{{savevs=Wands}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|rodtar}]]}}{{saveroll=[[d20?{Please enter Situational Modifiers to the current Saving Throw Roll (including the mathematical operator)|+0}@{selected|rodmod}]]}}

You will note the macro started with @{selected|character_name}, this would require the user to have selected a token on the map first but works great for generalised macros, remember to use @{selected|...} for each instance of wanting to look up information from the character sheet. This can also work for @{target|...} which would prompt the user to select a target token on the map.

Ability Checks

Ability checks are simple rolls which are measured against a target number and receive bonuses from a characters stats and may be subject to other modifiers from temporary boosts or GM discretion.

Using the character sheet you can create quick and simple macros for all abilities which when coupled with token selection (@{selected|token_name} can help resolve ability checks in one step. Here is macro that gives player a list of ability checks. The player clicks a button and the result is send to the DM. Only the DM and the player rolling will see the result (if the DM initiates the check only he or she would see the result).

This macro requires that the Open Doors attribute be entered as 12+(3). The addition of the plus sign allows the macro to differentiate between normal doors and locked or magically held doors.

/w gm &{template:default}{{name=@{selected|token_name} CHECKS FOR SUCCESS}}
{{?{WHICH ABILITY OR SKILL WILL YOU USE?|
STRENGTH, STRENGTH CHECK
[[(D20cs1cf20)<[[@{selected|Strength}|
open normal doors, OPEN NORMAL DOORS CHECK
[[(D20cs1cf20)<[[[[1*@{selected|open}*0]]|
open magic or locked doors, OPEN MAGIC OR LOCKED DOORS CHECK
[[(D20cs1cf20)<[[[[0*@{selected|open}]]|
BEND BARS LIFT GATES, BEND BARS LIFT GATES CHECK
[[(D100cs1cf)>95<[[@{selected|bend}|
DEXTERITY, DEXTERITY CHECK
[[(D20cs1cf20)<[[@{selected|Dexterity}|
CONSTITUTION, CONSTITUTION CHECK
[[(D20cs1cf20)<[[@{selected|Constitution}|
system shock, SYSTEM SHOCK CHECK
[[(D100cs1cf)>95<[[@{selected|conshock}|
resurrection survival, RESURRECTION SURVIVAL
[[(D100cs1cf)>95<[[@{selected|conres}|
INTELLIGENCE, INTELLIGENCE CHECK
[[(D20cs1cf20)<[[@{selected|Intelligence}|
WISDOM, WISDOM CHECK
[[(D20cs1cf20)<[[@{selected|Wisdom}|
CHARISMA, CHARISMA CHECK
[[(D20cs1cf20)<[[@{selected|Charisma}}?{MISCELLANEOUS MODIFIER|+0}]]]]}}

Non-Weapon Proficiency Checks

NWP Checks are simple rolls which are measured against a characters stats and may be subject to other modifiers from temporary boosts or GM discretion.

Using the character sheet you can create a list of Non-Weapon Proficiencies, the name is in first column, 2nd column you put the stat (@{Intelligence}) this formula will replace it with the value from the stat and in the third column you put modifiers but please add + or - So the below macro will list all a characters NWPs and allow him to choose which one to use and once again allow for a optional modifier to be added. (The exmaple lists 8, adjust as needed by following the same pattern.)

&{template:default}{{name=@{selected|token_name} uses a Non-Weapon Proficiency}}{{?{Proficiency Being Used?|
@{selected|repeating_profs_$0_profname},@{selected|repeating_profs_$0_profname}
[[1d20cs1cf20<[[@{selected|repeating_profs_$0_profstatnum}@{selected|repeating_profs_$0_profmod}|
@{selected|repeating_profs_$1_profname},@{selected|repeating_profs_$1_profname}
[[1d20cs1cf20<[[@{selected|repeating_profs_$1_profstatnum}@{selected|repeating_profs_$1_profmod}|
@{selected|repeating_profs_$2_profname},@{selected|repeating_profs_$2_profname}
[[1d20cs1cf20<[[@{selected|repeating_profs_$2_profstatnum}@{selected|repeating_profs_$2_profmod}|
@{selected|repeating_profs_$3_profname},@{selected|repeating_profs_$3_profname}
[[1d20cs1cf20<[[@{selected|repeating_profs_$3_profstatnum}@{selected|repeating_profs_$3_profmod}|
@{selected|repeating_profs_$4_profname},@{selected|repeating_profs_$4_profname}
[[1d20cs1cf20<[[@{selected|repeating_profs_$4_profstatnum}@{selected|repeating_profs_$4_profmod}|
@{selected|repeating_profs_$5_profname},@{selected|repeating_profs_$5_profname}
[[1d20cs1cf20<[[@{selected|repeating_profs_$5_profstatnum}@{selected|repeating_profs_$5_profmod}|
@{selected|repeating_profs_$6_profname},@{selected|repeating_profs_$6_profname}
[[1d20cs1cf20<[[@{selected|repeating_profs_$6_profstatnum}@{selected|repeating_profs_$6_profmod}|
@{selected|repeating_profs_$7_profname},@{selected|repeating_profs_$7_profname}
[[1d20cs1cf20<[[@{selected|repeating_profs_$7_profstatnum}@{selected|repeating_profs_$7_profmod}}?{Misc Modifier? (Include + or -)|+0}]]]] Success(es)}}

