Character Vault
Any Concept / Any System
Compendium
Your System Come To Life
Roll20 for Android
Streamlined for your Tablet
Roll20 for iPad
Streamlined for your Tablet

Personal tools

Difference between revisions of "Dungeons and Dragons 3.5"

From Roll20 Wiki

Jump to: navigation, search
m (categorize)
m (Macros and Attributes)
Line 2: Line 2:
  
 
=Macros and Attributes=
 
=Macros and Attributes=
Macros and attributes are best used when the time reduction of using the macro is greater then the time to make macro, or set up and apply the attribute. for example, setting up a macro to roll 1d20 <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 are best used when the time reduction of using the macro is greater than the time to make 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.
  
Also, when you use attributes, remember that the computer just replaces the call command with the "value" it represents. This value doesn't have to a number. For example, you could have an attribute that places something after the rest of the chain and fill this macro with the weapon you are currently using and the name of that weapon would appear where that attribute is. this substitution happens first in the chain of events, so you could even put something like <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 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.
  
 
==Uses==
 
==Uses==

Revision as of 17:20, 2 October 2014

This page is about both playing an DMing (DM and GM are the same in D&D) Version 3.5 of D&D on Roll20.

Contents

Macros and Attributes

Macros and attributes are best used when the time reduction of using the macro is greater than the time to make macro, or set up and apply the attribute. For example, setting up a macro to roll 1d20 /r d20 is not an efficient use of a macro, but rolling 3 attacks and adding the modifier after it might be worth attributes for the modifiers and a macro for the entire process. 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 1d6+5 in an attribute at the end of a damage roll and it would roll the d6 and add both the d6 roll and the 5 to the result you would have otherwise received.

Uses

Some common/recommended uses of macros/attributes when playing D&D 3.5 on Roll20 are: (feel free to add any not included using existing as a guide)

Saves

AllPlayers 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

/r 1d20+@{PC 1|Fort}} PC1
/r 1d20+@{PC 2|Fort}} PC2
/r 1d20+@{PC 3|Fort}} PC3
/r 1d20+@{PC 4|Fort}} PC4

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.

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

/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

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.

API

Some API codes modify or use macros. Official API forum

Maps

  • This section only really applies to a DM

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. D&D uses squares, so make sure you are in squares. In addition, 3.5 uses the pathfinder/3.5 diagonal measurement system. 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).

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 will likely use the "GM notes" section to record info the players shouldn't know. Finally, you will likely benefit from setting a default token and attaching the bars (aka: the "bubbles") to a specific attribute. Remember that no max value causes a bar not to show up though the "bubble" for its current value will still show.