5e D&D Framework
Posted: Mon Oct 13, 2014 3:52 am
Here is "my" 5e framework, which is really a heavily modified version of Yoricks's cobbled together framework, with more things cobbled in and everything updated to reflect the official rules. A couple big things:
**I have included a spellcasting library that has every official 5e spell (and one or two spells I ported over from previous editions). It organizes the spells by level, and the macros can easily be dragged on to a token, which makes setting up tokens a breeze. The spell macros roll dice when necessary, calculate spell saving throws, attack rolls, damage, etc. It also allows you to cast spells in different spell slots, which are also tracked, or as rituals (and it knows which spells can be cast in this way). It also tracks concentration, so that you can always tell who is concentrating and on what, and you know if you are trying to double concentrate. Incidentally, if you are concentrating, and you take damage, you will automaticaly make a Constitution check against the appropriate DC to see if you lose concentration -- if you do, it will end the spell (and associated concentration).
**There are about 100 monster tokens. It is very easy to make more, because I've also collected traits/special powers, etc. on the spellcasting library token, to easily drag on new monsters. There is also a template for monster tokens and another template for PC tokens (and all of my players' PCs as examples). Though the tokens all use a common set of macros for basic functions, they have been modified as appropriate; for example, if the change HP macro is used on a zombie to reduce it to less than 1 hp, it will automatically make a Constitution saving throw to see if it stays alive due to its undead fortitude trait. All the monsters have the default hp, but they all also have a 'roll hp' macro so that you could place a bunch down and then with a single button push have them all roll for their hit points, if you wanted to. Monster tokens that use abilities to change their AC (e.g., mage armor) will in fact change their AC when using these powers (in these cases, the AC reverts to normal when you reset the token by taking a rest, or, for concentration based powers, when you end concentration). By default, monster tokens get knocked unconscious when reduced to less than 1 hp. They all also have a 'dead' macro on them, which kills the token and removes it from the token layer (it also brings them back to life and back to the token layer if you push it again).
**I borrowed the basic initiative macros from Rumble's 'slim' 4e framework. Besides tracking and advancing initiative, it highlights the current token, and tracks whether you have used your Reaction (and when your turn comes up, that resets). There are also macros that track rechargeable powers and special limited use macros (which change color when they are exhausted, conveniently), and a macro that sweeps the dead from initiative.
**Also includes Wolph42's Bag of Tricks, Aliasmask's attack macro, Sereptus's invisibility macro (and Sereptus also helped code one of the more complicated spell macros, magic missile, which was an invaluable model), lmarkus001's global handout library, and is based on Yorick and Protesilaus' basic framework, with things like criticals and expertise fixed.
To use, it is mostly self-explanatory. Make sure you use the Selection window so that you can access token macros, and the Campaign window is also very important, particularly for the DM, as it contains a bunch of basic system macros, macros to toggle all the different conditions and states, exhaustion levels, etc. It may also be useful to have the Impersonate window up, at least when you are working on token creation, so that you can move macros from the spellcasting library macro to other tokens. You can use it like a traditional library, but in all my examples I've been dragging the macros over, partially so that they can be personalized. For spellcasters, you will want to modify the long rest macro to recharge spell slots as appropriate (the caster tokens provide examples, this is very straightforward, though in the future there will be a macro-modifying macro that does this).
I will post updates here. Please let me know what you think and if you have any questions or suggestions. You should be able to save quite a bit of prep time using this framework. There are many features I plan on adding, so if you find the framework helpful and would like me to prioritize adding a certain feature or option, please do not hesitate to ask. I think the next step is to create/enhance ease-of-use macros that will eliminate or at least minimize the need to edit token properties manually.
EDIT (10/14/14): Changed link to bit.ly as per Wolph42's suggestion.
EDIT (3/15/15): Major update, see the link below for the new file. Lots of new features, and I may be leaving some out, but here are the big ones:
*death saves are now tracked, and the system will take into account damage (and critical hits) while dying, as well as rolling a 1 or a 20.
*The spellbook now contans all the new Elemental Evil spells (for a grand total of 408 spells, with all of their dice/modifier/save/concentration aspects fully automated).
*Various different player options in the PC tokens.
*A new intiative system that takes into account whether someone has advantage on initiative.
*New condition macros that indicate the effects of the condition when it is applied.
*The optional system shock rules from the DMG are now an option.
*Tables and macros for the optional DMG madness rules.
*Some tables and things from the DMG encoded into tables and campaign macros.
*A systematic way of handling rechargable magic items (one example of this is on the Human Warlock token, in the 'staff of swarming insects' macro group at the bottom of the selection window).
Probably other stuff I'm forgetting now. I also separated all the monster and NPC tokens and put them into a separate file. I've made many more since the last update (total = 165), though there is a lot more work to be done here. New monster/NPC features are also on the spellbook token.
EDIT:6/20/2017 - changes too numerous to recount at the moment. Entirely new system for PCs. Druids can acquire wildshapes by seeing beasts and acquire their macros and token appearance. Automated leveling. Various optional rules modules also built in to be enabled. Requires 1.4.3.19 or later (maptool.nerps.net), though I can probably export it to an older version if there is debate for that.
