Here are some of my own thoughts and observations so far. I invite others to add theirs as well.
General HelpThe help section for players can be very useful on their website and worth taking at least a quick look at in advance.
https://wiki.roll20.net/Getting_Started_PlayersThe overall help is also good and contains a lot more information on the overall site and capabilities.
https://wiki.roll20.net/Main_PageDice RollingFor Arcanis, in general you'll use the command /roll 2d10+d<#>!+<bonus> where <#> is replaced by the die type and <bonus> is replaced by your bonus. So if you're making a mettle check and you've got a d8 for a stat and +3 bonus, it would be /roll 2d10+d8!+3. The exclamation point indicates that the die can explode.
It's also possible to condense the math into a single result # where you see the dice rolled if you hover over it. you use square brackets and don't use the /roll command as the brackets take care of it for you.
MacrosMacros are very helpful to set up in advance. As players are expected to roll using the online features, macros will speed things up. Here are a few macro examples and explanations.
FT2WF+WPT+TE
TWF - Primary (WPT & TE)
Faith's Temper Attack [[2d10+d8!+7]]
Faith's Temper Damage[[d6+d10!+2]]
The first line is the macros name. It does not allow spaces. It's my shorthand for Attack with Faith's Temper(my short sword), Two-Weapon-Fighting with the bonuses for wolf pack tactics and tactical edge added.
The 2nd line "TWF - Primary (WPT & TE)" displays when I run the macro letting me know I've run the right one.
The Attack and Damage are broken out over 2 lines as I believe you're only supposed to have 1 command per line. The labels such as "Faith's Temper Attack" doesn't count.
Init
Initiatve [[{4d10}kl1]]
The structure of this is a bit different because with initiative you're only looking to keep the lowest die. Putting the dice in swiggly brackets and then adding kl1 at the end keeps just the lowest die. kl1 is shorthand for Keep Lowest 1
Met
Mettle [[2d10+d8!+3]]
This is a standard skill check. If you have a number of skills that all operate off the same die type and bonus, you can probably simplify them down to a single one if you want.
When possible, get the link to the campaign the GM is using in advance so you can go in and set up your macros.
Using MacrosThere are several different ways to make use of macros during play.
1. Macros bar
2. Token actions
3. Macros list
Macros BarTo add a macro to the macros bar check the checkbox to the right of the Macros "in bar". The Macros bar shows up at the bottom of your screen and are available constantly. These are good for out of combat actions where you don't have your token selected already. This bar does not wrap, so if you have too many you may not see all of them. There is a scroll bar that appears beneath them if you move your cursor there though allowing you to get to the ones you can't see. The downside is that it's not obvious so unless you know to look for it or happen to discover it, it's hidden.
Token ActionsInside of the macro there's an option to "Show as Token Action?" If you click yes, these options only appear when you've clicked on a token you control. They appear at the top of your screen and are smaller, so you can fit more in. These will wrap to new lines as opposed to having a scroll bar. It keeps everything visible but could take up more screen space.
Macros ListIn the macros list itself there is a small die icon to the left of each macro name. Clicking on this will execute the macro. This doesn't take up any screen space, but can be a bit of a pain to click from the chat window to settings to use the macro and back again.
With a sweep of his hat,
Paul