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Latest sheet changes & general discussion

Kruc posts animated gifs to chat along with his macros. I can see on the public server where he posted one and no gif is displayed. BTW: The AD&amp;D logo shows up fine in Chrome on the sheet in the Public Beta server (and my replacement logos work fine on my servers). I don't see anything super recent regarding chat changes - last change affecting it directly was July 10.&nbsp; <a href="https://help.roll20.net/hc/en-us/articles/360037772613-Change-Log#july-17-2023-0-1" rel="nofollow">https://help.roll20.net/hc/en-us/articles/360037772613-Change-Log#july-17-2023-0-1</a> . (that said who knows how interconnected it all is!) Cheers! ~D
Gif's seem to be working now &amp;{template:general} {{color=@{selected|color_option}}} {{name=@{selected|character_name}}} {{ CASTS MAGIC MISSILE SPELL }} &amp;{template:general} {{color=purple}} {{name= [mm](<a href="https://media.giphy.com/media/3XECHLqWjw8DkG7Duk/giphy.gif" rel="nofollow">https://media.giphy.com/media/3XECHLqWjw8DkG7Duk/giphy.gif</a>) }}{{ Range: [[140]] Feet Saving Throw: None Area of Effect: One or more creatures in a 10 square foot area }}{{ Use of the magic missile spell creates one or more magical missiles which dart forth from the magic-user's fingertip and unerringly strike their target. Each missile does 2 to 5 hit points (d4+ 1 ) of damage. If the magic-user has multiple missile capability, he or she can have them strike a single target creature or several creatures, as desired. }}{{ For each level of experience of the magic-user, the range of his or her magic missile extends 10ft beyond the 60ft base range. For every 2 levels of experience, the magic-user gains an additional missile, i.e. 2 at 3rd level, 3 at 5th level, 4 at 7th level, etc.}}{{ Damage [[4d4+4]] Hit Points}} &amp;{template:general} {{color=purple}} {{name= }} !roll20AM --audio,play|MagicMissile
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Not sure... Appears to be working for me on windows using FF. Here's what I'm seeing with the old 1e and the Revised 1e.
Wow thanks Vince for all your work!!!
Is there any&nbsp; news on Roll20 accepting the new sheet?
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Not to get into too many details... but my son (22) very recently received a bone marrow transplant.&nbsp; It's been a roller coaster ride over the last three years.&nbsp; As soon as real-life stabilizes (whatever that means, lol) I will shift focus back to the 1e sheet.&nbsp; Hopefully next month.
I’m really excited about this character-sheet. It is soo nice!!! Any idea when it might be available? I have an AD&amp;D Campaign coming up in some time. I hope I can get to use this nice sheet for it.&nbsp; Thanks for all the amazing work to make it!
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UPDATE: Apologies for the long delay.&nbsp; I'm working to push this out as the "AD&amp;D 1e Revised" sheet next week.&nbsp; Hopefully roll20 will accept it as it's own sheet so that the community may choose whichever 1e sheet they want.&nbsp; While I have taken measures to make the Revised sheet backward compatible for characters made with the older 1e sheet, there will inevitably be some issues that may arise.&nbsp; Brand new games/characters shouldn't have any issues.&nbsp; That said, if you are going to change over your beloved campaign of the last 6+ years... I would suggest testing things out with a copy/backup game first.&nbsp; You can choose or change the Character sheet template from the game settings page.&nbsp; As always, I will do my best to solve any problems ASAP.&nbsp; Sincerely,&nbsp; vÍnce
Thanks Vince!&nbsp; I am certain it will be a great help.&nbsp; Your work is appreciated.&nbsp; Frank
Thank you.&nbsp; &nbsp;if you ever have any time, can you please create a base Top Secret sheet with roll able tables?&nbsp;&nbsp;
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Just a quick update, Slight delay on the sheet release.&nbsp; I've been in discussions with Richard @ Damery ( API Mod author of RPGMaster - enhancements for AD&amp;D 2E gameplay ) about extending the RPGMaster mod to include the 1e Revised sheet.&nbsp; I'm working to ensure the sheet will work perfectly fine without the addition of mods and that any such "enhancements" are simply available to those that desire them. Cheers
