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Difference between revisions of "Savage Worlds"

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(Macro for Counting Raises)
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There are multiple ways to use cards for initiative in Roll20. The most basic one is that the GM plays the cards on the table while saying for who the card is and the dragging it to a place that is designated as in front of the corresponding player (e.g. "Dave sits at the top of the screen, Luke on the right, Jeff on the left. I the GM sit at the bottom."). Depending on how much is going this might not work very well. It is also possible to play cards into the hand of players so that they are visible to everybody. Unfortunately it is a bit difficult for the GM to keep track who has which card.
 
There are multiple ways to use cards for initiative in Roll20. The most basic one is that the GM plays the cards on the table while saying for who the card is and the dragging it to a place that is designated as in front of the corresponding player (e.g. "Dave sits at the top of the screen, Luke on the right, Jeff on the left. I the GM sit at the bottom."). Depending on how much is going this might not work very well. It is also possible to play cards into the hand of players so that they are visible to everybody. Unfortunately it is a bit difficult for the GM to keep track who has which card.
  
It is also possible to use the Turn Tracker with cards. Tokens can be added to the Turn Tracker right clicking on them and choosing the Add Turn options from the pop-up menu. The GM decides who gets his own cards and who is grouped together. If a token in the Turn Tracker represents a group of extras the highlighting obviously does not work correctly. Also, don't delete dead tokens because if you delete the one token you chose to represent a group, the group also disappears from the Turn Tracker. The better choice is to mark them dead with a token indicator overlay.
+
It is also possible to use the Turn Tracker with cards. Tokens can be added to the Turn Tracker right clicking on them and choosing the Add Turn options from the pop-up menu. The GM decides who gets his own cards and who is grouped together. If a token in the Turn Tracker represents a group of extras the highlighting obviously does not work correctly. Also, don't delete dead tokens because if you delete the one token you chose to represent a group, the group also disappears from the Turn Tracker. A better choice is to mark them dead with a token indicator overlay, or move them out of the visible portion of the Fog of War.  To deal a card to each token in the Turn Tracker, click "Deal" on the initiate deck, then select "Deal Cards to Turn Order Items" from the pop-up window.
  
 
Here is how you can use the Turn Tracker and still keep some of the excitement of "dealing the card". The GM calls out who he is dealing for and draws a card from the stack. This is done by clicking on the card that sticks out on the top of the stack. The card is flipped around and the players can see what card it is. The "Show deck to players" option for the deck has to be set for this to work which it is for the default card deck. Then the GM drags the card onto the Turn Tracker. He has to release the mouse when the cursor is over the number next to a token (the number turns yellow then). Let's repeat that, the mouse cursor has to be over the number of the Turn Tracker for this to work, not the card, a corner of the card, or actually anything related to the card. It has to be the mouse cursor. It is easier to see this and get it right if the GM picks the card up on the left upper corner, because then it is easier to see the background color of the number in the Turn Tracker turn yellow. Once the cards are dealt, the GM can open the Turn Order Settings and press the "By Card/Suit" button to sort the Turn Tracker.
 
Here is how you can use the Turn Tracker and still keep some of the excitement of "dealing the card". The GM calls out who he is dealing for and draws a card from the stack. This is done by clicking on the card that sticks out on the top of the stack. The card is flipped around and the players can see what card it is. The "Show deck to players" option for the deck has to be set for this to work which it is for the default card deck. Then the GM drags the card onto the Turn Tracker. He has to release the mouse when the cursor is over the number next to a token (the number turns yellow then). Let's repeat that, the mouse cursor has to be over the number of the Turn Tracker for this to work, not the card, a corner of the card, or actually anything related to the card. It has to be the mouse cursor. It is easier to see this and get it right if the GM picks the card up on the left upper corner, because then it is easier to see the background color of the number in the Turn Tracker turn yellow. Once the cards are dealt, the GM can open the Turn Order Settings and press the "By Card/Suit" button to sort the Turn Tracker.

Revision as of 05:31, 29 September 2014

Contents

Macro for Wild Card Die Roll

The following macro provides the typical Savage Worlds roll, which consists of a skill die and the corresponding d6 wild card die.

/r {1d8! , 1d6!}k1

This example rolls both a d8 and a d6 and outputs the best result. The "!" character enables acing on each die. Note that it is possible to use "!" or "!!" for Savage Worlds but the "!!" version of exploding dice takes less room in the chat window. Also note that it is possible to see in the chat window if the first die in the macro, the trait die, was a natural 1, in cases where that is important.

More Macros

These threads over on the forum explain more about setting up Macros in Roll20 for Savage Worlds:

Example of Setting up Character Sheets and Macros

Some General Macros: Rate of Fire 3, etc.

Example of Fightin/em attacks @{Target|Name} rolling [[ { floor( ( { { 1d@{Selected|Fighting|4!-2}, 1d6!}kh1 - ((1 - @{Selected|fightingTrained}) * 2)[Untrained?] - @{Selected|Wound|0} - @{Selected|Fatigue|0} + ?{Modifier|0} } - {@{Target|parryBase} + @{Target|parryMod} - 4} ) /4 ),0d0 }kh1 ]] success and raises.

