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DnD4E : Level 2 without TPK, Gratz
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Edit: The best part is you can set it all up ahead of time then switch between any of the maps that are saved to that campaign file.
Edit Again: Oh, and there a few changes you should probably make to your preferences, like making the default grid size 64, the default units per cell 1, and the Movement Metric ONE_ONE_ONE. The first change ensures that tokens scale correctly with the squares, the second 2 make sure that movement is counted correctly.
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Once I pop I wont be able to stop
Edit: I think there's a maximum of like 11 unique states, but there's also colored halos around the tokens to be used as well. They would probably be particularly useful for marking targets.
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Aye, It'll be a learning experience
Trying to find a decent picture of an Eladrin or Elf wizard has been a painful experience, of which I don't think my eyes will ever fully recover from. I ended up just grabbing that one out of the player's handbook.
Of course the real question is why Wizards doesn't just drop a fat stack of cash on Maptools creator to solve their game table issues. I suspect part of that answer is the suits want 3D tables and frankly that's just stupid. The increase in cost of the graphical assets is just too prohibitive.
Wizards wants to get into the business of selling virtual monster miniatures for a 3D table to cash on $Pokemon.
[/4e Conspiracy]
The campaign I play in is going to try to use Maptools and pass around the campaign file via email simultaneously while tracking actions of players in a PBP (They don't want to change their forum software to allow things like maps to be posted inline).
As in, you tell people your moves on Maptools on the PBP, move the token, then pass it to the next guy in the initiative. This will let people do PBP for story bits, but Maptools for combat, while still not requiring anyone to be online at the same time.
Will this:
A) Work well
Fail spectacularly
C) Need strict posting and lots of DM effort to make work at all
D)???
I didn't macro powers like Warlock's Curse and Oath of Enmity. I figure that a chat notification from players that you're marking a target somehow is enough.
A general note on macros, if you cancel one of the input windows, to cancel using the macro, you'll have to cancel through a couple extra ones as the macro will fail to provide an initial definition for a variable, and once it sees it further down the macro it will try again to have you tell it what it is. So when you hit cancel you'll have to do it a couple times. I'm not certain if there's a way to avoid this, I just started earlier today.
Edit: Guroth finished, moving on to Erevar.
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Might be an idea for the Server to just be hosted 24/7 (or at least during combat) so people connect, make their move, then log off, then the next guy does the same
Same length of time as last i would say, though it is a bit of a slugfest so it could be longer
As for switching powers with your spellbook, I'm adding a different macro group. All your dailies will be in the Spellbook macro group. Every time you take an extended rest, drag your power selections into the Powers group. Delete them when you take another rest and switch powers.
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As you can see here, the display has a few new things added, and a couple of consolidations. All defenses appear on one line, Surge value appears next to your number of surges, and TempHP is now integrated into the display for total HP.
I've finished all four of the tokens on display there (Clockwise from top left, Alden, Guroth, Erevar, Dal'Sharam) and I'm moving on to the last 2. I've changed some of the calculations and properties, the behind the scenes math is a little more robust and complicated, but that shouldn't matter from the player's perspective. There are a few new macros for gaining XP, setting XP, and Leveling Up.
Vic and Erchamion: if you'd like a specific token picture it'd be awesome if you could post it up here right quick, otherwise I'll use a generic Goliath pic and the generic Avenger pic.
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Damn I'm good.
You can find all 6 in a handy zip file here.
To get them into Maptools, extract them somewhere, and add that directory to your resource library in Maptools. From there you can drag and drop them in. After that you should be good to go.
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Awesome work and thanks.
It's good that you feel like a jerk. That should tell you something about what you just said.
But seriously, I have my prefs set to use tooltips for all inline rolls. So if for whatever reason you prefer not to do that, feel free to suck it the fuck up and deal with it for at least the next 2 or 3 days.
Edit: That obviously wasn't particularly nice, and for that I apologize, but I'm pretty burnt out on the macro writing at the moment (fucking Acid Arrow I swear to god) so I'm not inclined to go back to every roll and add that property. I'll probably get to it in the next couple days, so until then I'd recommend changing your preferences to go with tooltips.
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I'm editing mine now, I can easily go through and do the others as well. Really I was trying to prompt a discussion on it, making you aware of it, and finding out if people want it done.
t in the dice roll command compresses the results to a single number while allowing all the detail to be viewable with a mouse over. Things look so much less cluttered without it.
