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[D&D 3.5] Issue with AC and other queries

1405209059

Edited 1405209596
One of my players is playing a monk and can't get the AC (from his wisdom and dodge) to display properly. His AC is 12 with his dex but putting his +3 from wis and dodge in the armour field means that it doesn't show up correctly since his FF AC should be a flat 10. Is there anything I can do to get this to show up properly or is it just a case of him having to leave it in his notes or something? I also have some other queries if you have time: 1) Is there a way of adding a favoured enemy bonus (either a racial bonus or a class bonus) into a macro? For example, one that comes up with a question box saying "Favoured enemy? (1=yes)"? 2) Is there any way of doing two damage rolls in the same macro using the sheet? 3) Would I be able to add in a question box to damage rolls for critical damage where you can type in a number to give the multiplier? I.e 1=normal damage, 2= x2, 3=x3. 4) It seems that if I try to help a player by changing his spell macros then it doesn't update for him, only for me. What am I doing wrong? If there's a tutorial somewhere that explains the basics of how to edit macros then I apologise as I've missed it completely.
1405228928

Edited 1405230286
Diana P
Pro
Sheet Author
Well, first, as I read the SRD, the wis bonus and the level bonus' due to AC do affect flat-footed as well as touch AC (source I'm using: <a href="http://www.dandwiki.com/wiki/Monk" rel="nofollow">http://www.dandwiki.com/wiki/Monk</a> , partway down the page where it says AC Bonus), so could be added in to the AC Misc Mod box. If I'm reading that wrong/the source is wrong/house rules rule otherwise, with the way the sheet is set up, he'd have to just add a note. 1). favored enemy: +?{Favored Enemy Bonus?|0} could be added to the damage box. This particular query has you add in the bonus value since it can vary as the ranger goes up in level (ie +2, +4, etc) and varies depending on which enemy. If you just hit return, you'll get a zero for the answer. 2). Kind of. 1d8+@{weapon1damagestat}+@{weapon1enh}[Weapon1 Enh] +@{weapon1specialize}[Weapon1 Specialization] +?{Favored Enemy Bonus?|0}[Favored Enemy]]] +[[d6[Fire Damage] in the weapon 1 damage box will give a result of "Ranger does 8+1 damage" when you hit the roll button. But it breaks the Crit button completely so don't use that if you want to use the crit button. 1d8+@{weapon1damagestat}+@{weapon1enh}[Weapon1 Enh] +@{weapon1specialize}[Weapon1 Specialization] +?{Favored Enemy Bonus?|0}[Favored Enemy] + d6[Fire Damage] can also be used but it will not separate out the damage, giving a "Ranger does 14 damage" result off the roll button. This one does not break the Crit button but everything will be multiplied by the crit multiplier if you use it. 3). Yes. You could put a ?{Multiplier?|2} in the weapon1critmult box (Critical multiplier under the weapon's Critical Section) if you wish to use the critical button on the character sheet. If not, you could add the same query multiplied against the damage in any other damage macro you create. So you could create a damage macro with [[?{Multiplier? (2 for 2x Crit; 3 for 3x Crit)|1}*(1d8+@{weapon1damagestat}+@{weapon1enh}[Weapon1 Enh] +@{weapon1specialize}[Weapon1 Specialization] +?{Favored Enemy Bonus?|0}[Favored Enemy])]] damage +[[d6[Fire Damage]]] fire damage in the Attributes & Abilities tab (or put it in your damage box as ?{Multiplier? (2 for 2x Crit; 3 for 3x Crit)|1}*(1d8+@{weapon1damagestat}+@{weapon1enh}[Weapon1 Enh] +@{weapon1specialize}[Weapon1 Specialization] +?{Favored Enemy Bonus?|0}[Favored Enemy])]] +[[d6[Fire Damage] ). 4). Where are you updating the macros? If they are abilities under the Character Attributes & Abilities tab, he should see them change. If they are Macros under My Settings, those are specific to you unless you set them to be visible to the player you wish to use them (at the bottom of the Edit Macro window, right above the Delete Macro section). And it's possible that he/she might need to do a refresh to see those update (not sure/haven't tested). General macro information is in the wiki under: <a href="https://wiki.roll20.net/Macros" rel="nofollow">https://wiki.roll20.net/Macros</a> ; there isn't anything specific for the D&D3.5 sheet written up anywhere. Hopefully that helps.