Unskilled Climbing Check

This is a macro that uses queries to obtain an accurate unskilled climbing check. It also uses target numbers XdY>Z and keep commands kh1 to compare current weight against encumbrance categories and apply the proper encumbrance penalty automatically.

&{template:2Edefault} {{name=@{selected|token_name} attempts an unskilled climb}}{{desc=Climbing Roll: [[1d100]]% ≤ [[40+?{Character's Race?|Other,0|Dwarf,-10|Gnome or Halfling,-15}+?{Are there abundant handholds? (brush, trees, ledges, etc.)|No,0|Yes,40}+?{Can the character brace their feet against the surface and use an anchored top rope?|No,0|Yes,55}+?{Is the surface sloped inward (making it easier)?|No,0|Yes,25}+?{What armor is the character wearing?|Banded or Splint,-25|Plate (all types),-50|Scale or Chain,-15|Studded or Padded leather,-5|Leather or None,0}+?{What are the surface conditions?|Dry,0|Slightly slick (wet / crumbling),-25|Slick (icy / slimy),-40}+?{Is the character wounded below 1/2 of their maximum hit points?|No,0|Yes,-10}-[[{[[{1d0+@{selected|movweighttotal}}>[[@{selected|sevweight}]]*20]],[[{1d0+@{selected|movweighttotal}}>[[@{selected|heavyweight}]]*15]],[[{1d0+@{selected|movweighttotal}}>[[@{selected|modweight}]]*10]],[[{1d0+@{selected|movweighttotal}}>[[@{selected|lightweight}]]*5]]}kh1]]]]%}}

Thief Skill Checks

Thief SKill checks are simple rolls which are measured against a target number and receive bonuses from a characters stats and may be subject to other modifiers from temporary boosts or GM discretion.

Here is macro that gives player a list of thief abilities. The player clicks a button and the result is send to the DM. Only the DM and the player rolling will see the result. I added an \em section so other players cna see character is doing something, but this cna be removed

Main Proficiency Macro (Set as token action):
/w @{selected|token_name} &{template:2Edefault}{{name=@{selected|token_name} attempts a Thief Skill!}}{{[Climb Wall](!
#CHECK-THIEF-CW) [Detect Noice](!
#CHECK-THIEF-DN) [Find/Remove Traps](!
#CHECK-THIEF-FRT) [Hide in Shadows](!
#CHECK-THIEF-HS) [Move Silently](!
#CHECK-THIEF-MS)[Open Locks](!
#CHECK-THIEF-OL) [Pick Pockets](!
#CHECK-THIEF-PP) [Read Languages](!
#CHECK-THIEF-RL)}}

CHECK-THIEF-CW:
/em the Cat scrambles up the wall!
/gmroll {1d100?{Modifier?|+0}}<[[@{selected|cwb}+@{selected|cwr}+@{selected|cwd}+@{selected|cwa}+@{selected|cwl}]] **Climb Walls**

CHECK-THIEF-DN:
/em the Listener strains his ears in an attempt to hear what he should not.
/gmroll {1d100?{Modifier?|+0}}<[[@{selected|dnb}+@{selected|dnr}+@{selected|dnd}+@{selected|dna}+@{selected|dnl}]] **Detect Noice**

CHECK-THIEF-FRT:
/em the AWESOME Retriever of "lost" things attempts to avoid injury.
/gmroll {1d100?{Modifier?|+0}}<[[@{selected|rtb}+@{selected|rtr}+@{selected|rtd}+@{selected|rta}+@{selected|rtl}]] **Find/Remove Traps**

CHECK-THIEF-HS:
/em the Invisible steps back into the shadows and disappears from view.
/gmroll {1d100?{Modifier?|+0}}<[[@{selected|hsb}+@{selected|hsr}+@{selected|hsd}+@{selected|hsa}+@{selected|hsl}]] **Hide in Shadows**

