![]() You might know that you can designate a token to represent a particular character in the Journal-but did you know you can set that token up so you can immediately show its HP and recoveries as well as other attributes? To do this, set up the token on the play space. Do you need to have a “before” and “after” map, such as when you need to show the aftermath of an explosion or rockslide? Put the after map on the GM-only level and right click to change its layer. If you’re using fog of war, you can also hide these monsters in there until they need to be used. Have monsters waiting to ambush the characters, but don’t want to spend time dragging the tokens onto the map from your library or journal? Just set them up ahead of time and put them on the GM-only level. Do you need to put a token to represent a torch on the map but don’t want to accidentally move it around? Put it on the map level and not the token level. You can place maps or tokens on multiple visible levels. Just don’t forget to show the macro quick bar, and check each macro you want to use. Additional bonus: any macro you make as a GM can be shared with the players, so they can use it too-just scroll down on the macro creation popup. Especially helpful is the Rolling a Macro with a Variable section, which is great for GMs to do their attack rolls. ![]() Sometimes you just need to roll a d20 or d6 or any other dice, such as when you take impromptu damage from skill challenges or when you are simulating gambling in-game. You can use macros as part of your character sheets, but they can also be useful on their own. Macros help! You can learn more about them here: en-us/articles/360037256794- Macros. I turn the grid on to place tokens, but then turn it off for gameplay. Turning it off and on again only takes a moment so use what best suits your immediate need. However, keeping the grid on helps you size tokens equally, so take advantage of that. ![]() You can turn it off in the settings for each individual page. If you’re using maps, you don’t need to use the grid Roll20 defaults to. Includes 6 maps complete with Dynamic Lighting and support for Advanced Fog of War, m acros for all combat NPCs, for instant automatic rolls, statted token art for every character and monster, 6 pre-gen characters with variants, the full adventure broken out into easy handouts and folders for whatever direction the players go. ![]() Swords Against the Dead (also 20% off through September): a quick-start zombie-fighting adventure with multiple possible paths. Includes 11 full color maps, 38 unique character tokens, 12 pregenerated characters, and 19 handouts written and organized specifically for the Roll20 edition. Shadows of Eldolan (20% off through September): an introductory 13th Age adventure for 1st level heroes that provides a GM with a partially fleshed-out town setting full of intrigue. Includes 3 full color maps, 20 unique character tokens, 12 pregenerated characters using the official 13th Age character sheet, and a PDF of the adventure, as well as handouts within Roll20 to help both players and GMs who are new to Roll20 or 13th Age. Make Your Own Luck (free forever): a stand-alone adventure which also works as a prequel to the megadungeon campaign Eyes of the Stone Thief. You can purchase three 13th Age adventures on Roll20-as of today Pelgrane Press has made one free to purchase (forever!), and the others 20% off through September 2020. However! Because I’m a Roll20 noob, I asked Aaron Roudabush, the master of 13th Age online play, to share some tips. Greetings, fellow dungeon dwellers! Today, I wanted to talk about playing 13th Age on the Roll20 virtual tabletop. Laws’ “9 Tips for Remote Tabletop RPG Play”.
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