I've been running a 2 1/2 year, 10-person weekly D&D game on R20. It would long be over without these mods making life somewhat better. Great video Nick.
Absolutely wonderful job! Clear and easy to understand. Links in description containing scripts. Details on how to use. No crazy commentary or transitions. Love it!
I've been using all of these since I saw your videos on them a couple years ago and they are ALL fantastic! I've used Tokenmod, especially, for many other things as I've gotten to know it better. I still found a few new things in this video I wasn't aware of before though. You never stop teaching and you do it so well! Thanks for everything you do, Nick!
Great video! I helped a friend set up a new campaign a few weeks ago and bumbled though explaining how to use and setup some of these mods. This is a much better explanation
I used Token Action for my players too. They find it way easier than having to constantly open their character sheet. Okay, I have to refresh the !ta whenever they level up, or get a new weapon or spell, but that is still way easier for me to do that.
When I add magic items in a character sheet, if it has charges I put a resource on the sheet showing how many charges there are. I have a token action for each character that lets them use a magic item (it will put a description in chat, tick off a resource, and notify the player of the change. I even have it set up to do damage/healing), they can also choose to get just the description or get a chat output letting them know how many charges of everything they have, attunement slots available, what the item recharges on (long rest, short rest, dawn). There is also a button that they can press that adds the charges back when they do a rest, or when its the next dawn. The macro will ask what is being recharged (items on long rest, short rest, at dawn, or all) and put those set the charges in the character sheet back to the way they were (or roll to see how many charges are put back). All using the chatsetattr API, it is truly the best thing ever lol.
However, with the ApplyDamage mod, there is a problem with, for example, Burning Hands. If the rear skeletons were a little closer together, they would get a bonus of +2 to Dexterity for half cover. It would not be helpful here then. Likewise if there were then three-quarters cover. However, for spells that are cast from above, it is a great time saver.
Nick, great job as usual. I can't begin to express how much your videos have helped me. I noticed something in the video I was curious about. When you applied damage it applied correctly to each skeleton. Did Roll20 fix the thing that made them all be linked or do you use some script to make sure they are set up to be separate? I don't know if that makes sense.
Hi Gene! Thanks for the kind words. And yes, when you drag a monster from the compendium, it is independent from all other monsters of the same type. Hope that helps, let me know if you have any other questions, and happy gaming!
@@drshark61 Another thing to be aware of is that monsters tokens could still appear "linked" if you have their health bar link dropdown set to "hp". This, as Nick has explained in many other videos, will make it so that every other creature that of that type, also linked to the HP, will be affected in the same way.
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Super Awesome Thanks, Master Nick! Great list of mods to have and add. Could I ask if the "Druid WildShape" = "DruidShift" Script has had any new updates of late? Would really like to have the latest version, but got off Roll20 a couple years ago and missed the links, I only remember I had it because of an old game there where I had this script. Regards from Tabasco, México [Land of The Olmecs]!
Hi Javier! I don't believe there have been any updates to that particular script, but you could ask over on the Roll20 Mod Forums app.roll20.net/forum/category/46806 Thanks for watching, and happy gaming!
been using these from your recommendations over the years and they have been great. But question about group check/apply damage, can it be set to whisper to the GM instead of clear text back to the players? otherwise the players tend to learn what rolls exist and since 5e has has abilities about "before you know the results" its easy to then metagame
Hey, great video, I've started implementing some of these already, but had a question about the group-check. I just started using it without the apply damage, but i also just started using TokenNameNum, and what you're supposed to do for that is to set the HP bar on the default token to 'none' because all of the tokens it creates are linked to the same character sheet, so my question is, does the apply damage part of it adjust the sheet itself, or just the token bar? it would be really nice to be able to have it adjust the token bar directly so I don't have to worry about those conflicts.
In a rare moment of sincerity from me, I'd really like to thank you Nick for all the videos you've done over the years. You have made my games run smoother and allowed me and my players to have way more fun than if I hadn't learned so much from your videos. You and guys like Keith Curtis are amazing ambassadors for Roll20. So thank you very much. Appreciate all the work you do to increase the fun for me and mine.
