Had some friends who asked me to teach them how to use roll 20 recently. I sent them your vids and they loved them! Thank you for helping peeps! Such great vids
Thanks a lot Nick for your wonderful work This video help me more than you think to understand who the dice roll works on Roll20. Please keep doing your great work!
SUBSCRIBED! I am really getting a lot out of your videos on roll20 macros! My group had to start using Roll20 as a consequence of COVID19, as I imagine did many! Your videos have been a great boon to my play experience there! Thank you so much for what you are doing in making these videos.
Question, about the Exploding Die Macro: Can I choose any number for it to explode on, or is it just the highest or lowest (i.e., "1")? Like, if I want, on a D100 roll for it to explode on "66", can I just type "66" after the exclamation point? Can I have more than one exploding number (say, 100 and 66 on d100)? Also, can I add a > to give it a range to explode? (I tested it, and yes you can do a range and specific number. Still not sure about having multiple numbers not connected by a range though.) Longer Question: I am looking to run Alternity (1e) where a character's skills are rated on a d20 scale, only lower means a better level of success. Example: Brokk has a total skill level of 14 in his Power Martial-Arts skill, so it would look like this: 14/7/3 (Ordinary success/Good success/Amazing success). This works for their Initiative (called Action Check in Alternity) as well, though it adds another level that is one higher than Ordinary called Marginal. So, using the above numbers, Brokk would have an action Check of 15+/14/7/3. What I would like to do is figure out a way to build that into the Initiative Turn Order in Roll20. So, the players can roll their Action Checks and it will load them in the Turn Order by Amazing, Good, Ordinary and Marginal from top to bottom. Is there a way to do that? (I am assuming it will be an API - which I cannot script, I copy and paste all of the ones you do. 😁) I guess I could "cheat, and just go from bottom to top...
Nick, every video I watch of yours I learn something new. Thank you! Can you help me with a quick macro to use for casting Magic Missile (Pathfinder)?. I need it to request the caster for what level the spell is cast at, and then calculate how many missiles (1 @ 1st and additional missile every 2 levels above 1, i.e. 2 missiles at 3rd, 3 missiles @ 5th, etc, up to 5 missiles) and then show the damage (1d4+1) for each missile fired. I am struggling with this. Thanks. Maybe a new video for this topic?
@@NickOlivo Somewhat. I was trying to get each missile as a separate roll. So casting as 5th level (3 missiles) would display like {Missile 1}[[1d4+1]] {Missile 2}[[1d4+1]] {Missile 3}[[1d4+1]].
Here is the macro that I ended up happy with, just in cast someone else is looking for this. Replace Zed with your character's name. Thanks again for leading me there!! It does not split damage up among different targets. My player will have to announce each one before casting, and it does not add up the damage, but it's pretty simple math! @{Zed|whispertype} &{template:pc}{{name=Magic Missile}}{{type=spell}}{{showchar=@{Zed|rollshowchar}}}{{charname=@{Zed|character_name}}}{{nonlethal=[[1[Nonlethal]]]}}{{level=1}}{{school=Evocation [force]}}{{castingtime=1 standard action}}{{component=V, S}}{{range=Medium (100 ft. + 10 ft./level)}}{{targets=Up to five creatures, no two of which can be more than 15 ft. apart}}{{duration=Instantaneous}}{{sr=1}} {{spellresistance=Yes}}{{damage=1}} {{dmg1flag=1}} {{dmg1=?{What Level|1st,[[1d4cf5+1]]| 3rd,[[1d4cf5+1]] [[1d4cf5+1]]| 5th,[[1d4cf5+1]] [[1d4cf5+1]] [[1d4cf5+1]]| 7th,[[1d4cf5+1]] [[1d4cf5+1]] [[1d4cf5+1]] [[1d4cf5+1]]| 9th,[[1d4cf5+1]] [[1d4cf5+1]] [[1d4cf5+1]] [[1d4cf5+1]] [[1d4cf5+1]]}}} {{dmg1type=Force}}{{concentration=[Concentration](~-M3nLrNxyV1OwvNNm4as|repeating_spell-1_-M3namh9QEausvKnH8LZ_concentration)}}{{conditionsnote=}}
This was amazing; thank you so much! We play BASH!, a super-hero RPG on Roll20. In BASH!, you roll 2d6 and the dice explode if you roll doubles. So if you roll 2d6 and get two 4s, you roll 1d6 again. If that dice is a 4, you roll again, etc., until you roll something that isn't a 4. Can Roll20 handle this dice mechanic, and if so, what would the code be?