vÍnce said: Just a quick update, Slight delay on the sheet release.&nbsp; I've been in discussions with Richard @ Damery ( API Mod author of RPGMaster - enhancements for AD&amp;D 2E gameplay ) about extending the RPGMaster mod to include the 1e Revised sheet.&nbsp; I'm working to ensure the sheet will work perfectly fine without the addition of mods and that any such "enhancements" are simply available to those that desire them. Cheers LOL, sorry.. that is probably my fault.&nbsp; I reached out to him around a month ago about tweaking RPGMaster to make it 1st Edition compatible.&nbsp; My initial plan was just to find out from him if I could tweak the DBs and such inside his mod and I think I lit a fire under him because he took the idea and started running hard with it&nbsp; :)&nbsp; &nbsp;Very nice guy and am excited to see how it turns out.&nbsp;&nbsp;
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It's all good Tilt.&nbsp; From the looks of the 2e camp... I'm sure you're going to get your fill of 1e data-entry at some point. ;-)
I'm not sure it is appropriate, but I have MANY 1e tables entered into excel files for use in randomized projects. Ranging from character creation to world map 'population'. These are all (excepting THAC0 charts which I customized 40 years ago for use in 1e) based on the 1e PHB and DMG. If I have a specific table or group of tables you need, I'd be glad to pass them 'up'.&nbsp; Joe... btw on FB I'm aka Jay Ayess.
In case anyone wants it, I do have an Import script using ScriptCards (ie. needs a Pro account) that will take data in a particular format (actually contained in a proscribed token's GM-Notes field) and load it into the 1e sheet's repeating fields (weapons, spells, abilities, items) - using 1e rule format including weapon type vs armor rating. You can easily add/change/remove items as long as you follow the format. The setup is not super intuitive, so I recommend you reach out to me (here or on discord: daemonslye) and I can share the script and let you know how to set it up (but from there you'll be able to manage it without help - none of this is hidden in an API or javascript). Once setup, adding items/spells. abilities, weapons to the sheet is a 2-3 click process. Cheers.
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UPDATE: &nbsp; I'm almost positive that roll20 will not let this be released as it's own sheet.&nbsp; Sorry, I do not make the rules.&nbsp; Moving forward, I've put lot's of effort into making this revised 1e sheet as backward compatible as possible but I know there will be "glitches" as well as some necessary manual adjustments to take advantage of all the sheet's functionality. Anyone willing to try the current beta code on a copy of their existing 1e game and report back? ;-) Here's a link to the current beta code to run in a Custom game (legacy off): HTML/CSS: <a href="https://gist.github.com/vince-roll20/568fd2e95caecff22060383c25bd9b81" rel="nofollow">https://gist.github.com/vince-roll20/568fd2e95caecff22060383c25bd9b81</a> This may help to jump directly to each file; CSS HTML To try it out with an existing 1e game, make a copy of the game , change the sheet template in the game settings page to "Custom", paste the raw HTML and CSS text into the appropriate Custom Game editor window, save and reload the game. Old/existing sheets will go through a migration/update the first time you open an older sheet which could take a "moment" to complete (~2-5s).&nbsp; Update time will vary depending on how many attributes are associated with a given sheet, processing power, etc.&nbsp; Just be patient.&nbsp; New characters will start with the latest code of course and will not need to run through a gambit of past updates. I would really like to hear how it works out and make further adjustments as needed, if possible. As always, thanks for your help. Cheers
new code applied to new copy of my game. I play on Thursday let you know how it go's.
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Robert V. said: new code applied to new copy of my game. I play on Thursday let you know how it go's. Robert's rolling the dice... ;-) I plan to add a sheet guide to the wiki, but&nbsp; If you have any questions feel free to ask.&nbsp; Thanks again for testing.
We have made a copy of our game and loaded the new sheet. Trying to do some manual updates before our next game on 3/30.&nbsp; How do I add the 2nd Caster Class and Level? One PC is a C/F/MU and only the Cleric is showing up. The MU spells are there but all mixed in and I can't find a way to add an additional Caster Class in the Spells section.&nbsp; I'll come back with more questions as we find them! So far I am loving the sheet and especially the Monster/NPC option. That is going to be pure gold for me as the DM. Jim
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Hi Jim, you can toggle hide/show multi-class from the "Settings" Page (gear icon at the top of the sheet), as well as Multi-Caster which will expose a 2nd Caster Section in Spells.&nbsp; Multi-class can also be toggled from within the "Class Details" section.