It lets the player pop one of the cards from the included safety tools deck into the chat. ?{Which Safety Card|X-Card,s3.amazonaws.com/files.d20.io/marketplace/1690455/e_KQZzMBnm6XCZaAFFqHWg/med.jpg|Fast Forward,s3.amazonaws.com/files.d20.io/marketplace/1690460/TUgNb35_93jr7GIG4Wk9qQ/med.jpg|Frame By Frame,s3.amazonaws.com/files.d20.io/marketplace/1690461/FcQfj-6nVYwDYwj13G2QQQ/med.jpg|Instant Replay,s3.amazonaws.com/files.d20.io/marketplace/1690458/BodTI8xcPP68lH6idMPAgA/med.jpg|Pause,s3.amazonaws.com/files.d20.io/marketplace/1690456/sMH6tkKq4HcI1xHiHTN8lg/med.jpg|Resume,s3.amazonaws.com/files.d20.io/marketplace/1690457/Z8UryqV1gENRRCuGM0hjtg/med.jpg|Rewind,s3.amazonaws.com/files.d20.io/marketplace/1690459/Xj7KZSYwIjRdaKMI3qCtkA/med.jpg}
There is some kind of problem I cant figure out with group init and group check...ive been using them for years but now i get a hard lock on my api sandbox with the messege cannot communicate with quantum roll server.
Hi Kyle - Roll20 was getting hit with DDOS attacks yesterday and that caused a lot of problems, and interfered with a lot of stuff. That's probably the cause of the behavior you're seeing.
I'm going to comment before I finish watching the video and say that I'm surprised, as of 11:27, that you've mentioned GroupCheck and ApplyDamage but have not mentioned SmartAOE. While SmartAOE does take a little bit of figuring out (but the wiki makes this easier) to set up a spell, it is infinitely cooler than GroupCheck and ApplyDamage. Though, if you read the wiki, the dev of SmartAOE mentions that they used ideas from GroupCheck and ApplyDamage, among others, to do what it does. Not only does it make the checks, but it gives you visuals for where things will land AND allow you to control (to a point) what things are affected (through minGridArea and minTokArea). Additionally, SmartAOE allows your players to feel in control of their gameplay and saves you on rolls. Personally, I like rolling dice for saves and what not for the creatures and what not, but I do like that I don't have to figure out damage for their rolls and then roll saves (as I like to do individual saves per monster instead of one collective roll) to figure out who took what damage. Saves me a lot of math. The only thing I truly hate is that most "randomness" (RNG) is really pseudorandom, as computers aren't truly capable of doing actual random. Fun facts - most RNGs are seeded based on time and are highly likely to give you deterministic results and duplicate results, especially if used in quick succession. That's the reason I don't like them is because most things (Roll20 included) use weak implementations of RNG and so it can feel bad when every monster gets near identical saves or the player keeps rolling high damage. One last note about SmartAOE - it affects tokens on ALL LAYERS. You'd need to alter the code yourself to not do that (if you only wanted to affect things on the token layer, for example. Which isn't "incorrect", necessarily, but can lead to unintended consequences when you didn't want them to know that they hit a goblin on the GM layer because they were lying in wait for an ambush. But, such is life. Still makes things MUCH faster. And once you get a couple spells under your belt, it really isn't that hard to implement more.
It enables you to automate operations via macros. Adjusting a token's HP, moving it to a different layer, changing its graphic, can all be done with a single click rather than trying to perform multiple clicks during gameplay.
I've been running a 2 1/2 year, 10-person weekly D&D game on R20. It would long be over without these mods making life somewhat better. Great video Nick.
I don't DM anymore, but when I did I watched a ton of your vids to help setup my Roll20 game. Glad to see you're still putting out great content!
Absolutely wonderful job! Clear and easy to understand. Links in description containing scripts. Details on how to use. No crazy commentary or transitions. Love it!
I cant express how much better of a DM I am because of you. Thank you as always!
Ditto
Oh wow that Token Action mod is a lifesaver!
Now instead of charcter sheets for creatures on my 2nd monitor I can have my notes always visible
You're quite welcome! Happy gaming!
I've been using all of these since I saw your videos on them a couple years ago and they are ALL fantastic! I've used Tokenmod, especially, for many other things as I've gotten to know it better. I still found a few new things in this video I wasn't aware of before though. You never stop teaching and you do it so well! Thanks for everything you do, Nick!
Glad the vids have been helpful, Tony! Happy gaming!
Great video! I helped a friend set up a new campaign a few weeks ago and bumbled though explaining how to use and setup some of these mods. This is a much better explanation
Glad it was helpful! Happy gaming!
All great mods that I use. Keep up the good work, NIck. =) I still learned a novel (for me) use for Token Mod.