Glad you liked it, Todd. I don't think the regular dice rolling commands can do that - I think you'd need to write an API script to handle that scenario.
when i use the advanced roll dices, for example: 1d6 +2 and separate setting... resulting in a 6, the system adds another d6... HOw can i deactivate this function?? I dont want to add another d6 when its critical... Help please :'(
Very interessting Video, i learned a lot. I have a question about rolling Abilityscores in D&D 5e? I would like do create a Macro to Roll 4d6, rerolling 1s and droping the lowest [[4d6ro1d1]]. So far there is no Problem. But i want to roll 7 of these Sets and then droping the lowest Sets. How would i do this? is ther even an option to drop a whole set?
Hi Nick. Yet another useful video. I have a question for you / possible video suggestion. Is there a way to have more than one color of marker on the spell list on a character sheet? I have a multi-class character and would love to mark the prepared spells from each class separately. Thanks for all the great videos.
I don't think there's a way to do that. However, you can add emoji type characters. So in the spell's description, type Windows + . and then you can add a symbol to the spell's description. One of my players does this, she's a life cleric & puts a sun symbol next to the domain spells.
@@NickOlivo thank you Nick. I will give that a try. I'm very impressed by your videos. Not only that but every time I've sent a comment, whether it's asking for a response or not, you have given one. To me that shows how invested you are in the community you are fostering. As a result I keep spreading the word about your Channel. I currently Run 3 paid to play games and am a player in one. In every group have shared a few of your videos. Keep up the good work and I'll keep spreading the word about your Channel.
Is there a way to set a maximum adjustment to a die roll modifier that is based on class level but has a max based on spell? Cure Light is the example from PF. 1d8+1/lvl (Max3). Seems like this was gonna do it, but the modifier from the level isn't a die roll, so the "d" tag doesn't work. heh. Any suggestions?
@Nick Olivo Roll 1/2Level D6 dice.....? I'm trying to get it to work and its..... not working properly. There are lots of abilities that scale dice by level. every 2 levels or every 3 levels, etc. I need it to round down the level and then roll that many D6s. Thanks for the great content!
Question: what if you have a system where you’r rolling D100 and comparing it to a success range, snd if you roll 10% of that or lower, It’s a Crit? So, success chance of 53; a Crit is 10% of that (less than or equal to 05)? Can you do that?
Hi, thanks for the video. I have a cuestion, is it posible to tell the program that a crit succes counts for 2. For exaple I roll 5 d10 dif 6. And I obtain a 10, Is it possible that the 10 counts for two success instead of one? Thanks in advance.
Hi Nick! Thks! And how can I have a critical success (green) but... with the lower throw? I use a home rule with D100 where 001 is a critical success, when 100 is a critical failure. Thx!
@@NickOlivo Hi Nick, and thx. In fact I've tried your solution but it only shows numbers the same color, no red for 100 or green for the 1 (I've changed it to d10 to get the right number easily )
Thanks for teaching me some programming on Roll20. But I have a curiosity. In Cyberpunk the result is less than 3 and greater than 10, the dice must be rerolled. How do you do this macro? Should I use the operator if you come to C ++ on the result? Thanks for the clarification and maybe I'm waiting for a video for this. Hi and thanks again for everything.
@@NickOlivo Thanks for the help, but the Cyberpunk rule says that by shooting 2d6 I have to get a result between 2 and 10. Now I wonder, would you know please help me with a macro that instead of shooting 1d12 throws 2d6 and that checks the final result and that the macro still raises with the dice, until you get a result between 2 and 10, excluding 1, 11 and 12? Thanks again for your patience. xD
@@GilbertoCiucci You should ask these types of questions on the Roll20 forums. That's literally what they exist for, rather than begging someone on RUclips, which has clearly gone unanswered for 2 years.
Just found your videos. They’re amazing! Is there anyway to do a roll like 10d20 and each d20 has a +8 modifier? I’m trying to create a macro for animate objects and wanted to know if this could be done?
Another great video, one house rule that I have is that critical attacks always do maximum damage and then you role the regular damage, instead of just rolling the regular damage twice. Is there away to program that into a macro?
super helpfull video m8...been trying to find a way to re-roll doubles, triples etc. do you think theres a way to do that? also...do you know if it is possible to make checkboxes in macros kinda like you can make dropdown menus?
So far as I know, you'd need to write an API script to handle doubles or triples, I don't think it's something you could do with just the native Roll20 dice syntax. As for checkboxes, no, Roll20 doesn't have the ability to do those in a macro.