I know, I'm going for "irritated, but humorous". There is a preference you can change to have rolls that appear in the chat default to the tooltip style you speak of. Feel free to edit the macros to get tooltips that way if you like. If you want the tooltips, don't want to edit macros, and don't feel like changing your prefs, your only option is to deal with it for now, because I'm not sifting through all the rolls in all the powers to add that property until (at the least) we're done with this weeks session.
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..........:oops:
So I managed to miss the humor and make the thread all "serious" like.
I had no clue that was a chat option, that is so much easier. (t: doesn't like that COUNT roll.) I'll go back to my corner.
Nah, you're good, it wasn't that funny to begin with. Long day, being a jerk. Tired. Sucky. That's how I'm rollin' atm.
Anyway, yeah, preferences makes it slightly easier. I'll see whether I can figure the COUNT rolls out, mainly because I'd like to have the tooltips be default for folks that don't have their prefs set. It just won't happen right now. I honestly completely forgot about it due to having my prefs set like that.
Edit: To make [t:] work with the COUNT rolls it has to look like this: [t, COUNT...]. When you use more than one of the options, you separate them with a comma.
Edit 2: Oh good christ, the inputs expand too. Ugh, that's a lotta "t".
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You just need to put "[t, COUNT" and then the rest for it to work. A little trial and error and that seems to work.
We just need to make sure we tell Stormgale or his eyes are going to glaze over after the first Scorching Burst...
Like the Set Level macro is huge because (and I'm sure there's an easier way to do this) I had to add an if clause for all the levels up through 30, to modify the XP for the next level.
And if Erevar casts an expanded Acid Arrow, someone's chat window's gonna go kersplat.
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Edit: Okay, here's the problem. The Campaign Properties are kinda a big deal here. I forgot to include them in the .zip
Go to Edit -> Campaign Properties, then highlight "Basic," delete everything under it and copy-paste this in:
*XP:{XPGain}/{NextLevel}
ToughnessTier:0
ClassHPValue1:0
ClassHPValue2:0
XPGain:0
NextLevel:1000
Strength (Str):0
StrengthMod (StrMod):{floor((Strength - 10)/2)}
Constitution (Con):0
ConstitutionMod (ConMod):{floor((Constitution - 10)/2)}
Dexterity (Dex):0
DexterityMod (DexMod):{floor((Dexterity - 10)/2)}
Intelligence (Int):0
IntelligenceMod (IntMod):{floor((Intelligence - 10)/2)}
Wisdom (Wis):0
WisdomMod (WisMod):{floor((Wisdom - 10)/2)}
Charisma (Char):0
CharismaMod (CharMod):{floor((Charisma - 10)/2)}
*HP:{HitPoints}/{HPDerived} + {TemporaryHP}
HitPoints:{HPDerived}
HPDerived:{(ClassHPValue1 + Constitution) + (ClassHPValue2 * (Level - 1)) + (ToughnessTier * 5)}
TemporaryHP (Temp HP):0
*Surges:{SurgeNumber}/{SurgeMax} ({SurgeValue} HP)
SurgeMax:0
SurgeNumber:0
SurgeValue (Surge Val.):0
*AC/Fort/Ref/Will:{AC}/{Fortitude}/{Reflex}/{Will}
AC:0
Fortitude (Fort):0
Reflex (Ref):0
Will (Will):0
*ActionPoints (Action Pts.):0
*Speed:0
*Elevation (Elv)
Description (Des)
That should fix the problem. Stormgale should copy paste those properties into the Campaign Properties of his Campaign, either under Basic, or in an entirely new one. You can change which set of properties you use by editing the token, going to the Config tab, and selecting a different set of Properties from the drop-down menu.
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Do we all have to have the exact same version of maptools as well? If so, we should make sure we all have the same one. I've got 1.3.b56 which came out on the 22nd.
Are we using maptools or gametable tomorrow? (oh god why am I asking so many questions.)
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Im currently building the Map in 1.54 ill check if I can just bring the map and tokens over to a new version
Oh, and I added a button for Curse, Oath, and Marking for Alden, Aldarion, and Garn. Those will apply the corresponding state to the selected token when you use the macro. There are buttons next to them that clear those states from selected tokens.
Also, it should be noted that my intention was for you to be impersonating your token as you use the macros. This will ensure that they output correctly.
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:whistle:sitting in vent, waiting for you:whistle:
:whistle:sitting in vent, waiting for you....:whistle: