So far I've only felt limited by: values obtained from SELECT boxes / drop down lists (both related to attacks and otherwise) instances where values are not the same as localization keys automating critical damage If we are talking a macro with templates just for my use, even if they take a little more work to update and reuse across multiple characters, I absolutely have what I need to get the job done. You would just clutter the chat really quickly. The last template call would include notes and descriptions (if the checkbox is checked) because there is no reason to repeat these fields in every template. The first template would include things like the character name, the attack name, and the attack vs information. PC templates are limited to 4 attacks, so this macro would need to be broken up into multiple template calls. For haste or speed, you could simply use a single attack template and then call the normal/non-hasted two weapon fighting full attack macro from a container macro. The same could be said for an extra attack at full base attack bonus from a speed weapon or haste. The fourth attack would not take a two weapon fighting penalty because you are only attacking with one hand. Even less common is the Dual Strike Weapon Trick that can allow a single off hand attack in a Standard Action. Two times with Improved Two Weapon Fighting, and only one time with the first Two Weapon Fighting feat. Assuming he has Greater Two Weapon Fighting, he can use his off hand weapon on three of those attacks. A level 16+ fighter has 4 attacks in a full attack action. ![]() The reason for the no modification part is both portability and not everyone who is comfortable making macros is comfortable working on templates. In this case my goal was to create an macro for two weapon fighting that would honor the character sheet and could be shared easily without modification. Someone has already put the hard work in to make it work, so my aim is to leverage that and create something that is easy to maintain. I'm a big fan of a concept in programming refereed to as DRY, Don't Repeat Yourself, or in this case, don't repeat Roll20. 1/2 DEX and 1.5*DEX should be in the list of damage stat modifiers. Though I suppose that is a problem for another time. Agile enchanted weapons and Unchained Rogues are the first things that come to mind. what about things like two handed weapons of off hand weapons that can use DEX? There is no modifier for that. Can you clarify the need for this macro? But we have a different problem. (.) If there is an existing solution for resolving critical damage dice or ability modifiers, please let me know! I must say, I fail to see the point of reproducing the exact sheet's attacks mechanics in personal macros? I would think: either define an attack on the sheet and use it from the sheet or with a macro calling the roll/ability (%), or, if the sheet mechanics don't answer your needs (which is totally possible and understandable), use the roll template for a totally custom macro, but then you would/can define your own formulas in the macro for mods, dice etc. (.) a hidden field for ability modifiers. Natha said: Willrune said: My suggestion to tackle this would have to be a hidden computed field.
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