CHECK-THIEF-MS:
/em the Sneak silently creeps forward.
/gmroll {1d100?{Modifier?|+0}}<[[@{selected|msb}+@{selected|msr}+@{selected|msd}+@{selected|msa}+@{selected|msl}]] **Move Silent**

CHECK-THIEF-OL:
/em the LockSmith attempts to gain entry.
/gmroll {1d100?{Modifier?|+0}}<[[@{selected|olb}+@{selected|olr}+@{selected|old}+@{selected|ola}+@{selected|oll}]] **Open Locks**

CHECK-THIEF-PP:
/em the Founder of Lost things attempts some sleight of hand.
/gmroll {1d100?{Modifier?|+0}}<[[@{selected|ppb}+@{selected|ppr}+@{selected|ppd}+@{selected|ppa}+@{selected|ppl}]] **Pick Pockets**

CHECK-THIEF-RL:
/em the Knowledgeable attempts to read the strange writings.
/gmroll {1d100?{Modifier?|+0}}<[[@{selected|rlb}+@{selected|rlr}+@{selected|rld}+@{selected|rla}+@{selected|rll}]] **Read Language**

Ok so I couldn't get the above to work for me when trying to 
roll more then one at a time. So i made a new one. It will ask the  
player what skill they want to use, it will then ask a 2nd time 
(for things like Hide in shadows/Move Silent, Or Find Remove 
 Trap) something that you would want to roll both at the same time. 
If you don't want that, easy; 
just hit enter the 2nd time  and it will wish you luck. 
Also this is only to the GM 


/w GM ?{Thief Skill?|Hide in Shadows, [[1d100]]<[[@{selected|hsb}
+@{selected|hsr}+@{selected|hsd}
+@{selected|hsa}+@{selected|hsl}]]
**Hide in Shadows |Move Silently, [[1d100]]<[[@{selected|msb}
+@{selected|msr}+@{selected|msd}+@
{selected|msa}+@{selected|msl}]]**Move Silently** 
|Climb Walls,[[1d100]]<[[@{selected|cwb}+@{selected|cwr}+@{selected|cwd}
+@{selected|cwa}+@{selected|cwl}]]
**Climb Walls** |Pick Pockets, 
[[1d100<[[@{selected|ppb}+@{selected|ppr}
+@{selected|ppd}+@{selected|ppa}+@{selected|ppl}]]
**Pick Pockets** |Find 
Remove Trap, [[1d100]]<[[@{selected|rtb}+@{selected|rtr}+@{selected|rtd}
+@{selected|rta}+@{selected|rtl}]]**Find Remove Trap**|Open Locks, 
[[1d100]]<[[@{selected|olb}+@{selected|olr}+
@{selected|old}+@{selected|ola}
+@{selected|oll}]]
**Open Locks**|Detect Noise, [[1d100<[[@{selected|dnb}+@{selected|dnr}
+@{selected|dnd}+@{selected|dna}+@{selected|dnl}]]**Detect Noise**} 
?{Thief Skill2?|don't mess up|Hide in Shadows, 
[[1d100]]<[[@{selected|hsb}+@{selected|hsr}
+@{selected|hsd}+@{selected|hsa}+@{selected|hsl}]]
**Hide in Shadows |Move Silently, [[1d100]]<[[@{selected|msb}
+@{selected|msr}+@{selected|msd}
+@{selected|msa}+@{selected|msl}]]
**Move Silently** |Climb Walls,
[[1d100]]<[[@{selected|cwb}+@{selected|cwr}+@{selected|cwd}+
@{selected|cwa}+@{selected|cwl}]]
**Climb Walls** |Pick Pockets, [[1d100]]<[[@{selected|ppb}+@{selected|ppr}
+@{selected|ppd}+@{selected|ppa}+
@{selected|ppl}]]**Pick Pockets** |Find 
Remove Trap, [[1d100]]<[[@{selected|rtb}+@{selected|rtr}+@{selected|rtd}+
@{selected|rta}+@{selected|rtl}]]**Find Remove Trap**|Open Locks, 
[[1d100]]<[[@{selected|olb}+@{selected|olr}+@{selected|old}
+@{selected|ola}
+@{selected|oll}]]**Open Locks**|Detect Noise,
 [[1d100]]<[[@{selected|dnb}+@{selected|dnr}
+@{selected|dnd}
+@{selected|dna}+@{selected|dnl}]]**Detect Noise**}

Hide the Results

Sometimes an evil GM will ask a player to perform a check but doesn't want them to know if they passed or not! This can be easily replicated by adding a simple whisper into the equation:

/em John Doe searches his memory for useful information.
/w gm [[1d20 + @{selected|level} + @{selected|int-mod} + 4]] vs DC: [[?{DC?|10}]]

In the bardic knowledge check performed above the player/s will only see 'Septimus searches his memory for useful information.' in the chat box, the result of '7 vs DC:10' is then whispered to the GM so that they can decide how to mislead the failed knowledge check. Does the bard misremember, vaguely recall of just outright not know what they were hoping was in the deep recesses of their mind?

