Monday, September 26, 2016

SR4A on Roll20

Since we're playing Shadowrun on Roll20, I did some digging and found a wiki entry there. The whole thing is located here. I've cribbed the dice rolling and character sheet notes for quick reference below. GM's Note: Remember, we're using the Cinematic Rules, which means successes occur on a 4, 5, or 6, not just 5 or 6 as shown below.

 From the Roll20 Shadowrun wiki
Rolling Dice
Alright, this is Shadowrun. Which means you’re going to need buckets of 6 sided dice. There are two ways to deal with rolling the d6 of doom here; with a formula or with the dice tool. We’ll start with formula first.

Let’s use Smirky the Orc as our example.

Smirky is trying to outdrive a bunch of unhappy people on a crowded highway. To make things simple, we’re going to pretend that he has a pilot ground craft skill of 5 and a Reaction of 5. To make a driving check, we’d add up the skill and the attribute, so 5+5 which gives us a dice pool of 10. We’re not using the optional Action Movie rules, so a success will be a 5 or a 6.

All we really need to know is that in Roll 20, > is not “greater than” but “greater or equal to”. You can use the /roll command, or abbreviate it to /r. We’re rolling 10 6-sided die and we want to know every value of 5 or greater, So we’re going to type /r 10d6>5.

3 successes? Ew. Something tells me that our boy should have used edge on that roll. If we’d wanted to use edge and call upon the rule of 6, we’d put a ! next to the number of dice in our formula. In other words, we’d roll 10 6-sided “exploding” dice while wanting to know every value of 5 or over. So we’re going to type /r 10d6!>5.

You’ll notice that we rolled more that 10 dice there - that’s because the ! called upon the rule of 6. Good thing too - 5 successes is a lot healthier.

If we wanted to, we could use the Dice Rolling tool. Personally, I prefer to just type the formula, but you might be someone who prefers an interface. So let’s take a looksee. You can ignore the basic dice rolls section and head straight for the advanced section - the chances that you’ll ever have to roll just 1d6 in Shadowrun are slim, and frankly if you’re ever in a situation where you can only roll one dice, you might want to do everything you can to avoid making that roll.

This interface is pretty simple - just fill in the fields as required. In Shadowrun you’ll not need to use the modifier box (the one to the right of the d6 field), and remember to set the target numbers to >5.

You’ll probably have seen the “Compounded (Shadowrun-style)” option under exploding dice. Well, don’t get too excited, because that doesn’t work with Shadowrun 4th edition. Hit the “Separate” option if you want exploding dice, otherwise it’ll add the extra values to the sixes you roll. That’s fine and all, but it won’t actually count as extra successes

It’s worth noting that Roll20 has a pretty robust macro system. Unlike when the guide was first written, there is now a way to change the dice pool for a roll in-macro, but it looks a little unwieldy when you look at it. To modify the dice pool you'll put the initial roll value and a Prompt modifier into the macro: /r {(3 + ?{Modifier Total|0})d6}>5 This will ask the rolling player to enter a value for the Total Modifier, with a default value of 0 (See the Dice Reference, section "Roll Queries" for more info). As of yet, though, there doesn't seem to be a way to choose whether to use edge (! roll modifier) or not without making a duplicate macro.

Rolling initiative
To calculate your initiative in Shadowrun, you roll your initiative score in d6 and then add your initiative to that value. So let’s say Smirky the Orc has an initiative score of 10 (What? I like 10. It’s easy to remember.)
When you write a guide you can pick the numbers). So we’d roll 10d6 and add 10 to it to give us our initiative score /r 10d6>5 + 10. Luckily, we can do that straight in the command line and avoid doing math during a late night game session!

We can even have our players drag and drop that 13 successes straight into the turn tracker. Now that is what I call “pretty sweet”.

How to deal with Initiative Passes Of course, we can’t talk about initiative in Shadowrun in Roll20 without walking smack into the initiative pass system. Unlike most games, we’re going to have to track the initiative score in each turn and which initiative pass in each turn we’re in. A character can have anywhere from one to four passes per combat turn, and after a lot of different attempts with things like using decimals or letters in the initiative tracker, I’ve found that there are two workable solutions;

1: Remember the initiative pass - Not what I’d call foolproof, especially when it gets late in the evening. But this is the simplest method because you just need your brain.

