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Difference between revisions of "Misc Tips and Tricks"

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

Latest revision as of 16:26, 18 January 2021

[edit] Misc Tips and Tricks



Contents

[edit] Character Sheets

[edit] Dynamic Lighting

  • Use a bright color for your dynamic lighting lines. They'll be much easier to see.
  • To simulate the glint of light off reflective surfaces, like metal, or animal eyes, give your monster tokens 1' of light with *all players see light*
  • To allow players to see doors, pillars or rooftops while still blocking vision past the object, use the dynamic lighting polygon tool to draw an X through the object instead of going around it.
  • To make sure you can select doors later, draw their dynamic lighting line in a different color. Also, include a handle (shaped like a hockey stick) extending outside of the map.
  • To make it easy to adjust later, make separate dynamic lighting segments for each room. (ie: Don't try and make one super long polygon shape around everything.)

[edit] Annotating Maps

  • An easy way to add notes to a map is by placing tokens on the Layers
  • Grab free tokens from game-icons.net. Use the title for essential info and the notes for detailed info.

[edit] NPCs, Monsters and Mobs

  • A quick and dirty way to add NPCs: Create a token macro to output the text of the red bar: @{selected|Bar3} and put their attack roll in the red bubble. eg: "[[1d20+5]] to hit [[2d6]] damage"

[edit] Pages vs Handouts

There are many strategies for organizing information in your game. Here's a few ideas from the forums:

  • A page can be much bigger than the current battlemap. You can put two or three maps on one page, and still have room to store notes and thematic imagery.
  • For theatre of the mind, use the page as a theatrical set, with evocative imagery. One page can hold multiple "sets". You can use shift-click to ping the map and forcibly direct your players' view.
  • For keeping campaign notes, give every player their own handout with edit privileges.
  • Make liberal use of shift-z on page graphics to present an enlarged image to your players.
  • Use dynamic lighting walls to construct enclosed light-boxes for thematic imagery. When you want to light one up, drop in a group token with permissions set to controlled by "all players", plus has sight, casts light, etc.
  • If you have a lot of handouts, organize them into folders
Handout Image on Page
Anything a character could hold Anyone a character can meet
Anything a character should know Anywhere a character can go
Anything a character can refer to Anything a character can attend
Players control when they see it GM Controls when players see it

[edit] Related Pages