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Call of Cthulhu 7th Edition by Roll20

Honestly, I don't know why you guys are having this issue. I've been working on setting up a CoC campaign all week and I've been connected to both the new campaign (jumpgate) and an old campaign (non-jumpgate) and opened many, many character sheets in both and not seen this problem. I've been working in Chrome on a Mac. All I can say is, my best guess, is it has something to do with your particular configurations. 
1717042271
vÍnce
Pro
Sheet Author
Numerous sheets (not just COC) seem to be experiencing this issue today.  Multiple user's have reported it.
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Edited 1717046306
I also don't experience said issue... But since vÍnce said other users having the same issue with other sheets it seems to be a global problem with one of the Roll20 services / servers. EDIT: SAME Problem with Firefox Incognito! Map was also BLANK at first. Took it a good minute before loading it correctly! Saul J. said: Honestly, I don't know why you guys are having this issue. I've been working on setting up a CoC campaign all week and I've been connected to both the new campaign (jumpgate) and an old campaign (non-jumpgate) and opened many, many character sheets in both and not seen this problem. I've been working in Chrome on a Mac. All I can say is, my best guess, is it has something to do with your particular configurations. 
Hey everyone! There was a bug that some users were experiencing, that has now been fixed. Please let us know if you are still having issues!
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Problem STILL exists! The SHEET TEMPLATE is not loaded at all! (Latest Firefox) Patrice said: Hey everyone! There was a bug that some users were experiencing, that has now been fixed. Please let us know if you are still having issues!
Yes, still happening
Patrice said: Hey everyone! There was a bug that some users were experiencing, that has now been fixed. Please let us know if you are still having issues! Seems to be a problem with FIREFOX. Accessing it with BRAVE it loads fine!
Something NEW:&nbsp;<a href="https://app.roll20.net/forum/post/11897322/call-of-cthulhu-character-sheet-issue-combat-rolls/" rel="nofollow">https://app.roll20.net/forum/post/11897322/call-of-cthulhu-character-sheet-issue-combat-rolls/</a>
Patrice said: Hey everyone! There was a bug that some users were experiencing, that has now been fixed. Please let us know if you are still having issues! Hi Patrice - Still not working on Firefox. BTW - the way the rolls post from the sheet onto the chat is also wonky if no one mentioned it.
Try using Chrome or some Chromium Browser until they fix it... It is an issue solely with Firefox... Shaun R. said: Patrice said: Hey everyone! There was a bug that some users were experiencing, that has now been fixed. Please let us know if you are still having issues! Hi Patrice - Still not working on Firefox. BTW - the way the rolls post from the sheet onto the chat is also wonky if no one mentioned it.
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Edited 1717526679
Nora C.
Roll20 Team
Hey gang, the sheets team has been trying to reproduce this on Firefox across multiple Operating Systems to no success. We want you to be able to play your games on your preferred browsers, so if you can create a helpdesk ticket with a link to the affected games, the firefox version numbers, and your operating systems, we've alerted our user experience team to keep an eye out. Thanks so much Nora
Does anyone know how to use the "Roll NPC Stats" feature of the CoC sheet? I've tried to set the toggle to both "On" and "Query" and nothing happens when I drop the character to the map. I'm putting together a Masks of Nyarlathotep campaign and a lot of the chapters have thugs, or villagers, or servants with differing stats and rather than create one character for each thug, villager, or servant I might need, I'd like to be able to use the "Roll NPC Stats" feature to make unique thugs, villagers, servants, etc. each time I drop one onto the map. Thanks.
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Edited 1718133407
Nora C.
Roll20 Team
Saul J. said: Does anyone know how to use the "Roll NPC Stats" feature of the CoC sheet? I've tried to set the toggle to both "On" and "Query" and nothing happens when I drop the character to the map. I'm putting together a Masks of Nyarlathotep campaign and a lot of the chapters have thugs, or villagers, or servants with differing stats and rather than create one character for each thug, villager, or servant I might need, I'd like to be able to use the "Roll NPC Stats" feature to make unique thugs, villagers, servants, etc. each time I drop one onto the map. Thanks. Hi Saul! We only have auto rolling NPC stats for monsters and characters that have roll information included in the source material, like the Ghost from the Keeper's Handbook, included in our Free Basic Rules . If there are monsters or other NPCs that should have auto-rolling but don't, I'd be happy to let our content team know so they can raise a ticket to get that fixed for you.