My favourite roll20 creator
I used Token Action for my players too. They find it way easier than having to constantly open their character sheet. Okay, I have to refresh the !ta whenever they level up, or get a new weapon or spell, but that is still way easier for me to do that.
I do that for some of my players, too! It makes life so much easier for everyone. Happy gaming!
When I add magic items in a character sheet, if it has charges I put a resource on the sheet showing how many charges there are. I have a token action for each character that lets them use a magic item (it will put a description in chat, tick off a resource, and notify the player of the change. I even have it set up to do damage/healing), they can also choose to get just the description or get a chat output letting them know how many charges of everything they have, attunement slots available, what the item recharges on (long rest, short rest, dawn). There is also a button that they can press that adds the charges back when they do a rest, or when its the next dawn. The macro will ask what is being recharged (items on long rest, short rest, at dawn, or all) and put those set the charges in the character sheet back to the way they were (or roll to see how many charges are put back).
All using the chatsetattr API, it is truly the best thing ever lol.
Cool stuff, Ben! Happy gaming!
Thank you Nick! Keep it up!
However, with the ApplyDamage mod, there is a problem with, for example, Burning Hands. If the rear skeletons were a little closer together, they would get a bonus of +2 to Dexterity for half cover. It would not be helpful here then. Likewise if there were then three-quarters cover. However, for spells that are cast from above, it is a great time saver.
Nick, great job as usual. I can't begin to express how much your videos have helped me. I noticed something in the video I was curious about. When you applied damage it applied correctly to each skeleton. Did Roll20 fix the thing that made them all be linked or do you use some script to make sure they are set up to be separate? I don't know if that makes sense.
Hi Gene! Thanks for the kind words. And yes, when you drag a monster from the compendium, it is independent from all other monsters of the same type. Hope that helps, let me know if you have any other questions, and happy gaming!
@@NickOlivo thanks
@@drshark61 Another thing to be aware of is that monsters tokens could still appear "linked" if you have their health bar link dropdown set to "hp". This, as Nick has explained in many other videos, will make it so that every other creature that of that type, also linked to the HP, will be affected in the same way.
Super Awesome Thanks, Master Nick! Great list of mods to have and add.
Could I ask if the "Druid WildShape" = "DruidShift" Script has had any new updates of late? Would really like to have the latest version, but got off Roll20 a couple years ago and missed the links, I only remember I had it because of an old game there where I had this script.
Regards from Tabasco, México [Land of The Olmecs]!
Hi Javier! I don't believe there have been any updates to that particular script, but you could ask over on the Roll20 Mod Forums app.roll20.net/forum/category/46806 Thanks for watching, and happy gaming!
I don’t run D&D usually FASERIP or Palladium- and several of these are amazing but my two recent favorites are SpawnDefaultToken and Simple Sound
Yep, those are great ones, too! :)
Glad roll20 has made most of these options now default/easier
been using these from your recommendations over the years and they have been great.
But question about group check/apply damage, can it be set to whisper to the GM instead of clear text back to the players?
otherwise the players tend to learn what rolls exist and since 5e has has abilities about "before you know the results" its easy to then metagame
Glad the vids have been helpful! If you add --whisper to the group-check command, that should do it for you. Hope that helps, happy gaming!
Hey, great video, I've started implementing some of these already, but had a question about the group-check. I just started using it without the apply damage, but i also just started using TokenNameNum, and what you're supposed to do for that is to set the HP bar on the default token to 'none' because all of the tokens it creates are linked to the same character sheet, so my question is, does the apply damage part of it adjust the sheet itself, or just the token bar? it would be really nice to be able to have it adjust the token bar directly so I don't have to worry about those conflicts.
Hi Tara! You'll want to do the same setup for Apply Damage (where you set the HP bar to none). Happy gaming!
In a rare moment of sincerity from me, I'd really like to thank you Nick for all the videos you've done over the years. You have made my games run smoother and allowed me and my players to have way more fun than if I hadn't learned so much from your videos. You and guys like Keith Curtis are amazing ambassadors for Roll20. So thank you very much. Appreciate all the work you do to increase the fun for me and mine.
Thank you for the kind words! Happy gaming!
Maybe you'd covered it in another video and I just missed it, but what's that macro button [Safety Tools] down in the bottom corner do?