@@NickOlivo I wasn't sure about the doubles&triples but I thought there was a way to do the checkboxes but I guess thats only in the API for PRO users...anyway thanks for the reply :)
Hey I have a odd question. How would you go about adding the wild magic table with an API script and would it be able to auto roll the spells if they come up?
I haven't tried this myself, but it sounds like it might be what you're looking for app.roll20.net/forum/post/3121081/script-net-libram-of-random-magical-effects/?pageforid=3122115#newtopic
I wish your videos had been around when I first started fumbling around Roll20 two years ago. Very helpful.
This combined with the macro stuff is invaluable, thanks Nick.
Had some friends who asked me to teach them how to use roll 20 recently. I sent them your vids and they loved them! Thank you for helping peeps! Such great vids
Some stuff I already knew, but I learned some new tricks as well! Nice video!
Thanks a lot Nick for your wonderful work
This video help me more than you think to understand who the dice roll works on Roll20.
Please keep doing your great work!
Another excellent explanation.
Clear and concise as always. Love your work.
Good information and teaches the necessary syntax on rolling in Roll20's environment. Cheers.
the roll 20 saint has spoken to us.
Terrific video again Nick. I learned so much from these. Good stuff!
Just in case you guys don't know. These commands can be written directly into the attack. I use it for a greater weapon fighter.
Another great video sir. Especially the great weapon fighting I’ve been using r
Ugh, RIGHT?!! Such a time saver. Thanks!
SUBSCRIBED! I am really getting a lot out of your videos on roll20 macros! My group had to start using Roll20 as a consequence of COVID19, as I imagine did many! Your videos have been a great boon to my play experience there! Thank you so much for what you are doing in making these videos.
Glad you found them helpful!
How do I do this with an NPC sheet?
*EDIT:* You put the "ro
Thank you for sharing this!
oh boi this is useful! Thankyou for another great tutorial!
Question, about the Exploding Die Macro: Can I choose any number for it to explode on, or is it just the highest or lowest (i.e., "1")? Like, if I want, on a D100 roll for it to explode on "66", can I just type "66" after the exclamation point? Can I have more than one exploding number (say, 100 and 66 on d100)? Also, can I add a > to give it a range to explode? (I tested it, and yes you can do a range and specific number. Still not sure about having multiple numbers not connected by a range though.)
Longer Question: I am looking to run Alternity (1e) where a character's skills are rated on a d20 scale, only lower means a better level of success. Example: Brokk has a total skill level of 14 in his Power Martial-Arts skill, so it would look like this: 14/7/3 (Ordinary success/Good success/Amazing success). This works for their Initiative (called Action Check in Alternity) as well, though it adds another level that is one higher than Ordinary called Marginal. So, using the above numbers, Brokk would have an action Check of 15+/14/7/3. What I would like to do is figure out a way to build that into the Initiative Turn Order in Roll20. So, the players can roll their Action Checks and it will load them in the Turn Order by Amazing, Good, Ordinary and Marginal from top to bottom. Is there a way to do that? (I am assuming it will be an API - which I cannot script, I copy and paste all of the ones you do. 😁) I guess I could "cheat, and just go from bottom to top...
We are trying to know how to roll this...
3d10 , only numbers above 5. WITHOUT REROLLING.
Usually we do 3d10r
I'm not aware of a way to do that, sorry.
Nick, every video I watch of yours I learn something new. Thank you! Can you help me with a quick macro to use for casting Magic Missile (Pathfinder)?. I need it to request the caster for what level the spell is cast at, and then calculate how many missiles (1 @ 1st and additional missile every 2 levels above 1, i.e. 2 missiles at 3rd, 3 missiles @ 5th, etc, up to 5 missiles) and then show the damage (1d4+1) for each missile fired. I am struggling with this. Thanks. Maybe a new video for this topic?
Something like this, maybe? ?{What Level|1st,[[1d4+1]|3rd,[[3d4+3]]|5th,[[5d4+5]]}
@@NickOlivo Somewhat. I was trying to get each missile as a separate roll. So casting as 5th level (3 missiles) would display like {Missile 1}[[1d4+1]] {Missile 2}[[1d4+1]] {Missile 3}[[1d4+1]].
@@NickOlivo I think I got it. ?{What Level|1st,[[1d4+1]]|3rd,[[1d4+1]] [[1d4+1]]|5th,[[1d4+1]] [[1d4+1]] [[1d4+1]]|7th,[[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]]|9th,[[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]]}
Here is the macro that I ended up happy with, just in cast someone else is looking for this. Replace Zed with your character's name. Thanks again for leading me there!! It does not split damage up among different targets. My player will have to announce each one before casting, and it does not add up the damage, but it's pretty simple math!
