I am struggling with this too. I keep trying though.
What’s yer struggle chummer? Maybe I can help.
I don't know what I don't know. Sometimes I overvalue my ability to do these types of things and miss an important beginning step. So I'm heading back to the basics first. I'll work it out eventually.
I appreciate the offer to help. When I figure out my stuck point I might head back here.
What do you mean? Do you mean that the damage is not automatically applied to a target? If so, that’s correct. This website is not a VTT, it has no way of targeting anything or having anything from a monster or PC interact with anything else.The results still need to be verbally communicated to the other players for them to track manually. This site is simply an electronic stand in fora traditional pencil-and-paper game.
Does anyone know if there is a way to quickly remove the [rollable] tags when making homebrew creatures based on existing creatures, without having to manually delete all the tags? Ever since the change, it's been a pain to quickly customise monsters.
I would really, really wish that I was able to just click a botton somewhere which said "weapons/reactions/potions/spells/whatever". Clicking that would give me a whole list to pick from. So, if I wanted my dude to have a sword, then he'd get a sword with all of the code etc, added in. I wanted him to be able to cast fireballs, or have sentinel or whatever, then that too would simply be to find the correct spell or reaction and click that. In other words, I really dislike the fact that I basically have to sit and code everything.
I created a creature which is effectively a swarm of wolves. The idea is that it's a beefier wolf that attacks twice and gets pack tactics from itself so it always has advantage unless specifically disadvantaged. Is there a way to build advantage into the roll so that I don't have to right click and select advantage every time I want to roll for them?
Hello everyone! I was wondering if there is a way to add a permanent advantage/disadvantage to a roll? For example if I wanted to create a monster that has an advantage in a cave for attack rolls, and the adventurers are going to find it deep in a cave without possibility of it leaving. It would have advantage on every attack roll. Is there an expression I can use so I'm not right clicking every attack and it will do advantage every time?
Hey folks! I've figured out how to add "auto-permanent advantage/disadvantage" to the [rollable] tags, without having to right-click and choose advantage/disadvantage every time you roll!
Instead of having "Generic Attack Name. Melee Weapon Attack:[rollable ]+X;{"diceNotation":"1d20+X","rollType":"to hit","rollAction":"Generic Attack Name"}[/rollable ]..." change it to "Generic Attack Name. Melee Weapon Attack:[rollable ]+X;{"diceNotation":"2d20kh1+X","rollType":"to hit","rollAction":"Generic Attack Name"}[/rollable ]..." for permanent advantage, or "Generic Attack Name. Melee Weapon Attack:[rollable ]+X;{"diceNotation":"2d20kl1+X","rollType":"to hit","rollAction":"Generic Attack Name"}[/rollable ]..." for permanent disadvantage.
Note: If you do use "2d20kh1" or "2d20kl1" and right click for advantage or disadvantage, the system will roll 3d20 and give SUPER advantage/disadvantage (taking the highest/lowest of the 3 rolls)
Edited to add spaces after the word "rollable" so that the forum didn't truncate my post
I created a creature which is effectively a swarm of wolves. The idea is that it's a beefier wolf that attacks twice and gets pack tactics from itself so it always has advantage unless specifically disadvantaged. Is there a way to build advantage into the roll so that I don't have to right click and select advantage every time I want to roll for them?
Hello everyone! I was wondering if there is a way to add a permanent advantage/disadvantage to a roll? For example if I wanted to create a monster that has an advantage in a cave for attack rolls, and the adventurers are going to find it deep in a cave without possibility of it leaving. It would have advantage on every attack roll. Is there an expression I can use so I'm not right clicking every attack and it will do advantage every time?
Hey folks! I've figured out how to add "auto-permanent advantage/disadvantage" to the [rollable] tags, without having to right-click and choose advantage/disadvantage every time you roll!
Instead of having "Generic Attack Name. Melee Weapon Attack:[rollable ]+X;{"diceNotation":"1d20+X","rollType":"to hit","rollAction":"Generic Attack Name"}[/rollable ]..." change it to "Generic Attack Name. Melee Weapon Attack:[rollable ]+X;{"diceNotation":"2d20kh1+X","rollType":"to hit","rollAction":"Generic Attack Name"}[/rollable ]..." for permanent advantage, or "Generic Attack Name. Melee Weapon Attack:[rollable ]+X;{"diceNotation":"2d20kl1+X","rollType":"to hit","rollAction":"Generic Attack Name"}[/rollable ]..." for permanent disadvantage.