NOTE: If the player makes a /w gm check both the player that whispers and the GM will see the roll, if the GM makes the check for the player then only the GM will see it

Initiative

Initiative macros can directly add the initiative roll to the Turn Order Tracker by use of &{tracker} inside the roll. The token must be selected to use this feature.

  [[ 1d20 + [[ @{selected|init} ]] &{tracker} ]] 
You can also add
 [[ @{selected|init} &{tracker:+} ]] 
or subtract
 [[ @{selected|init} &{tracker:-} ]] 
values from a macro

Attacks/attack sequences

Attributes are made to add the various values used by the attack(s) in question for both attack rolls and damage. Then a Macro(s) is written to use these values to do all the math and rolling and and the values together.

Using the pre-set character sheet again can greatly increase the ease and speed of your players attacks and damage, even incorporating things like critical hits and special attacks such as a sneak attack. Again the following will require a token to be selected and a target token for the focus of the attack/damage etc. While the macro can get long and complex looking it is worth breaking down to analyse and is a great way to learn the nuances of macro building.

Main Attack Macro (depending how many weapons character has, 7 assumed)
(Set the main Attack Macro as a token action, but not for the other attack macros):
/w @{selected|token_name} &{template:default}{{name=ATTACKS}}{{[@{selected|weaponname}](!
#ATTACK1)}}{{[@{selected|repeating_weapons_$0_weaponname}](!
#ATTACK2)}}{{[@{selected|repeating_weapons_$1_weaponname}](!
#ATTACK3)}}{{[@{selected|repeating_weapons_$2_weaponname}](!
#ATTACK4)}}{{[@{selected|repeating_weapons_$3_weaponname}](!
#ATTACK5)}}{{[@{selected|repeating_weapons_$4_weaponname}](!
#ATTACK6)}}{{[@{selected|repeating_weapons_$5_weaponname}](!
#ATTACK7)}}

ATTACK1 Macro:
&{template:2Eattack}{{title=@{selected|token_name} USES A @{selected|weapsize} SIZED @{selected|weaponname} TO ATTACK @{target|token_name}}}{{ac_hit=[[@{selected|ThAC0}-((D20?{ATTACK ROLL MODIFIER|+0})+(@{selected|attackadj})+(@{selected|strengthhit}*@{selected|strbonus})+(@{selected|dexmissile}*@{selected|dexbonus}))]]}}{{dmg_s=[[((@{selected|damsm}?{DAMAGE ROLL MODIFIER|+0}))+(@{selected|damadj})+(@{selected|strengthdmg}*@{selected|strbonus})]]}}{{dmg_l=[[((@{selected|daml}?{DAMAGE ROLL MODIFIER|+0}))+(@{selected|damadj})+(@{selected|strengthdmg}*@{selected|strbonus})]]}}{{ crit = Roll extra die for crit }} {{ fumble = You Fumble }}

ATTACK2 Macro:
&{template:2Eattack}{{title=@{selected|token_name} USES A @{selected|repeating_weapons_$0_weapsize} SIZED @{selected|repeating_weapons_$0_weaponname} TO ATTACK @{target|token_name}}}{{ac_hit=[[@{selected|ThAC0}-((D20?{ATTACK ROLL MODIFIER|+0})+(@{selected|repeating_weapons_$0_attackadj})+(@{selected|strengthhit}*@{selected|repeating_weapons_$0_strbonus})+(@{selected|dexmissile}*@{selected|repeating_weapons_$0_dexbonus}))]]}}{{dmg_s=[[((@{selected|repeating_weapons_$0_damsm}?{DAMAGE ROLL MODIFIER|+0}))+(@{selected|repeating_weapons_$0_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$0_strbonus})]]}}{{dmg_l=[[((@{selected|repeating_weapons_$0_daml}?{DAMAGE ROLL MODIFIER|+0}))+(@{selected|repeating_weapons_$0_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$0_strbonus})]]}}{{crit=RollCrit}} {{fumble=fumble}}

(each further attack macro will be the same as ATTACK2 except the _$0_ will change to increment by 1 so ATTACK3 macro will use _$1_ and ATTACK7 will use _$5_)