Macro for Counting Raises

If you want Roll20 to compute the number of raises on a trait or damage roll, you can use the following formula (in this example, a 2d6 damage roll against a toughness of 5):

/r floor({2d6!!-5}/4)

The result is the number of raises or a negative number if there was no success. This can be extended to get the Toughness from a token (in this example, the Toughness is stored in the green box of each token):

/r floor({2d6!!-@{target|bar1}}/4)

A trait roll with wild die asking for a modifier against the default target number of 4 could look like this:

/r floor({{1d8!!,1d6!!}k1 - 4 + ?{Modifier|0}}/4)

A Fighting roll with wild die asking for a modifier and comparing against character sheet attributes for Fighting, Base Parry, Parry Modifiers could look like this:

/em attacks @{Target|Name} rolling [[ { floor( ( { { 1d@{Selected|Fighting|4!-2}, 1d6!}kh1 - @{Selected|Wound|0} - @{Selected|Fatigue|0} + ?{Modifier|0} } - {@{Target|parryBase} + @{Target|parryMod} - 4} ) /4 ),0d0 }kh1 ]] success and raises.

With an output that looks like this: "Player attacks Target rolling 0 success and raises." where the number returned can be moused over for an exploded view of what was rolled and all modifiers applied.

Creating A Custom Deck for Bennies

In order to easily track bennies, you can create a custom card deck (decks and tables tab, "Add" button). Pick an image to use as the card background and upload it, and then create a card. Upload an image to use as the card front. Set "Cards in deck are infinite." Shuffle the deck once and your basic bennie deck is complete.

If you are using a setting with special bennies, you might have to create extra cards. For example, Deadlands: Reloaded uses a benny pool made up of Poker Chips called Fate Chips. There are 20 white chips, 10 red chips and 5 blue chips in the Fate Chip pool. So create your deck as before, upload an image of a poker chip as the background, and then create 20 new cards called White Chip. Upload an image of a white poker chip for each card. Repeat for the red and blue chips, making 10 and 5 of each. Then for deck options make sure that you do NOT check "cards in deck are infinite" and cards are played face up. Check the boxes to allow GM to see number of cards in other's hands and front of cards. Set any other options you like and you are done!

You can then shuffle and deal the "deck" just like a deck of cards and the users will recieve their bennies as normal. They can play them to the tabletop just like other cards.

Using Cards for Initiative

There are multiple ways to use cards for initiative in Roll20. The most basic one is that the GM plays the cards on the table while saying for who the card is and the dragging it to a place that is designated as in front of the corresponding player (e.g. "Dave sits at the top of the screen, Luke on the right, Jeff on the left. I the GM sit at the bottom."). Depending on how much is going this might not work very well. It is also possible to play cards into the hand of players so that they are visible to everybody. Unfortunately it is a bit difficult for the GM to keep track who has which card.

It is also possible to use the Turn Tracker with cards. Tokens can be added to the Turn Tracker right clicking on them and choosing the Add Turn options from the pop-up menu. The GM decides who gets his own cards and who is grouped together. If a token in the Turn Tracker represents a group of extras the highlighting obviously does not work correctly. Also, don't delete dead tokens because if you delete the one token you chose to represent a group, the group also disappears from the Turn Tracker. A better choice is to mark them dead with a token indicator overlay, or move them out of the visible portion of the Fog of War. To deal a card to each token in the Turn Tracker, click "Deal" on the initiate deck, then select "Deal Cards to Turn Order Items" from the pop-up window.

Here is how you can use the Turn Tracker and still keep some of the excitement of "dealing the card". The GM calls out who he is dealing for and draws a card from the stack. This is done by clicking on the card that sticks out on the top of the stack. The card is flipped around and the players can see what card it is. The "Show deck to players" option for the deck has to be set for this to work which it is for the default card deck. Then the GM drags the card onto the Turn Tracker. He has to release the mouse when the cursor is over the number next to a token (the number turns yellow then). Let's repeat that, the mouse cursor has to be over the number of the Turn Tracker for this to work, not the card, a corner of the card, or actually anything related to the card. It has to be the mouse cursor. It is easier to see this and get it right if the GM picks the card up on the left upper corner, because then it is easier to see the background color of the number in the Turn Tracker turn yellow. Once the cards are dealt, the GM can open the Turn Order Settings and press the "By Card/Suit" button to sort the Turn Tracker.

A note on the order in which the cards are drawn. The GM can decide to follow a fixed order every time, but it is easier to use the order in the turn tracker, which will be the order in which the tokens were added in the first round and then the order of the previous round. For dramatic purposes, it might also be a good idea to deal the cards for the NPCs first and then for the players.

Rollable Tables from Savage Worlds Deluxe

It is possible to set up the Injury Table as a rollable table. This is probably only worth the effort if you play with "gritty damage" rules. Use the following weights to get the results with "one roll":

Wound Weight
Unmentionables 1
Arm 5
Guts (Broken) 8
Guts (Battered) 8
Guts (Busted) 8
Leg 3
Head (Hideous Scar) 1
Head (Blinded) 1
Head (Brain Damage) 1

It is (currently) not possible to set up the Fright Table as a rollable table since you frequently need to roll on it with a modifier and modifiers for tables are not possible in Roll20.

For the Out of Control Table use these weights:

Effect Weight
Roll Over 1
Spin 5
Skid 24
Slip 5
Flip 1

For the Critical Hits Table use these weights:

Effect Weight
Scratch and Dent 1
Engine 2
Locomotion 3
Controls 4
Chassis 16
Crew 7
Weapon 2
Wrecked 1