Note: If you do use "2d20kh1" or "2d20kl1" and right click for advantage or disadvantage, the system will roll 3d20 and give SUPER advantage/disadvantage (taking the highest/lowest of the 3 rolls)
Edited to add spaces after the word "rollable" so that the forum didn't truncate my post
Hey folks! I've figured out how to add "auto-permanent advantage/disadvantage" to the [rollable] tags, without having to right-click and choose advantage/disadvantage every time you roll!
Instead of having "Generic Attack Name. Melee Weapon Attack:[rollable ]+X;{"diceNotation":"1d20+X","rollType":"to hit","rollAction":"Generic Attack Name"}[/rollable ]..." change it to "Generic Attack Name. Melee Weapon Attack:[rollable ]+X;{"diceNotation":"2d20kh1+X","rollType":"to hit","rollAction":"Generic Attack Name"}[/rollable ]..." for permanent advantage, or "Generic Attack Name. Melee Weapon Attack:[rollable ]+X;{"diceNotation":"2d20kl1+X","rollType":"to hit","rollAction":"Generic Attack Name"}[/rollable ]..." for permanent disadvantage.
Note: If you do use "2d20kh1" or "2d20kl1" and right click for advantage or disadvantage, the system will roll 3d20 and give SUPER advantage/disadvantage (taking the highest/lowest of the 3 rolls)
Edited to add spaces after the word "rollable" so that the forum didn't truncate my post
Amazing find!!
Thanks! I should also note / clarify that, if using "2d20kh1" or "2d20kl1" to force a default roll to be with advantage/disadvantage, there doesn't appear to be any way to get back to a standard / normal "Flat" roll, so if you create a monster with permanent advantage, then your only roll options are "Super Disadvantage", "Advantage" and "Super Advantage" (and likewise, a monster with permanent disadvantage can only roll "Super Disadvantage", "Disadvantage" and "Super Advantage"). Any kind of situation that would normally impose disadvantage, such as being prone or attacking an enemy you can't see, and therefore cancel the advantage, won't work.
As a workaround, a homebrew monster stat block could have two of the same actions - one with permanent advantage, and the other "standard", but then you're adding extra text to maybe save a few clicks...
As a workaround, add two rollable "to hit" boxes, like in the below image:
The above gives the option to roll "Super Disadvantage", "Advantage" and "Super Advantage" with the first button (using "2d20kh1") and "Disadvantage", "Flat" and "Advantage" (using "1d20") - basically 5 different rolling options with two buttons (for anyone who wants to have it all).
As a workaround, add two rollable "to hit" boxes, like in the below image:
The above gives the option to roll "Super Disadvantage", "Advantage" and "Super Advantage" with the first button (using "2d20kh1") and "Disadvantage", "Flat" and "Advantage" (using "1d20") - basically 5 different rolling options with two buttons (for anyone who wants to have it all).
Playing around with this some more, but this time on the damage rolls, and I found something just as awesome (at least, I think it is)! You can drop the highest/lowest dice on a damage roll too! Looking at the example below for the Ice Knife Bonus Damage:
If you wanted to take it easy on your players you could put in something like [rollable ](2d6);{"diceNotation":"3d6kl2","rollType":"damage","rollAction":"Ice Knife Bonus Damage","rollDamageType":"cold"}[/rollable ], and the system will show "2d6" for the rollable button, but it will roll 3d6 instead, and drop the highest roll. In this case, the results were 6, 2 and 5, it dropped the 6, and deals 7 damage.
Conversely, if you put 3d6kh2 and got those results, you would drop the lowest roll (2) and deal 11 (6 + 5) damage (if you wanted to REALLY hurt your player's characters!)
As with the d20 rolls though, it does kinda mess with the right-click functionality. Rolling "Crit Damage" results in 6d6 being rolled, but only the lowest two count as damage, not the lowest four.
Not sure how useful anyone would find either the "permanent advantage" or the "drop damage dice" functionality, but I find it interesting, and it opens up new possibilities in Homebrew Monster creation.
So I'm trying to create a high-stakes Beholder but having issues getting the eye ray damages to be clickable. I've copied/pasted/edited working damage text, manually typed per the first post in this thread, and used the spreadsheet linked by another user but the saved stat block only reads the "taking 44 (8d10) necrotic damage on a failed save" with nothing clickable. As much as I'd like to chalk it up to something out of my control, I assume I'm either doing something wrong or there's a limit to how many rollable links can be present in a single stat block, but other abilities before and after the eye ray attacks work fine. Any suggestions?