Well, that kinda sucks. I'm putting together a Masks of Nyarlathotep campaign. There are thugs, cultists, etc. where auto-rolling would be very, very helpful, rather than having to create 10-20 of each, in each chapter/scenario. That really clutters up the journal. They are kinda randomized in the source material, but the module/campaign itself is not available as a campaign on Roll20. Your response makes me wonder why there's an option for the "Roll NPC Stats" feature on the sheet. If it's done automatically for the monsters/NPCs in published modules, then it isn't necessary to have the toggle. The toggle appears to be there so that when doing our own campaigns, we could use it... but that's apparently not the case. Can it be implemented for other NPCs/monsters? Is there an API that can do the trick? Is there some way to accomplish what I want to do without having to create 200 or so NPCs? Nora C. said: Saul J. said: Does anyone know how to use the "Roll NPC Stats" feature of the CoC sheet? I've tried to set the toggle to both "On" and "Query" and nothing happens when I drop the character to the map. I'm putting together a Masks of Nyarlathotep campaign and a lot of the chapters have thugs, or villagers, or servants with differing stats and rather than create one character for each thug, villager, or servant I might need, I'd like to be able to use the "Roll NPC Stats" feature to make unique thugs, villagers, servants, etc. each time I drop one onto the map. Thanks. Hi Saul! We only have auto rolling NPC stats for monsters and characters that have roll information included in the source material, like the Ghost from the Keeper's Handbook, included in our Free Basic Rules . If there are monsters or other NPCs that should have auto-rolling but don't, I'd be happy to let our content team know so they can raise a ticket to get that fixed for you.
I ran into the same situation, so you might find this useful in your games.&nbsp; I created a stock thug and then used this script to duplicate them as many times as needed&nbsp; <a href="https://wiki.roll20.net/Script:DupCharToken" rel="nofollow">https://wiki.roll20.net/Script:DupCharToken</a> Saul J. said: Well, that kinda sucks. I'm putting together a Masks of Nyarlathotep campaign. There are thugs, cultists, etc. where auto-rolling would be very, very helpful, rather than having to create 10-20 of each, in each chapter/scenario. That really clutters up the journal. They are kinda randomized in the source material, but the module/campaign itself is not available as a campaign on Roll20. Your response makes me wonder why there's an option for the "Roll NPC Stats" feature on the sheet. If it's done automatically for the monsters/NPCs in published modules, then it isn't necessary to have the toggle. The toggle appears to be there so that when doing our own campaigns, we could use it... but that's apparently not the case. Can it be implemented for other NPCs/monsters? Is there an API that can do the trick? Is there some way to accomplish what I want to do without having to create 200 or so NPCs? Nora C. said: Saul J. said: Does anyone know how to use the "Roll NPC Stats" feature of the CoC sheet? I've tried to set the toggle to both "On" and "Query" and nothing happens when I drop the character to the map. I'm putting together a Masks of Nyarlathotep campaign and a lot of the chapters have thugs, or villagers, or servants with differing stats and rather than create one character for each thug, villager, or servant I might need, I'd like to be able to use the "Roll NPC Stats" feature to make unique thugs, villagers, servants, etc. each time I drop one onto the map. Thanks. Hi Saul! We only have auto rolling NPC stats for monsters and characters that have roll information included in the source material, like the Ghost from the Keeper's Handbook, included in our Free Basic Rules . If there are monsters or other NPCs that should have auto-rolling but don't, I'd be happy to let our content team know so they can raise a ticket to get that fixed for you.