You can see how by telling the macro to take into account all of the possible modifiers to a roll and looking up the information from the character sheet the actual 'work' needed to be done by the player is minimised. A player using this attack roll would need to input any bonus' outside of the norm they may have (like being blessed for example which isn't a permanent bonus) and they would be prompted to 'tell' the macro if they have flanked the enemy or not (a great example of a query using the question to guide an answer: ?{Flank (1=yes)|0}). The rest is done by the macro including telling you if there was a critical hit or not. To make this more obvious we leave the original roll (rolling [[1d20]]) untainted by the bonuses to highlight easily whether a clean 20 was rolled. If so the player can then look at the 'check for crit' section to see if their 'threat' became a 'crit' or remained a hit as normal. You can even move the individual part of the macro around for layout purposes should you desire to see the roll to hit first and have the crit check at the end. When wanting to set a macro up for the other weapon slots you would just make the same macro but with every instance of 'weapon1' replaced with 'weapon2' through to 'weapon6'.

The critical damage is easy enough as you just double the damage die result which you can see by hovering over the result of the appropriate damage box.

Special attacks elaborate on existing macros but apply their own special rules as needed. Most DMs usee API based Power Cards (require Pro level subscription) to make special attacks look pretty but the macros used to calculate the attack, critical hit check, damage and critical damage remain the same and can be incorporated into a normal macro as with the previous examples:

Macros for Thieves Backstab:

Main Backstab Macro (depending how many weapons character has, 7 assumed)
(Set the main Backstab Macro as a token action, but not for the other backstab macros):
/w @{selected|token_name} &{template:default}{{name=BACKSTAB WEAPON}}{{[@{selected|weaponname}](!
#BACKSTAB1)[@{selected|repeating_weapons_$0_weaponname}](!
#BACKSTAB2)[@{selected|repeating_weapons_$1_weaponname}](!
#BACKSTAB3)[@{selected|repeating_weapons_$2_weaponname}](!
#BACKSTAB4)[@{selected|repeating_weapons_$3_weaponname}](!
#BACKSTAB5)[@{selected|repeating_weapons_$4_weaponname}](!
#BACKSTAB6)[@{selected|repeating_weapons_$5_weaponname}](!
#BACKSTAB7)}}

BACKSTAB1:
&{template:2Eattack}{{title=@{selected|token_name} USES A @{selected|weapsize} SIZED @{selected|weaponname} TO BACKSTAB @{target|token_name}}}{{ac_hit=[[@{selected|ThAC0}-((D20?{BACKSTAB ATTACK ROLL MODIFIER|+4})+(@{selected|attackadj})+(@{selected|strengthhit}*@{selected|strbonus})+(@{selected|dexmissile}*@{selected|dexbonus}))]]}}{{dmg_s=[[((@{selected|damsm}) *@{selected|backstabmultiplier})?{BACKSTAB DAMAGE ROLL MODIFIER|+0}+(@{selected|damadj})+(@{selected|strengthdmg}*@{selected|strbonus})]]}}{{dmg_l=[[((@{selected|daml})*@{selected|backstabmultiplier})?{BACKSTAB DAMAGE ROLL MODIFIER|+0}+(@{selected|damadj})+(@{selected|strengthdmg}*@{selected|strbonus})]]}}{crit= }} {{fumble= }}

BACKSTAB2:
&{template:2Eattack}{{title=@{selected|token_name} USES A @{selected|repeating_weapons_$0_weapsize} SIZED @{selected|repeating_weapons_$0_weaponname} TO BACKSTAB @{target|token_name}}}{{ac_hit=[[@{selected|ThAC0}-((D20?{BACKSTAB ATTACK ROLL MODIFIER|+4})+(@{selected|repeating_weapons_$0_attackadj})+(@{selected|strengthhit}*@{selected|repeating_weapons_$0_strbonus})+(@{selected|dexmissile}*@{selected|repeating_weapons_$0_dexbonus}))]]}}{{dmg_s=[[((@{selected|repeating_weapons_$0_damsm}) *@{selected|backstabmultiplier})?{BACKSTAB DAMAGE ROLL MODIFIER|+0}+(@{selected|repeating_weapons_$0_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$0_strbonus})]]}}{{dmg_l=[[((@{selected|repeating_weapons_$0_daml})*@{selected|backstabmultiplier})?{BACKSTAB DAMAGE ROLL MODIFIER|+0}+(@{selected|repeating_weapons_$0_damadj})+(@{selected|strengthdmg}*@{selected|repeating_weapons_$0_strbonus})]]}}{crit= }} {{fumble= }}

(each further backstab macro will be the same as BACKSTAB2 except the _$0_ will change to increment by 1 so BACKSTAB3 macro will use _$1_ and BACKSTAB7 will use _$5_)

The main change to the attack roll is that the flat footed armor class modifier has been incorporated using a query (technically this could be used in all attack rolls but adds an extra step that is easy enough to amend on the fly in game but since most sneak attacks will be against flat footed, or more accurately dex-modless, enemies is makes sense to add it in as an option). The damage uses the 'ceil' function (see dice reference) to calculate the damage multiplier based on the selected token players level. Again this is kept separate from the rest of the damage calculation as the multiplier only applies to the weapons base damage.