The text I've tried using:
Enervation Ray. The targeted creature must make a DC 22 Constitution saving throw, taking 44 8d10 necrotic damage on a failed save, or half as much damage on a successful one.
Enervation Ray. The targeted creature must make a DC 22 Constitution saving throw, taking 44 [ rollable](8d10);{"diceNotation":"8d10","rollType":"damage","rollAction":"Enervation Ray","rollDamageType":"necrotic"}[/rollable ] necrotic damage on a failed save, or half as much damage on a successful one.
Just take the spaces out of the “rollable” brackets.
Weird, not sure where that space came from, it's not in my original code. The only space is in the "Enervation Ray" rollAction in the code I'm trying to use. For grins and giggles I tried taking even that out, but no dice (pun intended). In case something funky happened with the paste last post:
I put the spaces in there so the rollable code wouldn’t get blanked and you would actually be able to copy/paste it. Just drag highlight what I gave you and copy/paste it into your monster and then delete those two spaces and it’ll work.
You’ve done everything correctly, but the rollables are only visible when building an Encounter with a monster stat block. You won’t see the rollable button simply when viewing the stat block itself, as with the link you’ve posted above.
You’ve done everything correctly, but the rollables are only visible when building an Encounter with a monster stat block. You won’t see the rollable button simply when viewing the stat block itself, as with the link you’ve posted above.
I put the spaces in there so the rollable code wouldn’t get blanked and you would actually be able to copy/paste it. Just drag highlight what I gave you and copy/paste it into your monster and then delete those two spaces and it’ll work.
I see. Thank you both for your time. Tested and you are correct. I forgot my Beyond20 addin was installed on this computer and was looking at those thinking it wasn't working in the encounter builder. Thank you again!
I use that string, with the spacing removed around the "rollable" brackets. The damage will roll and the box will read "Withering Grasp: Damage". Nowhere does it say "necrotic". Where does it display the damage type? Am I doing something incorrectly or simply misunderstanding how it works? And if it's working as intended what is the purpose of the "rolldamage type:necrotic" code?
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Have you tried a simple copy/paste?
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You are amazing! Thank you so much!
I got the to hit and damage stuff in but, it only does it to itself?
What do you mean? Do you mean that the damage is not automatically applied to a target? If so, that’s correct. This website is not a VTT, it has no way of targeting anything or having anything from a monster or PC interact with anything else.The results still need to be verbally communicated to the other players for them to track manually. This site is simply an electronic stand in fora traditional pencil-and-paper game.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
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Its fine I fixed the problem.
Does anyone know if there is a way to quickly remove the [rollable] tags when making homebrew creatures based on existing creatures, without having to manually delete all the tags?
Ever since the change, it's been a pain to quickly customise monsters.
I would really, really wish that I was able to just click a botton somewhere which said "weapons/reactions/potions/spells/whatever". Clicking that would give me a whole list to pick from. So, if I wanted my dude to have a sword, then he'd get a sword with all of the code etc, added in. I wanted him to be able to cast fireballs, or have sentinel or whatever, then that too would simply be to find the correct spell or reaction and click that. In other words, I really dislike the fact that I basically have to sit and code everything.
Hey folks! I've figured out how to add "auto-permanent advantage/disadvantage" to the [rollable] tags, without having to right-click and choose advantage/disadvantage every time you roll!
Instead of having "Generic Attack Name. Melee Weapon Attack: [rollable ]+X;{"diceNotation":"1d20+X","rollType":"to hit","rollAction":"Generic Attack Name"}[/rollable ]..." change it to "Generic Attack Name. Melee Weapon Attack: [rollable ]+X;{"diceNotation":"2d20kh1+X","rollType":"to hit","rollAction":"Generic Attack Name"}[/rollable ]..." for permanent advantage, or "Generic Attack Name. Melee Weapon Attack: [rollable ]+X;{"diceNotation":"2d20kl1+X","rollType":"to hit","rollAction":"Generic Attack Name"}[/rollable ]..." for permanent disadvantage.
Note: If you do use "2d20kh1" or "2d20kl1" and right click for advantage or disadvantage, the system will roll 3d20 and give SUPER advantage/disadvantage (taking the highest/lowest of the 3 rolls)
Edited to add spaces after the word "rollable" so that the forum didn't truncate my post
how to save this post for easy access :D ?
Amazing find!!
Bookmarking it in your browser would be the most straightforward method, as there isn’t a built-in way to save or favorite posts.