Thanks! I zipped right past that section when I had looked in Settings without even seeing it. vÍnce said: Hi Jim, you can toggle hide/show multi-class from the "Settings" Page (gear icon at the top of the sheet), as well as Multi-Caster which will expose a 2nd Caster Section in Spells.&nbsp; Multi-class can also be toggled from within the "Class Details" section.
Loving the new sheet so far. I did a bit of searching through and found the answers to most of my questions but here are the ones I can't figure out. 1) Are the +10% checkmarks for experience just reminders or will they do something unexpected if we do our own math? 2) I see in the chat when I pan over the attack roll a bonus for backstab. Is this an intended dropdown much like misc. bonus or am I missing something? On a related note, is there a way to add a backstab damage toggle for thieves? 3) Is there a way, macro and using an API script most likely, that allows for targeting an attack that then applies the armor type adjustment?
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Rique Coon said: 1) Are the +10% checkmarks for experience just reminders or will they do something unexpected if we do our own math? It's just a visual indicator. The sheet does not calc XP. 2) I see in the chat when I pan over the attack roll a bonus for backstab. Is this an intended dropdown much like misc. bonus or am I missing something? On a related note, is there a way to add a backstab damage toggle for thieves? First-off, if someone is playing a Thief, make sure to uncheck Hide: Thief Skills in the Settings page.&nbsp; This will reveal the Thief Skills section, the backstab to-hit bonus and damage multiplier for melee attacks, as well as at the bottom of the Thief Skills section where you can adjust both bonuses.&nbsp; These bonuses "should" be include in the attack and damage rolls if they are checked/enabled for the melee attack. 3) Is there a way, macro and using an API script most likely, that allows for targeting an attack that then applies the armor type adjustment? David M. has been using Scriptcards to handle just this.&nbsp; I believe he is planning on sharing his work with the community after some further refinements. RPGMaster author Richard @ Damery , has also been doing some work on making the RPGM mod compatible with the revised 1e sheet.&nbsp; So there's definitely some options as far as API mods go.&nbsp; The future is bright.
Well, thank you for your quick response. And thank you for such a pretty and well thought out sheet. Had I spent another half hour looking it over, I would have found the backstab as thief skills were the last thing I figured out before sending my questions.&nbsp;
Well I am not familiar with code so it took me a minute to make this work, but whoza!!!! This is insanely so great!&nbsp; Thank you so much for the effort.
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Curious if anyone else is seeing a layout glitch when including the extra To-Hit AC table with attacks? By default, the table should "push up" to the bottom of the attack like so; There are actually 2 roll templates being used with attack rolls when the table is included.&nbsp; I use a negative margin-top on the table to give the appearance they are a single roll. Someone sent me an image where the table overlapped the attack portion too much.&nbsp; Just trying to find where the issue is.&nbsp; Thanks
How do I bring this sheet into a game? &nbsp;
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Hi Charles, try these steps for an existing game or create a new Custom game and just copy(from gist link)/paste(into Custom editor) the code similarly.&nbsp; Post back if you have any issues installing or with the sheet.&nbsp; Thanks vÍnce said: Anyone willing to try the current beta code on a copy of their existing 1e game and report back? ;-) Here's a link to the current beta code to run in a Custom game (legacy off): HTML/CSS: <a href="https://gist.github.com/vince-roll20/568fd2e95caecff22060383c25bd9b81" rel="nofollow">https://gist.github.com/vince-roll20/568fd2e95caecff22060383c25bd9b81</a> This may help to jump directly to each file; CSS HTML To try it out with an existing 1e game, make a copy of the game , change the sheet template in the game settings page to "Custom", paste the raw HTML and CSS text into the appropriate Custom Game editor window, save and reload the game. Old/existing sheets will go through a migration/update the first time you open an older sheet which could take a "moment" to complete (~2-5s).&nbsp; Update time will vary depending on how many attributes are associated with a given sheet, processing power, etc.&nbsp; Just be patient.&nbsp; New characters will start with the latest code of course and will not need to run through a gambit of past updates. I would really like to hear how it works out and make further adjustments as needed, if possible. As always, thanks for your help. Cheers
Thank you I appreciate it, will provide feedback.&nbsp;
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3/22 sheet UPDATED : added a Turn Undead roll to the sheet.&nbsp; It's a "shotgun" approach, meaning it rolls a d20 vs each undead type that cleric level can turn according to the PHB table.&nbsp; Any undead above the cleric's level thresh-hold are not rolled/shown.&nbsp; Make the roll and focus on the type you are turning.&nbsp; Ignore the others.&nbsp; Red is fail, blue or green is success.&nbsp; Hopefully that's not too confusing.&nbsp; I didn't want to require a query for undead type and only show that type.&nbsp; I thought this should cover all needs albeit at the expense of showing all types. example; I've placed it in the sheet Settings|Misc. section for the time being.&nbsp; I'm open for ideas of where else this could be placed on the sheet given it's Cleric/Paladin-centric....
