Starting out with MapTool, I found the 5e frameworks were so complicated that I couldn't understand how they worked. As a result, I made a down n' dirty, basic 5e framework for others who may not want to use JSON, Library Tokens, and other advanced techniques right off the bat (or at all). I've built upon that idea to create a DnD 5e framework that aims to help new MapTool users quickly get playing while being ripe for tinkering and extension.
Pete of Dragons are Real has also done a great walkthrough video to show the framework in action, check it out on YouTube!
Here is what it looks like. Note that the Selected and Campaign macro panels must be opened from the Window menu so you can view all the macro buttons.
Download
- Download Properties and Macros separately:
- Campaign Properties
- GM Macros
- Campaign Macros
- Token Macros
- Alternatively, visit the Simple5e GitHub Repository to download files and submit bugs.
What's new in Version 2
- I've added a 5e Character Sheet with some basic options.
- I've added an optional Custom Counters system to track things like spells, ability use, or ammunition.
- I've included one new optional Help System library token which loads a help screen and has tutorials for new users. You can delete this if you don't need it.
- I've spruced up how you configure and tweak Character and NPC tokens. These options for players are now accessible either through the new character sheet, or directly on the Campaign panel.
- Improved compatibility with bobifle's drop-in 5e monster tokens, and updated the included library token his newest version.
- I've fixed loads of bugs and many small features at the requests of community members. See the changelog below for more details.
For those not interested in the new features and want to stick to a truly simple framework, I've left the 1.3 version of the framework available on this post . It is still very approachable for beginners, and the properties are shared between the two versions - I only removed 4 class specific properties from the new version, and tokens from the old version should work as-is or easily updated.
Version 1.3 Downloads - Last updated 11/2/19
Screenshot of macros
Campaign file (All Campaign and Token Macros and Properties + 5e Monsters library
Token Macroset
Campaign Macroset
Campaign Properties
Recommended: Spell Library Addon for MapTool 1.6+!
Merudo has created a simply incredible drop-in spell library plugin for this framework that makes using spells a breeze without setting up loads of custom buttons. The framework is designed to work with MapTool 1.5.14, so I did not include this in the campaign file - but I urge you to check it out!
viewtopic.php?f=8&t=28746
Simple 5e 2.0 Framework features
My desire providing this framework is to offer a lot of the functionality needed to play 5e without every class and race option configured into the game. The result is a fairly lightweight, mostly token-based system that is pretty easy to tinker with as you play. I'm hoping this framework is understandable to newer MapTool users, while helping them dip their toes into further concepts from intermediate to advanced. Using only the basic features, you can start playing quickly by using external/digital character sheets and reference books to track inventory, spells, and other extra information (We use DnD Beyond in my group).
Here is a guide to the framework's out-of-the-box features:
- 5e Campaign Properties and States which do not use JSON or other more complex data structures so they can (mostly) be easily edited directly. The defaults are somewhat enforced through the use of campaign macros when setting up tokens.
- GM and Campaign Macros for managing tokens (including a usable Pronoun system) and set/unset condition modifiers.
- Configure Token lets you set a token's name/race/class, hit dice, attributes, proficiency, and AC/HP. This macro directly calls the 'Tweak Token' and 'Validate Token' macros to reduce redundancy and show how to use the macro roll option.
- Tweak Token lets you quickly adjust oft-changed attributes like AC, HP, Speed, and a few others.
- Validate Token helps reset defaults on tokens to make sure they work with the token macros.
- Create Action let you create either paired macros (for separated attack and damage rolls) or single actions on a wide button. These actions will be sorted and color coded by action type (Action/Bonus Action/Reaction).
- Custom Counters can track spells, ability use, ammo, and more. They work with the Create Action and Sheet macros to provide quick and easy tracking, a lot like manual counters when playing face to face. The system uses JSON, but is very automated and optional and can be ignored.
- All 5e conditions plus some extras we use a lot. These are nearly directly from paulstrait's 5e framework, with mostly modified RPG Maker MV images.
- NPC Damage, Healing, and Initiative macros which work on selected NPC tokens.
- Token Macros including basic dice roller macros at the top and various default macro sections.
- Adventuring Macros include HP and HD Management that includes pretty dynamic short and long rest buttons, a 'Sheet' macro gives access to token configuration to quickly adjust character attributes, and an AFK button.
- Combat Macros to manage initiative and make default actions such as Dash or Dodge easily available to the player. Attack and Damage macros can be created with many options via the 'Create Action' campaign macro.
- Saving throws and skill check macros are in two panels color-coded by ability. Death saves only operate if the character has the 'Dead' state or is at 0 hit points.
- Tidy and organized macros designed to look consistent at the correct frame width (resize to fit). My players really like this, and have customized their tokens to match.
