Setting up MT for D&D
Moderators: dorpond, trevor, Azhrei
Setting up MT for D&D
I thought I would join in the fun
I plan to use this thread for D20, safe to use material, to help us D&D gamers out there.
To start this off, I would like to show you all how I use Token Scripting for my monsters attacks (note: in 1.2, we used the /think command instead of the /self command. /self was a recent change in 1.3). I play face to face so I prefer that all of my rolls are private.
These are the Macros that I would create. One usually for the single attack that can be made after a move and another for a full round attack:
You place the macros in the token properties:
This is how you do the attacks:
This is the end result in Chat (notice that the /think (or) /self commands report the results only to the GM. I prefer that since I play face to face and would rather express the attacks verbally):
I plan to use this thread for D20, safe to use material, to help us D&D gamers out there.
To start this off, I would like to show you all how I use Token Scripting for my monsters attacks (note: in 1.2, we used the /think command instead of the /self command. /self was a recent change in 1.3). I play face to face so I prefer that all of my rolls are private.
These are the Macros that I would create. One usually for the single attack that can be made after a move and another for a full round attack:
You place the macros in the token properties:
This is how you do the attacks:
This is the end result in Chat (notice that the /think (or) /self commands report the results only to the GM. I prefer that since I play face to face and would rather express the attacks verbally):
You could put your base attack bonus, Str bonus, and dex bonus in properties and use those to help calculate the required to hit
/me attacks with a +2 sword [d20+Str+BAB+2]
This way, can copy it to other tokens and have it work. If either Str or BAB is not defined, it will prompt you for it.
Now, I haven't tried this but it might work. You have str and bab, you should be able to have a property called MeleeAttackBonus defined as Str+BAB and it should translate into the macro. Then you'll do something like
/me attacks with a +2 sword [d20+MeleeAttackBonus+2]
Of course, the issue with custom properties like these above is that you have to manually add them to each campaign until number 2 on the wall of woah ( as in 'woah, that's a lot of stuff' ) is complete.
my 2 cents
Troll
/me attacks with a +2 sword [d20+Str+BAB+2]
This way, can copy it to other tokens and have it work. If either Str or BAB is not defined, it will prompt you for it.
Now, I haven't tried this but it might work. You have str and bab, you should be able to have a property called MeleeAttackBonus defined as Str+BAB and it should translate into the macro. Then you'll do something like
/me attacks with a +2 sword [d20+MeleeAttackBonus+2]
Of course, the issue with custom properties like these above is that you have to manually add them to each campaign until number 2 on the wall of woah ( as in 'woah, that's a lot of stuff' ) is complete.
my 2 cents
Troll
Of course, what might be even cooler than that is a derived stat base on Strength
StrBonus | (Strength-10)/2
DexBonus | (Dex-10)/2
The the Melee Attack Bonus and Ranged Attack bonus becomes
MAB | StrBonus + BAB
RAB | DexBonus + BAB
Then, one more level of stuff, you define your standard melee and ranged attacks
MeleeAtt | d20+MAB
RangeAtt | d20+RAB
Of course, you can collapse it all into
MeleeAtt | d20+(Strength-10)/2 + BAB
RangeAtt | d20+(Dex-10)/2 + BAB
and get rid of MAB, RAB, DexBonus, and StrBonus but I thought I'd lead you through the process.
Note, you can do the same for saving throws, armor class, favored skills, etc.
The nice thing about this method is that whenever you update Strength, Dex or Base attack Bonus, all your weapons rolls automatically update meaning less work for you and less chance of forgetting to change something.
another 2 cents
Troll
StrBonus | (Strength-10)/2
DexBonus | (Dex-10)/2
The the Melee Attack Bonus and Ranged Attack bonus becomes
MAB | StrBonus + BAB
RAB | DexBonus + BAB
Then, one more level of stuff, you define your standard melee and ranged attacks
MeleeAtt | d20+MAB
RangeAtt | d20+RAB
Of course, you can collapse it all into
MeleeAtt | d20+(Strength-10)/2 + BAB
RangeAtt | d20+(Dex-10)/2 + BAB
and get rid of MAB, RAB, DexBonus, and StrBonus but I thought I'd lead you through the process.