Here is my most recent collection of tokens: https://goo.gl/nyrFRK
Here is the most recent .cmpgn file of the framework: https://goo.gl/9gH7Sv
**I have included a spellcasting library that has every official 5e spell (and one or two spells I ported over from previous editions). It organizes the spells by level, and the macros can easily be dragged on to a token, which makes setting up tokens a breeze. The spell macros roll dice when necessary, calculate spell saving throws, attack rolls, damage, etc. It also allows you to cast spells in different spell slots, which are also tracked, or as rituals (and it knows which spells can be cast in this way). It also tracks concentration, so that you can always tell who is concentrating and on what, and you know if you are trying to double concentrate. Incidentally, if you are concentrating, and you take damage, you will automaticaly make a Constitution check against the appropriate DC to see if you lose concentration -- if you do, it will end the spell (and associated concentration).
**There are about 100 monster tokens. It is very easy to make more, because I've also collected traits/special powers, etc. on the spellcasting library token, to easily drag on new monsters. There is also a template for monster tokens and another template for PC tokens (and all of my players' PCs as examples). Though the tokens all use a common set of macros for basic functions, they have been modified as appropriate; for example, if the change HP macro is used on a zombie to reduce it to less than 1 hp, it will automatically make a Constitution saving throw to see if it stays alive due to its undead fortitude trait. All the monsters have the default hp, but they all also have a 'roll hp' macro so that you could place a bunch down and then with a single button push have them all roll for their hit points, if you wanted to. Monster tokens that use abilities to change their AC (e.g., mage armor) will in fact change their AC when using these powers (in these cases, the AC reverts to normal when you reset the token by taking a rest, or, for concentration based powers, when you end concentration). By default, monster tokens get knocked unconscious when reduced to less than 1 hp. They all also have a 'dead' macro on them, which kills the token and removes it from the token layer (it also brings them back to life and back to the token layer if you push it again).
**I borrowed the basic initiative macros from Rumble's 'slim' 4e framework. Besides tracking and advancing initiative, it highlights the current token, and tracks whether you have used your Reaction (and when your turn comes up, that resets). There are also macros that track rechargeable powers and special limited use macros (which change color when they are exhausted, conveniently), and a macro that sweeps the dead from initiative.
**Also includes Wolph42's Bag of Tricks, Aliasmask's attack macro, Sereptus's invisibility macro (and Sereptus also helped code one of the more complicated spell macros, magic missile, which was an invaluable model), lmarkus001's global handout library, and is based on Yorick and Protesilaus' basic framework, with things like criticals and expertise fixed.
To use, it is mostly self-explanatory. Make sure you use the Selection window so that you can access token macros, and the Campaign window is also very important, particularly for the DM, as it contains a bunch of basic system macros, macros to toggle all the different conditions and states, exhaustion levels, etc. It may also be useful to have the Impersonate window up, at least when you are working on token creation, so that you can move macros from the spellcasting library macro to other tokens. You can use it like a traditional library, but in all my examples I've been dragging the macros over, partially so that they can be personalized. For spellcasters, you will want to modify the long rest macro to recharge spell slots as appropriate (the caster tokens provide examples, this is very straightforward, though in the future there will be a macro-modifying macro that does this).
I will post updates here. Please let me know what you think and if you have any questions or suggestions. You should be able to save quite a bit of prep time using this framework. There are many features I plan on adding, so if you find the framework helpful and would like me to prioritize adding a certain feature or option, please do not hesitate to ask. I think the next step is to create/enhance ease-of-use macros that will eliminate or at least minimize the need to edit token properties manually.
EDIT (10/14/14): Changed link to bit.ly as per Wolph42's suggestion.
EDIT (3/15/15): Major update, see the link below for the new file. Lots of new features, and I may be leaving some out, but here are the big ones:
*death saves are now tracked, and the system will take into account damage (and critical hits) while dying, as well as rolling a 1 or a 20.
*The spellbook now contans all the new Elemental Evil spells (for a grand total of 408 spells, with all of their dice/modifier/save/concentration aspects fully automated).
*Various different player options in the PC tokens.
*A new intiative system that takes into account whether someone has advantage on initiative.
*New condition macros that indicate the effects of the condition when it is applied.
*The optional system shock rules from the DMG are now an option.
*Tables and macros for the optional DMG madness rules.
*Some tables and things from the DMG encoded into tables and campaign macros.
*A systematic way of handling rechargable magic items (one example of this is on the Human Warlock token, in the 'staff of swarming insects' macro group at the bottom of the selection window).
Probably other stuff I'm forgetting now. I also separated all the monster and NPC tokens and put them into a separate file. I've made many more since the last update (total = 165), though there is a lot more work to be done here. New monster/NPC features are also on the spellbook token.
EDIT:6/20/2017 - changes too numerous to recount at the moment. Entirely new system for PCs. Druids can acquire wildshapes by seeing beasts and acquire their macros and token appearance. Automated leveling. Various optional rules modules also built in to be enabled. Requires 1.4.3.19 or later (maptool.nerps.net), though I can probably export it to an older version if there is debate for that.
Here is my most recent collection of tokens: https://goo.gl/nyrFRK
Here is the most recent .cmpgn file of the framework: https://goo.gl/9gH7Sv