For making your Pc you're going to be using the "Attribute and Abilities" tab of your character sheet to do all the automation work. for a lot of more popular systems roll20 has built in character sheets with built in automation, but i lack the knowledge to code one for this.
It's possible to eliminate the need for a google sheets character sheet...but i suggest using mine or Firewarrior's (when its done) still. They're much better at organizing the information and calculate all your derived stats for you. When i GM i require everybody to use a uniform Gsheets character sheet.
First off you're going to want to put a bunch of key stats into the "Attributes" column. You just hit the "+ add" button and type in a name and a number (with an optional max number.)
You'll want to put in your Special stats, (i like abbreviating them to one or three letters, but you don't HAVE to.), Hp, AP, and relevant racial stats (strain, trick points.). You can benefit from putting EVERY skill your character has down a bit later in this tutorial, but you can also just put in your character's major skills that you'll be rolling most often. ( a bit of a side note, you'll probably not benefit as much from tracking strain or trick points in your
I also keep track of the following stats for 2-3 weapons: Base Damage, Additional D10's, Condition modifier(1.0 for good, 0.9 for used, etc.), you can even track the name.
The general idea for this is so that when you level up and gain perks, or get new weapons, you can plug the new data in instead of having to manually modify every macro you have. For the lazy, you can just include all of this data directly in macros instead of referencing it. It's less work at the time but will require you to go back and edit those numbers a lot more.
Starting out with one of my favorite pieces of automation, were going to make a macro which lets you roll any special check from a single button press.
You're going to first make 7 macros, which you probably don't want to display on your token or macro bar. They're just going to sit in the character sheet until you ask for them.
Your 7 special macros will all look something like this, and you'll again benefit from giving them short names later when you write your master-macro.
/me tests her might!
[[1d10cs<10cf>1]] Vs. [[@{Str}+?{Modifier|0}]]
The /me at the beginning is your flavor text and also functions as a label, so you know who rolled what. you'll want that when everyone rolls perception checks for example.
After that you have the d10 roll (inline again, because it takes up less space). The cs and cf numbers after that change the highlighting, so the number box is green on a 1 and 10 on a red. the Vs. is again a label, the other side of that line has your actual stat, with whatever modifier number the gm gives you. The @{Str} section calls the strength attribute you already entered, make sure it matches the name you gave the attribute and change it out for each stat. The second part of that roll (i say roll, its just math) is a query which asks you for the modifier number, with a label so you know what it is, and a default at 0.
Once you've written one of these for each of your special stats, you're going to make your master macro, which will give you a drop down menu to select a stat (and take up only one space on your macro bar!)
Special Macro:
?{Which Stat? |Strength,%{Amber Might|Str}| Perception,%{Amber Might|Per}| Endurance,%{Amber Might|End}| Charisma,%{Amber Might|Cha}| Intelligence,%{Amber Might|Int}| Agility,%{Amber Might|Agi}| Luck,%{Amber Might|lck} }
This macro is essentially a query with preset options, those options being the macros you already made to hide in the background. This one in particular is one i wrote for one of my less technically adept players. If you name all of your macros with the 3 letter abbreviations you could copy/paste this and replace the names. I'll still describe the functions of it, however if you need help with this macro, checking out the roll20 wiki might also be helpful.
The query at the beginning is like any other, just asking you which stat you want to roll, and then giving you a drop down menu. After that the vertical line | is used to indicate that this is a dropdown menu. The format is like this:
| Name,%{Character Name|Ability Name}|
the space before the start of the next ability in the menu is necessary for some reason.
Next up, weapons and attacks!
If you want to be really fancy you can include your crit success and failure numbers as attributes.
A side note on the CS function, The < and > greater than and lesser than symbols are both have an invisible "Or equal to" attached to them.
When naming my attack macros i like to include their AP cost.
The standard format i use for single fire, or burst fire weapons looks like this:
/me fires her @{W1name}
Attack: [[1d100cs<[[@{critS}]]cf>[[@{critF}]]]] Vs. [[@{Firearms}+?{Modifier|0}]]
Damage: [[floor((@{w1dam}+@{w1d10}d10)*@{W1cnd})]]
Pierces [[5]] DT
I put effects after the damage lines, like the DT piercing, and obviously when you're writing your own macro you'll want to make sure you reference the appropriate weapon skill and include the effects unique to that weapon. Since those vary a lot it's not so automatable.