Spells

As with special attacks you can use the API based Power Cards to make them look extra special. But with normal macros you can also create some nice spells especially with the modified simple AD&D 2e sheet, here are two trickier spells setup with macros. For additional examples of spell macros check out AD&D 2Espell Macros

Healing Macro:
?{Which Cure spell are you casting?| 
Cure Light Wounds, **Cure Light Wounds** Target Regains [[1d8]] HP.| 
Cure Moderate Wounds, **Cure Moderate Wounds** Target Regains [[1d10+1]] HP.|
Cure Serious Wounds, **Cure Serious Wounds** Target Regains [[2d8+1]] HP.|
Cure Critical Wounds, **Cure Critical Wounds** Target Regains [[3d8+3]] HP.| 
Cure Heal, **HEAL** Target is completely cured of all diseases blindness and all damage as well as feeble-mind spell and mental disorders. 
}

Magic Missile
&{template:2Espell}{{title=@{selected|token_name} casts Magic Missile}}{{splevel=Level 1 Wizard}}{{school=Evocation/Invocation}}{{components=V, S}}{{time=[[1]] segment}}{{range=[[60+(@{selected|MageLevel}*10)]] yds/ft}}{{duration=Instant}}{{aoe=Targeted Creature(s)  in a 10' cube}}{{save=None}}{{damage= Missile 1: [[ [[1d4+1]]*({0,@{selected|MageLevel} }>1) ]] Missile 2: [[ [[1d4+1]]*({0,@{selected|MageLevel} }>3) ]] Missile 3: [[ [[1d4+1]]*({0,@{selected|MageLevel} }>5) ]] Missile 4: [[ [[1d4+1]]*({0,@{selected|MageLevel} }>7) ]] Missile 5: [[ [[1d4+1]]*({0,@{selected|MageLevel} }>9) ]] }}{{damagetype=Force}}{{effects=Fires [[{5,(ceil((@{Selected|MageLevel})/2))}kl1)]] missile(s) at one or more targets designated by the caster before the spell is cast. Each missile unerringly strikes it's target causing damage as indicated above.}}

 Note: For this Macro I use MageLevel but for most characters change MageLevel to just Level, I use MageLevel for Dual or multi-class characters. Just create a new attribute called MageLevel and player or DM has to keep the actual magic user level in there.

({0,@{selected|MageLevel} }>5) - this section sets damage to 0 for the missiles that player is to low level to cast
[[{5,(ceil((@{Selected|MageLevel})/2))}kl1)]] - the 5 is the max number of missiles a Mage could ever cast so the kl1 says Keep Lowest One of the 5 or the calc based on level/2. the ceil just helps to round it cleanly.

Clerical Turning Macros

Main Macro (calls other macros)
/w @{selected|token_name} &{template:default}{{name=TURN UNDEAD}}{{PRIEST LEVEL
[1](!
#TU1)[2](!
#TU2)[3](!
#TU3)[4](!
#TU4)[5](!
#TU5)[6](!
#TU6)[7](!
#TU7)[8](!
#TU8)[9](!
#TU9)[10-11](!
#TU10-11)[12-13](!
#TU12-13)[14+](!
#TU14+)}}{{Paladins turn undead as priests who are two levels lower.}}


TU1
/w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 1}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD [[10]]}}{{Zombie [[13]]}}{{Ghoul or 2 HD [[16]]}}{{Shadow or 3-4 HD [[19]]}}{{Wight or 5 HD [[20]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}}

TU2
/w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 2}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD [[7]]}}{{Zombie [[10]]}}{{Ghoul or 2 HD [[13]]}}{{Shadow or 3-4 HD [[16]]}}{{Wight or 5 HD [[19]]}}{{Ghast [[20]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}}

TU3
/w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 3}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD [[4]]}}{{Zombie [[7]]}}{{Ghoul or 2 HD [[10]]}}{{Shadow or 3-4 HD [[13]]}}{{Wight or 5 HD [[16]]}}{{Ghast [[19]]}}{{Wraith or 6 HD [[20]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}}