Note, you can do the same for saving throws, armor class, favored skills, etc.
The nice thing about this method is that whenever you update Strength, Dex or Base attack Bonus, all your weapons rolls automatically update meaning less work for you and less chance of forgetting to change something.
another 2 cents
Troll
Can't quite give up the scripting thoughts, ehh?RPTroll wrote:
Note, you can do the same for saving throws, armor class, favored skills, etc.
The nice thing about this method is that whenever you update Strength, Dex or Base attack Bonus, all your weapons rolls automatically update meaning less work for you and less chance of forgetting to change something.
another 2 cents
Troll
Nope.
I figure a combination of pity from Trevor and being a squeaky wheel might be a good combination. Let me know if pity isn't working and I'll squeak more.
On a serious note, while some of the graphics stuff like light looks good it does nothing to speed up play. Scripting allows you to write some macros, access some properties then have all of that automagically appear when you drop a token.
I have very little time to devote to gaming. MT, as it is now, speeds up things a lot. If the scripting stuff is ever put in there, I'll be able to select a group of kobolds, have them attack a fighter, assess whether they hit, apply the damage and change the state of the token with a few clicks. This takes a 10 minute combat down to a few seconds leaving more time for story telling and action and less time spent rolling, subtracting hp, clicking through states, etc. etc.
Its all about the story. Its not about how elves can see better in darkness.
(sorry, couldn't resist)
I figure a combination of pity from Trevor and being a squeaky wheel might be a good combination. Let me know if pity isn't working and I'll squeak more.
On a serious note, while some of the graphics stuff like light looks good it does nothing to speed up play. Scripting allows you to write some macros, access some properties then have all of that automagically appear when you drop a token.
I have very little time to devote to gaming. MT, as it is now, speeds up things a lot. If the scripting stuff is ever put in there, I'll be able to select a group of kobolds, have them attack a fighter, assess whether they hit, apply the damage and change the state of the token with a few clicks. This takes a 10 minute combat down to a few seconds leaving more time for story telling and action and less time spent rolling, subtracting hp, clicking through states, etc. etc.
Its all about the story. Its not about how elves can see better in darkness.
(sorry, couldn't resist)
We were kicking around the idea of adding "mod" to the properties. That way the roll would be like:
[1d20+Str+BAB+mod]
and mod = 0 unless there's some effect giving them -1 -2 -3 or +1 etc. Not sure if we want to do that or just do it by hand. Having the +mod in the roll is kind of annoying when it's used 5% of the time... but just thought I'd drop this in here in case anybody was interested.
[1d20+Str+BAB+mod]
and mod = 0 unless there's some effect giving them -1 -2 -3 or +1 etc. Not sure if we want to do that or just do it by hand. Having the +mod in the roll is kind of annoying when it's used 5% of the time... but just thought I'd drop this in here in case anybody was interested.
Just a parameter entry is enough for most modifiers I would think.
Having the macro have a setting like the macro buttons of not auto executing would take care of it. That way you can launch the macro throw the modifier on the end of it and proceed. Seems easy enough.
Maybe just add a check box to the token macros tab at the end of each line. If it is checked it doesn't auto execute.
Having the macro have a setting like the macro buttons of not auto executing would take care of it. That way you can launch the macro throw the modifier on the end of it and proceed. Seems easy enough.
Maybe just add a check box to the token macros tab at the end of each line. If it is checked it doesn't auto execute.
Can we keep this thread on course, please?RPTroll wrote:yeah, SW has wounds and fatigue so I add(subtract) those to every roll. There are lots of ways to go but <squeak> we need more scripting support to handle them.
*Dorpond looks through his bag in hopes to find some diapers*
How to use my bundled artwork (MT1.3B60+): http://forums.rptools.net/viewtopic.php?f=8&t=11759