For burst fire you can include extra lines for each shot, and for weapons that hit multiple times with one attack roll, separate your inline damage rolls with /'s.
The blank space under the emote line prevents your attack roll and attack target number from being on different lines, that can be annoying.
You'll notice a neat thing in this macro: it uses NESTED inline macros. That's because the CS and CF functions don't like formulas or queries or references. However when running a macro, just like parenthesis in mathematics, it performs the inner functions first. As far as the cs and cf functions are concerned, there's just a number there. (you can also include queries or stat references to crit penalties or bonuses on your weapons if you want to, inside that inline roll.)
It also uses the floor function to round the final number down, because if you have a perfect condition weapon or a damaged weapon, you could end up with some decimals. You can use the ceil function to round up, or the round function to round to nearest.
For rate of fire weapons i use a different format, since their mechanics include an additional hit if you rolled an even attack number. So remember that your rate of fire weapons actually fire twice their RoF bullets when you're tracking your ammo consumption. (i seriously don't recommend doing this in your in-game character sheet)
The format for RoF weapons:
/me opens fire with his @{w2name}
Attacks Vs [[@{Mew}-(5*@{w2rof})+?{modifier}]]
[[1d100cs<[[@{w2cs}]]cf>[[@{w2cf}]]]] Dam: [[floor((@{w2dam}+@{w2d10}d10)*@{w2cnd}))]] Even: [[floor((@{w2dam}+@{w2d10}d10)*@{w2cnd}))]]
[[1d100cs<[[@{w2cs}]]cf>[[@{w2cf}]]]] Dam: [[floor((@{w2dam}+@{w2d10}d10)*@{w2cnd}))]] Even: [[floor((@{w2dam}+@{w2d10}d10)*@{w2cnd}))]]
[[1d100cs<[[@{w2cs}]]cf>[[@{w2cf}]]]] Dam: [[floor((@{w2dam}+@{w2d10}d10)*@{w2cnd}))]] Even: [[floor((@{w2dam}+@{w2d10}d10)*@{w2cnd}))]]
[[1d100cs<[[@{w2cs}]]cf>[[@{w2cf}]]]] Dam: [[floor((@{w2dam}+@{w2d10}d10)*@{w2cnd}))]] Even: [[floor((@{w2dam}+@{w2d10}d10)*@{w2cnd}))]]
That macro looks really huge, but it's much shorter when you actually roll it, additionally, you actually only need to write each line once. The output of this gives you the target number at the top and your attack and damage rolls underneath, plus a second damage roll to use for even attack rolls.
Next up for unicorns and alicorns who like to fight with their facial-spikes, macro's for damaging spells. I'll be detailing an energy strike and an eldritch knives spell here. Since spells generally have less variable damage, these are slightly simpler macros most of the time. Spellcasters can also just include their regular crit stats since their horn doesn't have condition modifiers.You don't need rounding functions either since you should always be
first off, an expert level Energy Strike (Fire!)
/me fires a mighty fireball from her horn!
Attack: [[1d100cs<[[@{cf}]]cf>[[@{cf}]]]] vs [[@{Science}+?{Modifier|0}]]
Damage: [[30+(@{Potency}*4)+4d10]] in a [[@{Potency}*2]] Area
Ignores DT, reduced by Fire Resistance
Target burns for 2d10 damage each turn until they pass a luck check. Cannot be extinguished for [[@P[potency}]] turns.
Ponies using mighty-spell may want to create queries for their potency or versatility multipliers for spells. you would replace all the @{Potency} references with (@{Potency}*?{Multiplier|1}) and then continue the macro as normal.
Eldritch knives is a bit of a funky spell, and potentially really devastating, its one of my favorites!
/me attacks a target with arcane blades!
Attack: [[1d100cs<[[@{cf}]]cf>[[@{cf}]]]] vs [[@{Science}+?{Modifier|0}]]
[[floor((@{Potency/2)+13)]] Damage * [[(@{versatility}+7]] Knives.
[[[[floor((@{Potency/2)+13)]]*[[(@{versatility}+7]]]] Total damage, reduced by (Dt/2)*[[@{versatility+7]]
I like to include instructions for the damaged party to calculate their total damage received, it can help speed things up.
I'll write about making monsters a little later, i need a break from writing!
I'm pretty much exclusively here to try and contribute content or technical support for the PnPrpg. Message me if there's anything you need which you think i can provide.