That script just makes identical copies of the character and puts numbers on the tokens to identify them. That's not what I need. I need the ability to randomize the stats - different STR, CON, SIZ, etc. so that each "thug" is different from each other "thug". Steven W said: I ran into the same situation, so you might find this useful in your games.&nbsp; I created a stock thug and then used this script to duplicate them as many times as needed&nbsp; <a href="https://wiki.roll20.net/Script:DupCharToken" rel="nofollow">https://wiki.roll20.net/Script:DupCharToken</a>
The option is there because you have both the fixed value AND the amount of Dice to Roll in case you want some randomization for it. If you do NOT roll stats for Monsters from the compendium, they keep their fixed stats... In order to fix this, they'd need to add the Cultists to the compendium, too for you to drag out... MAYBE we will see this one day when custom compendiums are a thing... Would definitely be useful to have own compendiums per campaign to store relevant infos / characters etc. to... Saul J. said: Well, that kinda sucks. I'm putting together a Masks of Nyarlathotep campaign. There are thugs, cultists, etc. where auto-rolling would be very, very helpful, rather than having to create 10-20 of each, in each chapter/scenario. That really clutters up the journal. They are kinda randomized in the source material, but the module/campaign itself is not available as a campaign on Roll20. Your response makes me wonder why there's an option for the "Roll NPC Stats" feature on the sheet. If it's done automatically for the monsters/NPCs in published modules, then it isn't necessary to have the toggle. The toggle appears to be there so that when doing our own campaigns, we could use it... but that's apparently not the case. Can it be implemented for other NPCs/monsters? Is there an API that can do the trick? Is there some way to accomplish what I want to do without having to create 200 or so NPCs? Nora C. said: Saul J. said: Does anyone know how to use the "Roll NPC Stats" feature of the CoC sheet? I've tried to set the toggle to both "On" and "Query" and nothing happens when I drop the character to the map. I'm putting together a Masks of Nyarlathotep campaign and a lot of the chapters have thugs, or villagers, or servants with differing stats and rather than create one character for each thug, villager, or servant I might need, I'd like to be able to use the "Roll NPC Stats" feature to make unique thugs, villagers, servants, etc. each time I drop one onto the map. Thanks. Hi Saul! We only have auto rolling NPC stats for monsters and characters that have roll information included in the source material, like the Ghost from the Keeper's Handbook, included in our Free Basic Rules . If there are monsters or other NPCs that should have auto-rolling but don't, I'd be happy to let our content team know so they can raise a ticket to get that fixed for you.
Nora, one other thing. Are fumbles now correctly displayed in chat? I have not checked back BUT posted a link to another bug Thread regarding this sheet and given the Screenshots there, this is STILL a thing! Can you give an Update to this as well please?
I do understand what you mean, I suggested the script as it made my life much easier as I just reasoned that one thug was the same as another thug.&nbsp;&nbsp; I just gave up trying to enter each of the half dozen or so average thugs from each chapter. Saul J. said: That script just makes identical copies of the character and puts numbers on the tokens to identify them. That's not what I need. I need the ability to randomize the stats - different STR, CON, SIZ, etc. so that each "thug" is different from each other "thug". Steven W said: I ran into the same situation, so you might find this useful in your games.&nbsp; I created a stock thug and then used this script to duplicate them as many times as needed&nbsp; <a href="https://wiki.roll20.net/Script:DupCharToken" rel="nofollow">https://wiki.roll20.net/Script:DupCharToken</a>
Well, they're not all identical. Some have different damage bonuses, some have different sanity levels or POW (which makes a difference if the PCs know spells), etc. Sometimes, those little differences do matter. Steven W said: I do understand what you mean, I suggested the script as it made my life much easier as I just reasoned that one thug was the same as another thug.&nbsp;&nbsp; I just gave up trying to enter each of the half dozen or so average thugs from each chapter. Saul J. said: That script just makes identical copies of the character and puts numbers on the tokens to identify them. That's not what I need. I need the ability to randomize the stats - different STR, CON, SIZ, etc. so that each "thug" is different from each other "thug". Steven W said: I ran into the same situation, so you might find this useful in your games.&nbsp; I created a stock thug and then used this script to duplicate them as many times as needed&nbsp; <a href="https://wiki.roll20.net/Script:DupCharToken" rel="nofollow">https://wiki.roll20.net/Script:DupCharToken</a>
TheMarkus1204 said: Nora, one other thing. Are fumbles now correctly displayed in chat? I have not checked back BUT posted a link to another bug Thread regarding this sheet and given the Screenshots there, this is STILL a thing! Can you give an Update to this as well please? The fumbles are working correctly for Skill Rolls, but I've confirmed that Combat rolls need to get hooked up to the same logic. It's been added to our roadmap for next week.