Thanks! I should also note / clarify that, if using "2d20kh1" or "2d20kl1" to force a default roll to be with advantage/disadvantage, there doesn't appear to be any way to get back to a standard / normal "Flat" roll, so if you create a monster with permanent advantage, then your only roll options are "Super Disadvantage", "Advantage" and "Super Advantage" (and likewise, a monster with permanent disadvantage can only roll "Super Disadvantage", "Disadvantage" and "Super Advantage"). Any kind of situation that would normally impose disadvantage, such as being prone or attacking an enemy you can't see, and therefore cancel the advantage, won't work.
As a workaround, a homebrew monster stat block could have two of the same actions - one with permanent advantage, and the other "standard", but then you're adding extra text to maybe save a few clicks...
As a workaround, add two rollable "to hit" boxes, like in the below image:
The above gives the option to roll "Super Disadvantage", "Advantage" and "Super Advantage" with the first button (using "2d20kh1") and "Disadvantage", "Flat" and "Advantage" (using "1d20") - basically 5 different rolling options with two buttons (for anyone who wants to have it all).
Playing around with this some more, but this time on the damage rolls, and I found something just as awesome (at least, I think it is)! You can drop the highest/lowest dice on a damage roll too! Looking at the example below for the Ice Knife Bonus Damage:
If you wanted to take it easy on your players you could put in something like [rollable ](2d6);{"diceNotation":"3d6kl2","rollType":"damage","rollAction":"Ice Knife Bonus Damage","rollDamageType":"cold"}[/rollable ], and the system will show "2d6" for the rollable button, but it will roll 3d6 instead, and drop the highest roll. In this case, the results were 6, 2 and 5, it dropped the 6, and deals 7 damage.
Conversely, if you put 3d6kh2 and got those results, you would drop the lowest roll (2) and deal 11 (6 + 5) damage (if you wanted to REALLY hurt your player's characters!)
As with the d20 rolls though, it does kinda mess with the right-click functionality. Rolling "Crit Damage" results in 6d6 being rolled, but only the lowest two count as damage, not the lowest four.
Not sure how useful anyone would find either the "permanent advantage" or the "drop damage dice" functionality, but I find it interesting, and it opens up new possibilities in Homebrew Monster creation.
So I'm trying to create a high-stakes Beholder but having issues getting the eye ray damages to be clickable. I've copied/pasted/edited working damage text, manually typed per the first post in this thread, and used the spreadsheet linked by another user but the saved stat block only reads the "taking 44 (8d10) necrotic damage on a failed save" with nothing clickable. As much as I'd like to chalk it up to something out of my control, I assume I'm either doing something wrong or there's a limit to how many rollable links can be present in a single stat block, but other abilities before and after the eye ray attacks work fine. Any suggestions?
The text I've tried using:
Enervation Ray. The targeted creature must make a DC 22 Constitution saving throw, taking 44 8d10 necrotic damage on a failed save, or half as much damage on a successful one.
Just take the spaces out of the “rollable” brackets.
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Weird, not sure where that space came from, it's not in my original code. The only space is in the "Enervation Ray" rollAction in the code I'm trying to use. For grins and giggles I tried taking even that out, but no dice (pun intended). In case something funky happened with the paste last post:
I put the spaces in there so the rollable code wouldn’t get blanked and you would actually be able to copy/paste it. Just drag highlight what I gave you and copy/paste it into your monster and then delete those two spaces and it’ll work.
Creating Epic Boons on DDB
DDB Buyers' Guide
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Content Troubleshooting
Ahhhh. Gatcha. Sorry for the confusion. I did so, but sitll no luck. Screenshot below:
The modified Xanathar: https://www.dndbeyond.com/monsters/2739205-xanathar-cr-24
Is there a limit on these type links?
You’ve done everything correctly, but the rollables are only visible when building an Encounter with a monster stat block. You won’t see the rollable button simply when viewing the stat block itself, as with the link you’ve posted above.
I see. Thank you both for your time. Tested and you are correct. I forgot my Beyond20 addin was installed on this computer and was looking at those thinking it wasn't working in the encounter builder. Thank you again!
I could use a little help to figure out what I'm doing wrong, or if I'm just misinterpreting how it works.
[ rollable ](4d10 + 3);{"diceNotation":"4d10+3","rollType":"damage","rollAction":"Withering Grasp","rollDamageType":"necrotic"}[ /rollable ]
I use that string, with the spacing removed around the "rollable" brackets. The damage will roll and the box will read "Withering Grasp: Damage". Nowhere does it say "necrotic". Where does it display the damage type? Am I doing something incorrectly or simply misunderstanding how it works? And if it's working as intended what is the purpose of the "rolldamage type:necrotic" code?