TU4
/w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 4}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD T}}{{Zombie [[4]]}}{{Ghoul or 2 HD [[7]]}}{{Shadow or 3-4 HD [[10]]}}{{Wight or 5 HD [[13]]}}{{Ghast [[16]]}}{{Wraith or 6 HD [[19]]}}{{Mummy or 7 HD [[20]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}}

TU5
/w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 5}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD T}}{{Zombie T}}{{Ghoul or 2 HD [[4]]}}{{Shadow or 3-4 HD [[7]]}}{{Wight or 5 HD [[10]]}}{{Ghast [[13]]}}{{Wraith or 6 HD [[16]]}}{{Mummy or 7 HD [[19]]}}{{Spectre or 8 HD [[20]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}}

TU6
/w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 6}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD D}}{{Zombie T}}{{Ghoul or 2 HD T}}{{Shadow or 3-4 HD [[4]]}}{{Wight or 5 HD [[7]]}}{{Ghast [[10]]}}{{Wraith or 6 HD [[13]]}}{{Mummy or 7 HD [[16]]}}{{Spectre or 8 HD [[19]]}}{{Vampire or 9 HD [[20]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}}

TU7
/w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 7}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD D}}{{Zombie D}}{{Ghoul or 2 HD T}}{{Shadow or 3-4 HD T}}{{Wight or 5 HD [[4]]}}{{Ghast [[7]]}}{{Wraith or 6 HD [[10]]}}{{Mummy or 7 HD [[13]]}}{{Spectre or 8 HD [[16]]}}{{Vampire or 9 HD [[19]]}}{{Ghost or 10 HD [[20]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}}

TU8
/w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 8}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD D*}}{{Zombie D}}{{Ghoul or 2 HD D}}{{Shadow or 3-4 HD T}}{{Wight or 5 HD T}}{{Ghast [[4]]}}{{Wraith or 6 HD [[7]]}}{{Mummy or 7 HD [[10]]}}{{Spectre or 8 HD [[13]]}}{{Vampire or 9 HD [[16]]}}{{Ghost or 10 HD [[19]]}}{{Lich or 11+ HD [[20]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}}

TU9
/w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 9}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD D*}}{{Zombie D*}}{{Ghoul or 2 HD D}}{{Shadow or 3-4 HD D}}{{Wight or 5 HD T}}{{Ghast T}}{{Wraith or 6 HD [[4]]}}{{Mummy or 7 HD [[7]]}}{{Spectre or 8 HD [[10]]}}{{Vampire or 9 HD [[13]]}}{{Ghost or 10 HD [[16]]}}{{Lich or 11+ HD [[19]]}}{{Special** [[20]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}}

TU10-11
/w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 10-11}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD D*}}{{Zombie D*}}{{Ghoul or 2 HD D*}}{{Shadow or 3-4 HD D}}{{Wight or 5 HD D}}{{Ghast T}}{{Wraith or 6 HD T}}{{Mummy or 7 HD [[4]]}}{{Spectre or 8 HD [[7]]}}{{Vampire or 9 HD [[10]]}}{{Ghost or 10 HD [[13]]}}{{Lich or 11+ HD [[16]]}}{{Special** [[19]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}}

TU12-13
/w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 12-13}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD D*}}{{Zombie D*}}{{Ghoul or 2 HD D*}}{{Shadow or 3-4 HD D*}}{{Wight or 5 HD D}}{{Ghast D}}{{Wraith or 6 HD T}}{{Mummy or 7 HD T}}{{Spectre or 8 HD [[4]]}}{{Vampire or 9 HD [[7]]}}{{Ghost or 10 HD [[10]]}}{{Lich or 11+ HD [[13]]}}{{Special** [[16]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}}

TU14+
/w gm &{template:default}{{name=@{selected|token_name} THE LEVEL @{selected|level} @{selected|class} ATTEMPTS TO TURN UNDEAD AS LEVEL 14+}}{{D20 ROLL: [[D20]]}}{{Skeleton or 1 HD D*}}{{Zombie D*}}{{Ghoul or 2 HD D*}}{{Shadow or 3-4 HD D*}}{{Wight or 5 HD D*}}{{Ghast D}}{{Wraith or 6 HD D}}{{Mummy or 7 HD T}}{{Spectre or 8 HD T}}{{Vampire or 9 HD [[4]]}}{{Ghost or 10 HD [[7]]}}{{Lich or 11+ HD [[10]]}}{{Special** [[13]]}}{{[[2D6]] UNDEAD TURN AND RUN IF SUCCESSFUL.}}{{For lines with an asterisk, *an additional [[2D4]] creatures of this type are turned.}}{{**Special** creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.}}

Descriptions

Some DMs find it useful to set up long description texts in a macro and put the name of the macro next to the room it is for.

ex:

/desc As You walk into the room, you all notice a few things at once. First, There is a giant pool covering half the room. Second, A rather large cave in in one corner. Finally, three lizard men are waiting for you. The Lizard men attack.