Diana P. said: Well, first, as I read the SRD, the wis bonus and the level bonus' due to AC do affect flat-footed as well as touch AC (source I'm using: <a href="http://www.dandwiki.com/wiki/Monk" rel="nofollow">http://www.dandwiki.com/wiki/Monk</a> , partway down the page where it says AC Bonus), so could be added in to the AC Misc Mod box. If I'm reading that wrong/the source is wrong/house rules rule otherwise, with the way the sheet is set up, he'd have to just add a note. Yes, sorry, that was me reading it wrong (in the PHB). I skimmed it and retained the bit where it said that it didn't apply if the character is incap or helpless. 1) That's fantastic! Thank you very much ^^ 2) Ah, that's not quite what I meant. In a case where a player has two attacks and both hit, is there a way to give two separate damage rolls? It doesn't matter if it breaks the crit calculation as we can always do that manually. 3) Thank you, I'll pass that on to my player ^^ 4) These are macros on the character sheet tab itself. When he put in his spells it automatically put all the level 1 spells as mending and gave it a default macro for that spell. When I tried to change it in the box indicated on the sheet it didn't update it for him and when he changed it then it didn't update for me. We were both working on it at the same time so could this have glitched the sheet? Thank you very much for all that info, it's really helped. I'll be checking that link out and looking into it some more too.
1406100648
Diana P
Pro
Sheet Author
2).. um.. Roll the damage twice? I actually use nested macros like: Attack (this one is a manually created ability on the Attributes/Abilities tab and is on my macro bar) : @{weapon1attackmacro} doing [[@{weapon1damage}]] damage. ?{FullAttack?(hit space for full attack else hit return)|!} @{weapon1fullattackmacro} doing [[@{weapon1damage}]] damage. weapon1attackmacro: /em swings her @{weapon1name}. She hits AC[[1d20+@{BAB}[BAB] +@{weapon1stat}[Ability] +@{size}[size] +@{weapon1enh}[Weapon1 Enh] +@{weapon1focus}[Weapon1 Focus] + ?{Flank (1=yes)|0}*2[Flank] +?{Other Att Bonus?|0} ]] (check for crit for @{weapon1critmult}x damage on [[1d1*@{weapon1critmin}+@{BAB}[BAB] +@{weapon1stat}[Ability] +@{size}[size] +@{weapon1enh}[Weapon1 Enh] +@{weapon1focus}[Weapon1 Focus] + ?{Flank (1=yes)|0}*2 [Flank] +?{Other Att Bonus?|0} ]] or better; confirm crit = [[1d20+@{BAB}[BAB] +@{weapon1stat}[Ability] +@{size}[size] +@{weapon1enh}[Weapon1 Enh] +@{weapon1focus}[Weapon1 Focus] + ?{Flank (1=yes)|0}*2[Flank] ]]) weapon1fullattackmacro: She swings again, hitting AC[[1d20+(@{BAB2})[BAB2] +@{weapon1stat}[Ability] +@{size}[size] +@{weapon1enh}[Weapon1 Enh] +@{weapon1focus}[Weapon1 Focus] +?{Flank (1=yes)|0}*2 [Flank] +?{Other Att Bonus?|0} ]] (poss @{weapon1critmult}x crit on [[(1d1*@{weapon1critmin}+(@{BAB2})[BAB2] +@{weapon1stat}[Ability] +@{size}[size] +@{weapon1enh}[Weapon1 Enh] +@{weapon1focus}[Weapon1 Focus] +?{Flank (1=yes)|0}*2 [Flank]) +?{Other Att Bonus?|0} ]]; crit confirm=[[1d20+(@{BAB2})[BAB2] +@{weapon1stat}[Ability] +@{size}[size] +@{weapon1enh}[Weapon1 Enh] +@{weapon1focus}[Weapon1 Focus] +?{Flank (1=yes)|0}*2 [Flank] ]]) weapon1damage: 1d6+@{weapon1damagestat}+@{weapon1enh}[Weapon1 Enh] +@{weapon1specialize}[Weapon1 Specialization] (my gm likes the roll, crit target, crit confirm, damage all in order for each attack since we have a few folks who use two-weapon fighting and so have a bunch of attacks so it makes it easier to figure out what came from where. Those with extra elemental damage have that worked into their damage macros as well, with it calling out what type and how much separately. And the ranger has his query for favored enemy, the fighter his for power attacks, etc. Of course, I tend to re-write them every couple weeks as I figure out a 'better' way of doing things but...:) 4). Ah. ok. Yes, they will all come up the same since that's the default sample I put in. Since spells are a repeating field, they all start out the same. My guess is that since you were working on it simultaneously, your computer didn't know the other person had entered anything so didn't know to refresh. I suspect that if, after he put in something, you had closed your copy of the character and then re-opened it, it would have shown up. No idea which would have had priority if you had both changed the same one but differently; probably the one changed last. I think those don't reflect the changes the same way the other fields do because they are a repeating section. They doesn't quite work the same way. But I think it better to run the spells that way than to have a bunch of hard coded spell slots which may not be enough for some people and may be too many and thus merely clutter for others. :\
2) Ah, I was mostly thinking about the monk Flurry attack. We've put it in as a separate weapon in order to incorporate the correct modifiers to hit. I just wondered if there was a way that we could put in a macro to do the two damage rolls as well as that's what the player is used to doing. He can always use his old custom macro or just hit the damage button twice. No issue ^^ 4) I thought afterwards that it might have been something like that. I should have tried that at the time but the game ran late and it just didn't occur to me until afterwards. I didn't realise that the fields work slightly differently but I think you made a good choice to run the spells as a repeating section. You don't want to put in details for every single spell when someone at level one will only be able to cast at level 1 and know a handful of cantrips. I also like that the spell levels are collapsible. It really reduces clutter and makes it much easier to personalise. Thanks again for all the help and an even bigger thanks for getting back to me so quickly!