MapTool
From House of Genius
Contents |
MapTool Frameworks
MapTool is a virtual tabletop program that lets you run roleplaying game sessions online with a shared map, shared "tokens" (basically, images that represent your d00dz), and scripting to automate things like dice rolls, attacks, and so forth. MapTool is system-agnostic, so there's no built-in game system or rules; you have to create your own (although there's no requirement to automate anything! The chat system supports dice rolling, and the shared map is a shared map even if you never script anything).
However, several MapTool users have created libraries of related scripts ("macros," in MapTool terms) that automate game systems. I've created a couple myself.
Dungeons & Dragons 4th Edition
This framework grew out of a desire to automate combat in particular. My players and I don't use MapTool for anything but combat encounters in DD4E, and we wanted to see if we could speed things along. One thing led to another and I ended up writing a lot of macros to do a lot of things. Anyway, this framework has no particular name.
This system attempts to automate a great deal of the combat process, including:
- Creating macros for powers and selecting a power to use
- Selecting the targets of that power
- Configuring modifiers to the attack roll
- Applying marks and states based on the attack roll
- Applying damage (if any) to the targets of the roll
- Recording the expenditure of limited-use powers
- Managing the gaining and losing of Hit Points and healing surges
- Automatic handling of marking and penalties from being marked
- Automatic application of modifiers for range and cover
However, this framework is not designed to automate the entire breadth of 4th Edition D&D rules. There are no inventory management features, no weapon switching/management options, and very few (if any) non-combat procedures automated.
Furthermore, this framework assumes that the user has precalculated such information as Attack Bonuses, Hit Points, Defenses, and so forth, and will simply enter the total number in the relevant portions of the character setup and power setup dialogs.
Diving In
If you want to dive right in, here's how to set up a new PC token with basic combat-relevant stats and powers:
- Download the campaign file (latest version is version 3.0)
- When you open it, you'll see the Grasslands map with three "tokens" on it. The three at the top of the map are the Generic PC and NPC tokens, and the Library Token Lib:4e. Don't rename Lib:4e, unless you feel like doing a lot of macro fixing.
- Make a copy of the Generic PC or NPC Token.
- Click the macro in the Character Management Group called "Edit Character Basics." You'll get a dialog asking for several pieces of information.
- Complete all the fields for your character, and click OK. Your character will now have abilities, HP, defenses, healing surges, and other traits.
- Click Edit Character Skills. Here, enter the total skill bonus for each skill.
- If your character has traits that alter damage taken by halving or multiplying it, click Edit Damage Multipliers.
- If your character is vulnerable or resistant to certain damage types, click Edit Resistance/Vulnerability.
- Your character now has all the necessary traits except for Powers.
Adding Powers
- Click the macro button labeled Add New Power.
- In the dialog that pops up, fill out the power's details. Note that for damage and attack bonus, put only the total bonus - e.g., an attack bonus of 4 (Abil Modifier) + 2 (1/2 Lvl) + 3 (Proficiency) + 1 (Feat) would simply be entered as 10.
- Click OK. The power will be added to your character token, and a new button for that power will be added to the token (at-will powers will show up as green buttons, encounter powers will show up as red buttons, etc).
- Repeat steps 1-3 until you're tired of it, or you've entered all your powers.
- Your character token is now configured for this framework. To fire off a power, just click the corresponding button.
"Leader" Classes
Classes that fall into the Leader role have a fairly standardized set of "primary healing" powers - Majestic Word, Healing Word, and so forth. Since the framework doesn't handle utility powers or powers that target allies very elegantly (it was originally based around automating attacks, and that is still the strongest part of its lineage), I developed in the latest version a subsystem that handles the following "leader" healing powers:
- Healing Word
- Healing Spirit (partially; bonus HP to the second ally is not automated)
- Inspiring Word
- Majestic Word
- Healing Infusion: Restorative Admixture
- Lay on Hands
To set up Leader Healing, simply run the macro on the PC token (or NPC token, if you're using a template on an NPC) called "Setup Leader Healing." It will prompt you for basic information about the power, and then create macro buttons for the appropriate power. After that, just click the button to use the healing power. Uses and availability of the power will be tracked.
Tips
- If you have an attack power that uses 2 different weapons (such as powers that use your Main Hand and Off Hand weapons), create two power entries, one for each weapon. For example, if you have the Ranger power Twin Strike, and use a longsword and an axe, you can create two powers: Twin Strike (Main Hand), and Twin Strike (Off Hand).
- Likewise, if you have attacks that can trigger secondary attacks, create an separate power entry for each attack. For example, the fighter power Passing Attack could be represented as two powers: Passing Attack (Primary), and Passing Attack (Secondary).
- Melee Basic Attack is a power too, and a very useful one to create!