@{Zed|whispertype} &{template:pc}{{name=Magic Missile}}{{type=spell}}{{showchar=@{Zed|rollshowchar}}}{{charname=@{Zed|character_name}}}{{nonlethal=[[1[Nonlethal]]]}}{{level=1}}{{school=Evocation [force]}}{{castingtime=1 standard action}}{{component=V, S}}{{range=Medium (100 ft. + 10 ft./level)}}{{targets=Up to five creatures, no two of which can be more than 15 ft. apart}}{{duration=Instantaneous}}{{sr=1}} {{spellresistance=Yes}}{{damage=1}} {{dmg1flag=1}} {{dmg1=?{What Level|1st,[[1d4cf5+1]]|
3rd,[[1d4cf5+1]] [[1d4cf5+1]]|
5th,[[1d4cf5+1]] [[1d4cf5+1]] [[1d4cf5+1]]|
7th,[[1d4cf5+1]] [[1d4cf5+1]] [[1d4cf5+1]] [[1d4cf5+1]]|
9th,[[1d4cf5+1]] [[1d4cf5+1]] [[1d4cf5+1]] [[1d4cf5+1]] [[1d4cf5+1]]}}} {{dmg1type=Force}}{{concentration=[Concentration](~-M3nLrNxyV1OwvNNm4as|repeating_spell-1_-M3namh9QEausvKnH8LZ_concentration)}}{{conditionsnote=}}
This was amazing; thank you so much! We play BASH!, a super-hero RPG on Roll20. In BASH!, you roll 2d6 and the dice explode if you roll doubles. So if you roll 2d6 and get two 4s, you roll 1d6 again. If that dice is a 4, you roll again, etc., until you roll something that isn't a 4. Can Roll20 handle this dice mechanic, and if so, what would the code be?
Glad you liked it, Todd. I don't think the regular dice rolling commands can do that - I think you'd need to write an API script to handle that scenario.
Thank you for the reply! :)
when i use the advanced roll dices, for example: 1d6 +2 and separate setting... resulting in a 6, the system adds another d6... HOw can i deactivate this function?? I dont want to add another d6 when its critical... Help please :'(
Can you provide an example of the syntax you're using?
Very interessting Video, i learned a lot.
I have a question about rolling Abilityscores in D&D 5e? I would like do create a Macro to Roll 4d6, rerolling 1s and droping the lowest [[4d6ro1d1]]. So far there is no Problem. But i want to roll 7 of these Sets and then droping the lowest Sets. How would i do this? is ther even an option to drop a whole set?
Glad you liked the video. I'm not aware of an option to drop a set of dice, though, sorry.
Hi Nick. Yet another useful video. I have a question for you / possible video suggestion. Is there a way to have more than one color of marker on the spell list on a character sheet? I have a multi-class character and would love to mark the prepared spells from each class separately. Thanks for all the great videos.
I don't think there's a way to do that. However, you can add emoji type characters. So in the spell's description, type Windows + . and then you can add a symbol to the spell's description. One of my players does this, she's a life cleric & puts a sun symbol next to the domain spells.
@@NickOlivo thank you Nick. I will give that a try. I'm very impressed by your videos. Not only that but every time I've sent a comment, whether it's asking for a response or not, you have given one. To me that shows how invested you are in the community you are fostering. As a result I keep spreading the word about your Channel. I currently Run 3 paid to play games and am a player in one. In every group have shared a few of your videos. Keep up the good work and I'll keep spreading the word about your Channel.
Glad you're finding them helpful! And thanks for the kind words!
Is there a way to set a maximum adjustment to a die roll modifier that is based on class level but has a max based on spell? Cure Light is the example from PF. 1d8+1/lvl (Max3). Seems like this was gonna do it, but the modifier from the level isn't a die roll, so the "d" tag doesn't work. heh. Any suggestions?
This post talks about one approach you might take -app.roll20.net/forum/post/959552/making-a-cure-light-wounds-macro
@@NickOlivo Exactly what I needed. Thanks!
Is there a way to reroll the dice twice? I have the Piercer Feat and the Great Weapon fighting style and I want to reroll 1d10r
I don't think there's a way to do that, sorry.
@Nick Olivo
Roll 1/2Level D6 dice.....? I'm trying to get it to work and its..... not working properly. There are lots of abilities that scale dice by level. every 2 levels or every 3 levels, etc. I need it to round down the level and then roll that many D6s.