Here's one: Lions from the Keeper's Compendium In the source book, they list averages, and that's what appears to be used in Roll20. But, the stats are listed as rolls: STR (2d6+12) x5 CON (3D6) x5 SIZ (3d6) x5 DEX (2D6+12) x5 POW (2D6+6) x5 I'll note that the description on Roll20 does include the roll information but doesn't appear to do the rolls. Nora C. said: Hi Saul! We only have auto rolling NPC stats for monsters and characters that have roll information included in the source material, like the Ghost from the Keeper's Handbook, included in our Free Basic Rules . If there are monsters or other NPCs that should have auto-rolling but don't, I'd be happy to let our content team know so they can raise a ticket to get that fixed for you.
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Hey guys! I want to add some weapons that don't use the typical 'brawl' or firearms skill to see if it's succesful. I have one weapon that uses the dodge skill, and another that uses science(physics) to see if it's succesful.&nbsp; Is there a way to add the dodge value to a custom weapon, without having to resort to using the 'custom value'.&nbsp; I got it working with the custom value, but it's very finicky, it doesn't automatically update if the dodge skill changes. I would really really like to find another way to do this, so it stays automated. Were playing a campaign with 5 players, each that can use such weapons, and were gonna forget to update the custom values to the right skill values one day.
Saul J. said: Here's one: Lions from the Keeper's Compendium In the source book, they list averages, and that's what appears to be used in Roll20. But, the stats are listed as rolls: This has been fixed, thanks for the report!
I have a question about available macros or APIs: Is there a macro or API that lets you do a "group check" the way CoC describes it? There is a "Groupcheck" API but it is tailored toward games like 5e: it rolls once for each token and outputs all the rolls to the chat. CoC defines a GroupCheck as the character with the lowest (sometimes highest) score in that skill rolls a skill check. Usually, this is for group Luck checks but I also use it for Stealth, and other skills. Is there a macro or API that does this? I ask because when I need to do a groupcheck, the players all sit around for 5-10 minutes trying to figure out who has the lowest (or highest) skill. In a game I ran last year, we wasted about 30 minutes one night because there were multiple group checks made. Having a macro or API that just figures out who has the lowest (or highest) value in that skill and rolls as that player would be super useful. Thanks.
Ok, now how do you use it?&nbsp; I would expect that if I go to the compendium, find the "lion" creature, and drag two copies onto the VTT, that I'd get two different sets of stats. But, that's not what happens. I get identical stats as far as I can tell. In fact, opening the character sheet for one, opens the identical character sheet for the other. Nora C. said: Saul J. said: Here's one: Lions from the Keeper's Compendium In the source book, they list averages, and that's what appears to be used in Roll20. But, the stats are listed as rolls: This has been fixed, thanks for the report!
As far as I know there is NO macro for it... Saul J. said: I have a question about available macros or APIs: Is there a macro or API that lets you do a "group check" the way CoC describes it? There is a "Groupcheck" API but it is tailored toward games like 5e: it rolls once for each token and outputs all the rolls to the chat. CoC defines a GroupCheck as the character with the lowest (sometimes highest) score in that skill rolls a skill check. Usually, this is for group Luck checks but I also use it for Stealth, and other skills. Is there a macro or API that does this? I ask because when I need to do a groupcheck, the players all sit around for 5-10 minutes trying to figure out who has the lowest (or highest) skill. In a game I ran last year, we wasted about 30 minutes one night because there were multiple group checks made. Having a macro or API that just figures out who has the lowest (or highest) value in that skill and rolls as that player would be super useful. Thanks.
Saul J. said: Ok, now how do you use it?&nbsp; I would expect that if I go to the compendium, find the "lion" creature, and drag two copies onto the VTT, that I'd get two different sets of stats. But, that's not what happens. I get identical stats as far as I can tell. In fact, opening the character sheet for one, opens the identical character sheet for the other. You do need to set the dropdown for "Roll NPC Stats Toggle" to "On" or "Query" in the campaign settings.
Doesn't work, unless I'm doing something wrong. Nora C. said: Saul J. said: Ok, now how do you use it?&nbsp; I would expect that if I go to the compendium, find the "lion" creature, and drag two copies onto the VTT, that I'd get two different sets of stats. But, that's not what happens. I get identical stats as far as I can tell. In fact, opening the character sheet for one, opens the identical character sheet for the other. You do need to set the dropdown for "Roll NPC Stats Toggle" to "On" or "Query" in the campaign settings.
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Edited 1719859873
Nora C.