@Charles, if you are like me and not a code writing person..... There are two tabs html and css. There are two separate sections of code named the same. You need to press the small "raw" button to the right, and then copy all the lengthy code from the page that pops up and the copy into each respective tab of the custom character sheet. Then Save. This part really confused me, hope it might help you.
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Thanks Krista. FYI: the gist link includes a CSS file the HTML file .&nbsp; Because both files are on the same gist page, the files are expanded when you open the page.&nbsp; You will have to scroll to Hades to find the start of the 2nd file. ;-) They really need to include an expand/collapse button. This may help to jump directly to each file; CSS HTML
Love love this, I use a macro to do it (likely yours) because it looks almost the same. However, it only roles one number which you have to check against your target for that level of Undead. vÍnce said: 3/22 sheet UPDATED : added a Turn Undead roll to the sheet.&nbsp; It's a "shotgun" approach, meaning it rolls a d20 vs each undead type that cleric level can turn according to the PHB table.&nbsp; Any undead above the cleric's level thresh-hold are not rolled/shown.&nbsp; Make the roll and focus on the type you are turning.&nbsp; Ignore the others.&nbsp; Red is fail, blue or green is success.&nbsp; Hopefully that's not too confusing.&nbsp; I didn't want to require a query for undead type and only show that type.&nbsp; I thought this should cover all needs albeit at the expense of showing all types. example; I've placed it in the sheet Settings|Misc. section for the time being.&nbsp; I'm open for ideas of where else this could be placed on the sheet given it's Cleric/Paladin-centric....
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Refined the Turn Undead macro to only show the selected Undead Type. Also, given the current Turn Undead roll is "hidden-away" inside Settings|Misc.; I would recommend drag/drop the button to the macrobar and/or add a chat menu button like so; [Turn Undead](~selected|turn_undead_roll) to a Special Ability description, custom macro, or... and make the Turn Undead roll directly from chat. update: I've added a button that creates a new Special Ability that includes a chat menu button for Turning Undead. Cheers
So Roll20 wouldn't add this as an official sheet? Any idea why not? Second question: Any idea where I can find a small 1E AD&amp;D monster template? (Forgive me if this does the job and I overlooked it)
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Ralts said: So Roll20 wouldn't add this as an official sheet? Any idea why not? Second question: Any idea where I can find a small 1E AD&amp;D monster template? (Forgive me if this does the job and I overlooked it) Roll20 has an unofficial policy of one sheet per game system with few exceptions, such as allowing a community version when there is also an official version.&nbsp; There have been a handful of attempts by other authors to release an alternative sheet alongside an existing one but were denied.&nbsp; Roll20 encourages you to update an existing sheet if needed and to work with an existing author if possible to make that happen.&nbsp; Although I've done LOTS of work on the existing 1e sheet in the past and I'm absolutely behind allowing this "Revised" sheet to be released alongside it, I'm certain that roll20 will not allow it.&nbsp; So, either I release this sheet as an update to the existing 1e sheet (I've done extensive work to make it 99% backward compatible) or I leave it as-is and it would only be available to Pro users as a Custom sheet option.&nbsp; Out of the two options, I would rather update the existing sheet with it. There is a monster side of the sheet.&nbsp; Is that what you are looking for?