It lets the player pop one of the cards from the included safety tools deck into the chat. ?{Which Safety Card|X-Card,s3.amazonaws.com/files.d20.io/marketplace/1690455/e_KQZzMBnm6XCZaAFFqHWg/med.jpg|Fast Forward,s3.amazonaws.com/files.d20.io/marketplace/1690460/TUgNb35_93jr7GIG4Wk9qQ/med.jpg|Frame By Frame,s3.amazonaws.com/files.d20.io/marketplace/1690461/FcQfj-6nVYwDYwj13G2QQQ/med.jpg|Instant Replay,s3.amazonaws.com/files.d20.io/marketplace/1690458/BodTI8xcPP68lH6idMPAgA/med.jpg|Pause,s3.amazonaws.com/files.d20.io/marketplace/1690456/sMH6tkKq4HcI1xHiHTN8lg/med.jpg|Resume,s3.amazonaws.com/files.d20.io/marketplace/1690457/Z8UryqV1gENRRCuGM0hjtg/med.jpg|Rewind,s3.amazonaws.com/files.d20.io/marketplace/1690459/Xj7KZSYwIjRdaKMI3qCtkA/med.jpg}
There is some kind of problem I cant figure out with group init and group check...ive been using them for years but now i get a hard lock on my api sandbox with the messege cannot communicate with quantum roll server.
Hi Kyle - Roll20 was getting hit with DDOS attacks yesterday and that caused a lot of problems, and interfered with a lot of stuff. That's probably the cause of the behavior you're seeing.
The linking to bar 1,2,3 is not working with the recent version of Token_Mod (0.8.76?)
It seems to have been fixed now.
These scripts save so much time in game and in preparation! They alone are worth paying for a pro account.
Glad it was helpful! Happy gaming!
I'm going to comment before I finish watching the video and say that I'm surprised, as of 11:27, that you've mentioned GroupCheck and ApplyDamage but have not mentioned SmartAOE. While SmartAOE does take a little bit of figuring out (but the wiki makes this easier) to set up a spell, it is infinitely cooler than GroupCheck and ApplyDamage. Though, if you read the wiki, the dev of SmartAOE mentions that they used ideas from GroupCheck and ApplyDamage, among others, to do what it does. Not only does it make the checks, but it gives you visuals for where things will land AND allow you to control (to a point) what things are affected (through minGridArea and minTokArea).
Additionally, SmartAOE allows your players to feel in control of their gameplay and saves you on rolls. Personally, I like rolling dice for saves and what not for the creatures and what not, but I do like that I don't have to figure out damage for their rolls and then roll saves (as I like to do individual saves per monster instead of one collective roll) to figure out who took what damage. Saves me a lot of math. The only thing I truly hate is that most "randomness" (RNG) is really pseudorandom, as computers aren't truly capable of doing actual random. Fun facts - most RNGs are seeded based on time and are highly likely to give you deterministic results and duplicate results, especially if used in quick succession. That's the reason I don't like them is because most things (Roll20 included) use weak implementations of RNG and so it can feel bad when every monster gets near identical saves or the player keeps rolling high damage.
One last note about SmartAOE - it affects tokens on ALL LAYERS. You'd need to alter the code yourself to not do that (if you only wanted to affect things on the token layer, for example. Which isn't "incorrect", necessarily, but can lead to unintended consequences when you didn't want them to know that they hit a goblin on the GM layer because they were lying in wait for an ambush. But, such is life. Still makes things MUCH faster. And once you get a couple spells under your belt, it really isn't that hard to implement more.
Yep, smartAOE is a great mod. I've done a video on it here - ruclips.net/video/YzKu_rSp4vs/видео.html
You, Sir, Rock! :)
Do you sell add on on Roll20? And how was your experience?
Hi Jeff - I haven't sold anything on Roll20, so I can't speak to that, sorry.
Dude I love all your videos but I've got like 30+ API per game now because of you....
I'm not complaining either, for the record... once I got over the headache of a few bugs life has been MUCH easier. Thanks Nick!
Nick apologize if this has already been asked. When I just looked for Token Mod I did not see it. Does it still exist?
It still exists - it shows up as TokenMod in the Mod Library drop-down, under the Tokens heading.
I'm not sure why TokenMod is so lauded. As far as I can tell it's just a text command to do things the GUI can do?
It enables you to automate operations via macros. Adjusting a token's HP, moving it to a different layer, changing its graphic, can all be done with a single click rather than trying to perform multiple clicks during gameplay.