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Difference between revisions of "Misc Tips and Tricks"

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== Character Sheets ==
 
== Character Sheets ==
* To allow all players to see each others character sheets, but not to see "through each other's eyes" for dynamic lighting, make a copy of each character sheet and give edit privileges to all players.
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* 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 ==
 
== Dynamic Lighting ==
  
* To simulate the glint of light off reflective surfaces, like metal, or animal eyes, give your monster tokens 5' of light with *all players see light*
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* Use a bright color for your dynamic lighting lines. They'll be much easier to see.
(Note: if some of your characters have low light vision multipliers, they'll see 10' instead of 5.)
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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 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 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.)
  
 
== Annotating Maps ==
 
== Annotating Maps ==
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== NPCs, Monsters and Mobs ==
 
== NPCs, Monsters and Mobs ==
  
A quick and dirty way to add NPCs: Put their base attack bonus in the red bar, HP in green, AC in blue.
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* 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>
Create a macro :
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== 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:
 +
 
 +
* 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
  
    /w gm &{template:default} {{name=@{selected|token_name} Attack}} {{attack=[[1d20+?{AttackMod|@{selected|Bar3}} ]] }} {{damage=[[?{damage|1d4 Dagger Gauntlet,1d4|1d6 Club Mace Axe  Shortsword, 1d6|1d8 Longsword Battleaxe Warhammer, 1d8|1d10 Glaive Greatclub Bastard Sword,1d10|1d12 GreatAxe, 1d12|2d4 Falchion Guisarme Scythe,2d4|2d6 GreatSword,2d6|3d6 spell like ability, 3d6| 4d6 bigger spell, 4d6|5d6 major spell, 5d6}+?{AttackMod}]]}} {{critical = Confirmation: [[1d20+?{AttackMod}]]}} {{critDamage = [[?{damage}+?{AttackMod}]] }}
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{| class="wikitable"
 +
|-
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! Handout !! Image on Page
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|-
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| Anything a character could hold || Anyone a character can meet
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|-
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| Anything a character should know || Anywhere a character can go
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|-
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| Anything a character can refer to || Anything a character can attend
 +
|-
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| Players control when they see it || GM Controls when players see it
 +
|}
  
[[Category:Tips]]
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[[Category: Tips]]

Revision as of 00:39, 25 March 2018

Contents

Misc Tips and Tricks

Character Sheets

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.)

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.

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"

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