Updates
Current Version: 2.2.1
Released 8/06/2020
2.0 Added Character Sheets, Custom Counters, a help system, and numerous other additions and fixes.
2.1 Fixed Invisibility, some issues with players using some Campaign tokens, and a few other bugs.
2.2 Added an 'Apply Jack of All Trades' macro, weapon templates, and a workaround for a bug in MT 1.7.
Visit Github for a full changelog
v1.2 and older have bad bugs! If you are using v1.2 or earlier, read this...
There are 3 known bugs in 1.2 and prior that can affect outcomes of rolls for your players in game:
1) Charisma based skill macros on v1.2 and older tokens were using DexMod instead of ChaMod. You can manually change 'DexMod' to 'ChaMod' on the four skill macros on all your tokens (Deception, Intimidation, Performance, Persuasion),
I've written up a global macro to quickly update your tokens for this issue here: viewtopic.php?f=8&t=28308&p=274512#p274512.
2) 'Investigation' uses the History proficiency by mistake
3) The built-in 'Unarmed DMG' macro uses a 1d4+StrMod instead of 1+StrMod
Sorry to affect your games in this way! I'll fix this in a framework update eventually, but for now you should update your template player token if you download this framework to prevent spreading the error around your game.
Credits!
I owe a lot of thanks to paulstrait and the other creators responsible for his 5e framework (viewtopic.php?f=85&t=25490), especially for the basic roller and conditions macros. This framework got me started.
Enormous gratitude to bobifle's work on the amazing 5e monster tokens system. It is the backbone of my improvisational GM style.
Additional thanks to many, many community members on Discord, I got a LOT of help debugging this version and getting feedback. I have fuller acknowledgments in the framework; this is truly a community effort bigger than myself, I'm so grateful for all of you who spend your precious time helping me.
RPGMaker MV is the source of most of my condition images.
Using the framework (for newer users)
- When using the campaign file, use Maptool 1.5.14 or later. You can get 1.5.14 or later here: https://github.com/RPTools/maptool/releases
- The 'Standard Macros' token is your template for new tokens. Make a copy of this token for each player and NPC you need, select the copy, and click on 'Configure Token' to change the name and attributes of each new token.
- To add abilities to a token, select it and use the 'Create Action' macro in the Campaign panel, or edit/duplicate/delete existing ability macros directly.
- To change the portrait of your copied tokens, right click on each token, click 'Edit', and select the 'Config' menu. Click the green 'Plus' symbol at the top-right of the token image to change it. (Get TokenTool - https://www.rptools.net/toolbox/token-tool/)
- Make a new map and copy/paste your player tokens to it.
- When making monsters, setting up one monster, copy-pasting it multiple times, and editing the copies with small adjustments is easier than reconfiguring a bunch of tokens from scratch.
Issues and warnings
There are many downsides to such a simple system. The biggest is that without Library tokens, almost all macros are duplicated on each token. This makes it easy to edit a macro on the fly for a specific character (and if you give them access, easy for them to edit themselves), but means if you find a bug on a standard token macro you'll have to manually fix it on all the other tokens.
Another disadvantage of this approach is that some code is duplicated. For example, the 'Short Rest' macro code is basically repeated in each 'Long Rest' macro. To update this code properly, it would need to be updated in both macros across all your tokens.
A small exception are some 'Sheet' option links and the 'Token manage' campaign macros, which use the "macro" roll option to call the macros from other panels, meaning that you only ever have to edit these called macros on the GM panel and nowhere else to update them. Review these macros, or better yet read up about 'Library Tokens' if you are interested in implementing similar time-saving design patterns in your version of the framework.
For those who like to read, I also have a pretty crunchy written guide that I use when demo-ing the framework. Be warned - its a bit excruciating, as it is essentially a script for myself to give a presentation.
Lastly, there will be bugs! Even with considerable help from the community, it is just a fact of life. If you find a bug, comment below and if there's some interest I'll update this post and re-upload. Remember, if you want a small quality of life feature, try to add it yourself - this framework is for tinkering!
Using 5e Monster Tokens
I use my framework in conjunction with bobifle's incredible 5e Monster Tokens (viewtopic.php?t=27420). It is an enormous timesaver when GMing on the fly (mostly always for us), at the minor expense of a single library token on a staging map. This is included in my campaign file. I've made numerous features specifically for these tokens to make using them easier, but the framework is still very light even if you skip on using these.
If you do use these, you can optionally use the 'Convert 5e Monster Token' GM macro to quickly get monster statistics converted for easy use with my token macros (especially the 'Sheet' macro).
If you are importing my framework into an existing campaign, you'll have to add the library token (included in the download linked from the thread above) to a staging map in your campaign to use these tokens.
Thanks for looking!
I'm excited to share something back with the community, I've used Maptool every week for over a year now and I love it. If you want to chat/ask me any questions, I'm on the Maptool Discord a lot (my username there is Melek).