Another way of doing this is to put a token on the GM layer (a scroll token works well) in each room that has a description written out in one of the bars/bubbles (it is easiest to write out the description elsewhere, then copy/paste it into the bubble).

Then, use this macro:

/desc @{selected|bar1}

When the players get to the room, simply switch to GM layer, select the token holding the description, and hit the button for your description macro.

Reference of Commonly Used Attributes

The nice thing about the AD&D 2e sheet is that the attributes are easy to relate to common AD&D terminology. If anything is unclear ask and we can add it here.

AD&D 2nd Ed Roll Templates

Roll templates use a combination of html, css, and macro commands to format output to chat. While the HTML, CSS and sheet-roll button macros are written into the sheet, DM's and player's can utilize custom macros either within the macro-text found within the sheet or from ability macros used outside of the sheet. There are currently five different templates written into the AD&D 2nd Edition sheet: 2Edefault, 2Eattack, 2Echeck, 2Esave, and 2Espell.

The AD&D2e Character Sheet Template has several built-in Roll Templates

Maps

  • This section only really applies to a DM

Encounter Maps
Before you do anything else with a map, make sure you have the page settings right. Nothing is more annoying then making your map look all nice and neat and then realizing you made some critical mistake and have to start over. AD&D uses squares, so make sure you are in squares. Make it big to start with, making it smaller is easier than making it bigger. One unit is 5 ft (unless you really need to change it for some reason, 5 ft is best) and a 1 unit grid is best, with both grid color and background color depending on the map and the preference of both players and DM(some prefer no grid at all when playing but the grid really helps when hand drawing a map). Fog of War and Dynamic Lighting can wait until after you draw the map, but should be dealt with before your players see the map, as determined by play style and personal preference.

Now that that you have the major set up complete, a choice has to be made: hand draw in Roll20, import a drawing you make elsewhere, or use a drawing from online. If you pull a map from online or your library, you may need to align it and move it into position. Once you finish with your map, you now know how big it is. If you followed the earlier recommendation and made your space too big, after moving everything into place you now shrink it down to fit your actual map you are using (or just leave it too big to help confuse the players).

Regional Maps
As PC party overland movement is commenced at twice the movement rate of the slowest party member in movement points per day, AD&D regional mapping is traditionally done such that the grid shapes represent either fractions or multipliers of 12 miles, rather than the standard 10 miles dictated by common sense. The various terrains each have specific movement point costs per mile. Plains, for example, cost one point per mile.

The standard Human traveling alone, with movement rate 12, can traverse 24 movement points per day, as twice the party's movement rate is allotted in movement points per day. If the regional map's grid squares or hexes are 12 miles wide, and Plains cost 1 movement point per mile, each square or hex of Plains would cost 12 movement points. So the Human would traverse 2 of them per day because 24/12=2.

If the same Human were traveling with a Halfling on foot (movement rate 6), the group would travel at 6, because the whole group uses the slowest group member's movement rate i.e. 6. Thus limiting the group to traversing only a single 12 mile square or hex of the same Plains per day because 12/12=1.

If the same group were to purchase a Mule (movement rate 12) for that Halfling to ride, the group would be back up to 2 grid squares or hexes again, under the same conditions. The Mule carries the slowest member at movement rate 12, so the party again has 24 movement points per day, and traverses 2 squares of Plains, because 24/12=2.

The formula: Squares per day=(slowest party member's movement rate X 2)/(number of miles per map square or hex X terrain cost).

Characters and tokens

While each group is different on what they do for characters and tokens, A few things are standard. You will want a character page for each character. The DM will likely have a long list of NPC characters and might or might not share those with the players. If the DM shares the NPC pages, they can use the "GM notes" section to record info the players shouldn't know. Finally, you will likely benefit from setting a default token for each PC and NPC and attaching the bars (aka: the "bubbles") to a specific attribute. Remember that if you do not set a current and a max value, the bar will not to show up, but when you click on the token the "bubble" for its current value will still show.

Dynamic Lighting

You can find Advanced Dungeons and Dragons specific vision and lighting examples in the Dynamic Lighting Style Guide.

Additional Resources

AD&D 2nd Edition Spell Macros
AD&D 2nd Edition Character Sheet

Help


Copyrights

All reference to copyright material is not intended to infringe on any copyright. Advanced Dungeons & Dragons 2nd Edition and related materials are copyrighted and owned by Wizards of the Coast.