Thanks for the great content!
This should help - app.roll20.net/forum/post/263078/roll-functions-ceil-and-floor
@@NickOlivo thank you! got it to work. More brackets fixed it
[[[[floor(@{Level}/2)]]d6]]
Most excellent!
Question: what if you have a system where you’r rolling D100 and comparing it to a success range, snd if you roll 10% of that or lower, It’s a Crit? So, success chance of 53; a Crit is 10% of that (less than or equal to 05)? Can you do that?
I think for something like that you'd need to write an API script, which requires a pro account.
@@NickOlivo Right, I assumed that part.
Hi, thanks for the video. I have a cuestion, is it posible to tell the program that a crit succes counts for 2. For exaple I roll 5 d10 dif 6. And I obtain a 10, Is it possible that the 10 counts for two success instead of one? Thanks in advance.
I think you'd need to write an API script for something like that.
@@NickOlivo Thanks
Hi Nick! Thks! And how can I have a critical success (green) but... with the lower throw? I use a home rule with D100 where 001 is a critical success, when 100 is a critical failure. Thx!
You'd want something like this, I think - /r 1d100cs1cf100
@@NickOlivo Hi Nick, and thx. In fact I've tried your solution but it only shows numbers the same color, no red for 100 or green for the 1 (I've changed it to d10 to get the right number easily )
@@NickOlivo (could pick a d4 too haha)
Thanks for teaching me some programming on Roll20. But I have a curiosity. In Cyberpunk the result is less than 3 and greater than 10, the dice must be rerolled. How do you do this macro? Should I use the operator if you come to C ++ on the result? Thanks for the clarification and maybe I'm waiting for a video for this.
Hi and thanks again for everything.
Something like this might help (using a d12 as an example) /r 1d12r10
@@NickOlivo Thanks for the help, but the Cyberpunk rule says that by shooting 2d6 I have to get a result between 2 and 10. Now I wonder, would you know please help me with a macro that instead of shooting 1d12 throws 2d6 and that checks the final result and that the macro still raises with the dice, until you get a result between 2 and 10, excluding 1, 11 and 12? Thanks again for your patience. xD
@@GilbertoCiucci Hmm. I think for something like that you'd need the API.
@@NickOlivo Do you help me? With a simple script? ^_^
@@GilbertoCiucci You should ask these types of questions on the Roll20 forums. That's literally what they exist for, rather than begging someone on RUclips, which has clearly gone unanswered for 2 years.
Soooo useful!
Hej Nick
Great video !
Can you do double exploding die?
In the game I am in atm, there is exploding die both if you hit a nat 10 and a nat 1
Thanks for the kind words. From what I can tell, you can only explode on one number.
Just found your videos. They’re amazing! Is there anyway to do a roll like 10d20 and each d20 has a +8 modifier? I’m trying to create a macro for animate objects and wanted to know if this could be done?
I'm not sure of a way to do that, sorry. The folks over on this forum might be able to help you, though. app.roll20.net/forum/category/19
Nick Olivo thanks!
@chaosbolt are you paying attention? 11:12
Another great video, one house rule that I have is that critical attacks always do maximum damage and then you role the regular damage, instead of just rolling the regular damage twice. Is there away to program that into a macro?
Thank you for the kind words. Unfortunately, for something like that you'd need to use the API.
I am a pro user, do you know if there is an API that does that?@@NickOlivo
any way to treat 1's as 2's like in the case of elemental adept?
So far as I know, not without using the API
super helpfull video m8...been trying to find a way to re-roll doubles, triples etc. do you think theres a way to do that?
also...do you know if it is possible to make checkboxes in macros kinda like you can make dropdown menus?
So far as I know, you'd need to write an API script to handle doubles or triples, I don't think it's something you could do with just the native Roll20 dice syntax. As for checkboxes, no, Roll20 doesn't have the ability to do those in a macro.
@@NickOlivo I wasn't sure about the doubles&triples but I thought there was a way to do the checkboxes but I guess thats only in the API for PRO users...anyway thanks for the reply :)
is it possible to drop a specific value? 4d6 and drop the 4s.
Not without using the API, sorry.
Hey I have a odd question. How would you go about adding the wild magic table with an API script and would it be able to auto roll the spells if they come up?
I haven't tried this myself, but it sounds like it might be what you're looking for app.roll20.net/forum/post/3121081/script-net-libram-of-random-magical-effects/?pageforid=3122115#newtopic
受益匪浅,benefit a lot
/r 1d1r1
Cuz it's funny