2: Use the token markers - Unlike games like D&D4e, we’re not going to be tracking a lot of things like “marked by X, bloodied, 5 fire ongoing.” So that frees up the token markers. When combat starts, click on the tokens and select the markers option. The simply select a color for each initiative pass each character has at that time. This makes it easy to see how many passes a character has, and all we have to remember now is which pass we’re in.

Setting up a Character Sheet
You can automate some of the rolls in character sheets now, too. Just use @Attributes and Abilities. For example, a character with a Negotiation Dice Pool of 10 could have a Negotiation Attribute and linked Ability: /r {(@{Negotiation} + ?{Modifier Total|0})d6}>5 which, when run, will ask the user for any modifiers to their roll and then pull the value of the Attribute (in this case 10), then roll the dice and display the result. Unfortunately, as with Macros, there does not seem to be a way to set whether to use edge (Exploding Dice (! modifier)) or not without using a second "copy" ability.

That being said, here are some character sheet tips that my players and I find really useful.

We create and manage our characters on Chummer (which is free and well-supported), then tell the program to print the character sheet as text. This displays a preview window, which we can copy and paste directly into the character sheet. This really helps when a player can’t make a session, as it means another player can float their character, which is why I always make the character appear and be controllable by players.
You don’t have to export it as plain text of course - the character sheet also supports tables, so pick the format you like best and paste it in there.

Once we’ve copied the information in, we create three Attributes - Physical, Stun and Init. Fill these in with your physical and stun track, and put your physical initiative in the Init field. You could also create a MagicInit or MatrixInit for characters that require them.

Once we’ve filled out those fields we can automate the initiative by creating a new ability. Hit the add button and then the edit pencil and type /r @Init d6>5 + @Init. Then move the cursor to the space between Init and d6 and get rid of the space there. You should end up with this screen:

You can test the macro by hitting the d20 button to the right of the initiative roll - once you’re happy it’s working, press the green tick.

Before we save this character, we just need to scroll to the bottom and press duplicate. This saves a lot of time when we move on to our next character or NPC; paste in the new character sheet, drag a new portrait image in and alter the Physical, Stun and Initiative values.

I like to have the character initiatives ready to go at the bottom of my screen, so on each character I tick the “show in Macro bar” box and make sure that “show macro in quick bar” is selected on the settings tab .

It’s worth noting that these buttons only appear on my screen - players see only the macro buttons they choose to see (by selecting “show in macro bar” and “show macro in quick bar” as above).

When you place a token on the map for the first time, remember to link it to the character sheet. That way the tokens will reflect the correct physical and stun values no matter what map you’re on. To do that, click on the token and press the cogwheel (1) or double click on the token. Then select the character sheet to link the token to (2) and select Physical for bar 1 and Stun for Bar 2 (3). Your character is now linked, and any changes you make to the physical or stun values will be tracked throughout the table.

I recommend not linking trash NPCs to the sheet in this way; I’ve tried that in the past, and the result was that every time one biker took damage, the table thought that they all did.

Some useful Macros
 Roll a regular Test 
[[(?{Ability|2}+?{Skill|2}-?{penilty|0})d6>5]]

Roll a Test with edge
[[{(?{Ability|2}+?{Skill|2}+?{Edge|2}-?{Penalties|0})d6!}>5]]

Role a straight edge test 
[[{?{Edge|2}d6!}>5]] 

Initiative tests /em has a total initiative of
[[?{Initiative}+{(?{Reaction|2}+?{Intuition|2}-?{Wound Penalties|0})d6}>5]] 

Initiative test with edge /em has a total initiative of
[[?{Initiative}+{(?{Reaction|2}+?{Intuition|2}-?{Wound Penalties|0}+?{Edge|2})d6!}>5]]

There! You’re now all set to play Shadowrun. Enjoy! And pay your fixers a finders fee, dangit!
In all honesty, I'd prefer to keep character sheets separate from Roll20 since we're starting the game with asynchronous posting. When and if we schedule an actual online hangout session, we'll worry about online character sheets then. For the mean time, we'll work to keep records and track combat and actions. You can find a good number of cheat and record sheets here.