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I found it right afterwards and was coming here to tell you. Your revised sheet is amazing. There is an odd thing: Whenever I have the Matrix whispered to myself, as the DM, it overlaps the bottom of the to-hit roll. Is that an issue on my end (Problem Between Keyboard And Chair) or is it a known issue or am I just foolish? LOL Only thing I'm trying to figure out now is how to get exceptional strength to show up. (18/XX) because I've got a fighter with 18/45 playing.
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Attack Table; Can you post a screen shot of the overlap you are seeing as well as your browser and version?&nbsp; Someone else sent me an image and I posted an inquiry further up the thread asking if anyone else had seen this as well. I haven't been able to replicate the error... It's supposed to look like this; Exceptional Strength; There's an option in the sheet Settings to toggle the exceptional column for all Abilities if desired, but exceptional STR is shown regardless of that option if you have a 18+ STR.&nbsp; Do you have 18 entered for your STR?&nbsp; You " should " see the exceptional column magically appear and you can enter 0-100 in the field, otherwise the field/column is hidden. It works similarly for the other Abilities as well if the toggle exceptional option is used. example &lt; 18; example 18+;
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OK, thank you. I was able to get the Exceptional Strength to work. Man, I feel dumb. Included is a screenshot, but I haven't seen my players use it yet (I just switched to your newer sheet last night after the game) Another question, this time regarding the monster side of the sheet: If I use it to make a Goblin, do I have to make a different goblin sheet for each goblin in the encounter/dungeon, because right now if I adjust the HP it adjusts it on the "master sheet". I know, these are basic questions, and I hope I'm not bothering you or taking up too much of your time. I also know I've got a LOT of questions, some from my players. (Some want the "roll damage" buttons, others want the "here's your damage!" already shown, and it's just a PITA to remember who wanted what and fixing it up for the updated sheet.) Another question: I've looked all over the magic section of the sheet, but can't find an area for damage. I know I'll get asked and I can't find somewhere to put it in. Am I missing it? PS: They all LOVE your new updated version
There is an updated turn undead paper someone made to cover the other books. it also makes slight adjustments to the rolls needed. making it slightly harder to get a positive result.if interested let me know
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Ralts said: Included is a screenshot, but I haven't seen my players use it yet (I just switched to your newer sheet last night after the game) Thank you for the screen shot.&nbsp; My guess;&nbsp; this is an existing character from the current sheet?&nbsp; There is migration code that tries ensure a smooth transition to the Revised sheet.&nbsp; For various reasons, it's possible that that one or more of the attack macros were not updated.&nbsp; I believe this may be the case here because I am not seeing the Damage buttons included with the attack... I would try the 'Reset Weapons' option from the sheet's settings page and see if that corrects the issue. This just resets the attack's macro to the sheet default. Later determined this was due to the Chat Timestamps option(vtt sidebar|settings). If timestamps are turned off, the to-hit table would get placed to high in chat. I've updated the code (3/26) so that it shouldn't matter how Timestamps are set. Please let me know if resetting works for you. Thanks If I use it to make a Goblin, do I have to make a different goblin sheet for each goblin in the encounter/dungeon, because right now if I adjust the HP it adjusts it on the "master sheet". This isn't sheet-specefic it's how roll20's tokens and sheets work.&nbsp; You'll want to set these type's of "un-named" monsters as mooks/minions.&nbsp; Instructions/Info here: Linking Tokens to Journals and a Youtube video tutorial. brief overview; basically you set one sheet up as a "template" for that monster.&nbsp; Ensure that the token image and settings are linked appropriately (hitpoints, armorclass, movement_normal, or whatever...) for your template monster.&nbsp; Save your changes.&nbsp; Once you know that everything is set appropriately and that you can drag/drop that monster from the sidebar and everything on the token is linked and working as expected, you can then make a copy(right-click option) of the token you dragged to the vtt and paste a new copy back to the vtt.&nbsp; Adjust that token's settings and "un-link" hitpoints from the status bar (choose "none" from the dropdown selector).&nbsp; Now you can copy and paste your mook/minion token as much as you want.&nbsp; Rolls and attribute data will still come from the "template monster", but hitpoints will only come from that token. I know, these are basic questions, and I hope I'm not bothering you or taking up too much of your time. I also know I've got a LOT of questions, some from my players. (Some want the "roll damage" buttons, others want the "here's your damage!" already shown, and it's just a PITA to remember who wanted what and fixing it up for the updated sheet.) No worries.&nbsp; Ask away. The revised sheet requires that you roll damage after the attack results.&nbsp; This can be done from chat directly by clicking one of the included damage buttons, from the sheet's attack damage buttons, or from by using a drag/drop button from the macrobar, or custom macro.&nbsp; I may be able to come up with a sheet option to auto-roll all damage.&nbsp; I'll look into that. Another question: I've looked all over the magic section of the sheet, but can't find an area for damage. I know I'll get asked and I can't find somewhere to put it in. Am I missing it? Couple ideas for magic items that are attack-based an/or cause damage; 1. create an attack for the item 2. use the item as a spell or special ability 3. add an inline roll/macro in the item description and "roll" the item when it's used. ie 'Fire Damage:[[3d6]]' PS: They all LOVE your new updated version That's what I love to hear. ;-)
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david k. said: There is an updated turn undead paper someone made to cover the other books. it also makes slight adjustments to the rolls needed. making it slightly harder to get a positive result.if interested let me know Hi David, I can't speak for others, but I would be interested at looking at that.&nbsp; Curious though, Is the "slightly harder to get a positive result."&nbsp; someone's homebrew? Thanks
I believe that it was originally dragon magazine but someone home brewed it. I could be wrong. I will post a picture of it since I can’t locate the source location. Hopefully this helps. I think it was located on dragon foot somewhere.
I believe that it would be worth while to add that to your sheet. But as a future update. So it’s not delayed anymore than absolutely necessary. I appreciate your hard work and love of D&amp;D&nbsp;
Just wanted to confirm that the 'new' charts shared by David K came from the Dragonsfoot Magazine.&nbsp; In fact it was published in Issue 7. The magazine is available on-line for research, and if allowed I can share the URL in here. Joel S, aka on FB as "Jay Ayess".
Oops, just re-checked... The magazine WAS published by the Dragonsfoot organization, but it was actually titled "Footprints".&nbsp; Sorry for the confusion!!!
Ralts said: If I use it to make a Goblin, do I have to make a different goblin sheet for each goblin in the encounter/dungeon, because right now if I adjust the HP it adjusts it on the "master sheet". Ralts, if you already know about this, please disregard. When you create a token for the sheet, you typically drag the sheet to the map and it will create a token using the avatar image. You select that token, click the gear icon to get to the token dialog. You then connect the token bars to the sheet attributes using the drop downs on the upper right. Commonly, hit points will be one of those. Once everything is set up the way you want, click save. Then you'll want to open the token dialog again and click Update Default Token so that all of the settings are saved for the next time you drag the token to the map. Once that is done, you'll want to change the drop down from Hit Points to None. What that does is disconnect the token hit point bar from the sheet so that damage does not change the sheet hit points. Hit save and then use that token to copy and paste more goblins into your map (on to any map). If you ever need to drag the sheet to a map again, you'll need to remember to disconnect the hit points bar again. If you know that you'll never adjust the sheet hit points, then you can Update Default Token when the hit points are disconnected and all new tokens created will not be connected to the sheet (for the hit point bar). Hope that makes some sense! ~D
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For anyone wanting to hunt down Dragonsfoot: Footprints #7 and a link to All Footprint Zines ;-)
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Code UPDATED: Determined the weird attack table overlap glitch that some had reported.&nbsp; If Chat Timestamps were turned off(sidebar|text chat options), the to-hit table would get set a little higher in chat causing too much overlap vs Timestamps enabled.&nbsp; I've made an adjustment to the sheet that should work regardless of the Timestamp option, with minimal visual differences. Cheers
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Sheet now has a "Standard" Turn Undead roll that follows the PHB/MM and I've Added a second "Alternate" Turn Undead roll that uses the Dragonsfoot Table. ;-)