Roll20 Team
Saul J. said: Doesn't work, unless I'm doing something wrong. I see what you mean now, thank you for following up. You can ultimately get around this by making new sheets and dropping the Lion page onto them (not the Tabletop), which will allow you to have lions with unique stat blocks. I suggest naming them different things ("lion 2," "lion 3," etc...) if you have macros set up for them
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Edited 1719875095
Nora C.
Roll20 Team
Nora C. said: TheMarkus1204 said: Nora, one other thing. Are fumbles now correctly displayed in chat? I have not checked back BUT posted a link to another bug Thread regarding this sheet and given the Screenshots there, this is STILL a thing! Can you give an Update to this as well please? The fumbles are working correctly for Skill Rolls, but I've confirmed that Combat rolls need to get hooked up to the same logic. It's been added to our roadmap for next week. This code has just been released! Thanks for the communication on this, as always. The summary of the changes is as follows: Fixed Combat Rolls not Fumbling Correctly. Added the "Malfunction" message to combat rolls where the result meets or exceeds a malfunction. Fixed Weapons erroneously assigning a default "malfunction" value of 96
Nope. That doesn't work either. It works for the first time you try it - a screen pops up like you were adding a weapon or something that says that it's accepting a drop from the compendium. Then a screen pops up allowing you to roll the abilites. After that, succeeding attempts with other character sheets does nothing. Instead of dropping the creature onto the sheet, the system drops the creature onto the tabletop behind the sheet - completely ignoring the open sheet!! Nora C. said: Saul J. said: Doesn't work, unless I'm doing something wrong. I see what you mean now, thank you for following up. You can ultimately get around this by making new sheets and dropping the Lion page onto them (not the Tabletop), which will allow you to have lions with unique stat blocks. I suggest naming them different things ("lion 2," "lion 3," etc...) if you have macros set up for them
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Edited 1719878579
Nora C.
Roll20 Team
Saul J. said: Nope. That doesn't work either. It works for the first time you try it - a screen pops up like you were adding a weapon or something that says that it's accepting a drop from the compendium. Then a screen pops up allowing you to roll the abilites. After that, succeeding attempts with other character sheets does nothing. Instead of dropping the creature onto the sheet, the system drops the creature onto the tabletop behind the sheet - completely ignoring the open sheet!! I'm unable to reproduce this on Legacy Tabletop or Jumpgate. I suggest filing a help desk report with a link to the game, the browser and operating system you're using, and any other things that could be affecting this such as any browser extensions you might have running. Our user experience team will be able to help you out far better than I am able to in this forum thread.
Hello, yesterday I was making some preparations to my campaign and all was fine. Today I made some rolls from the Character Sheet and the Green Bar that says Success/Hard/Extreme/Critical does not show up. The stats and numbers show but not the green bar. The red bar saying Fail or Fumble does show up.
Thanks to this Update, NO Grades of Success / Failures are shown anymore! MIGHT there be a way to FIX this?! Nora C. said: Nora C. said: TheMarkus1204 said: Nora, one other thing. Are fumbles now correctly displayed in chat? I have not checked back BUT posted a link to another bug Thread regarding this sheet and given the Screenshots there, this is STILL a thing! Can you give an Update to this as well please? The fumbles are working correctly for Skill Rolls, but I've confirmed that Combat rolls need to get hooked up to the same logic. It's been added to our roadmap for next week. This code has just been released! Thanks for the communication on this, as always. The summary of the changes is as follows: Fixed Combat Rolls not Fumbling Correctly. Added the "Malfunction" message to combat rolls where the result meets or exceeds a malfunction. Fixed Weapons erroneously assigning a default "malfunction" value of 96
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Edited 1719948966
Nora C.
Roll20 Team
TheMarkus1204 said: Thanks to this Update, NO Grades of Success / Failures are shown anymore! MIGHT there be a way to FIX this?! Definitely not ideal! I'm working on it and rolling back the code for now.
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Thank you. But haven't you tested it before pushing it to production? Nora C. said: TheMarkus1204 said: Thanks to this Update, NO Grades of Success / Failures are shown anymore! MIGHT there be a way to FIX this?! Definitely not ideal! I'm working on it and rolling back the code for now.
TheMarkus1204 said: Thank you. But haven't you tested it before pushing it to production? Yes.
Apparently, you don't. This issue that TheMarkus1204 reported should have been obvious and caught before the code was put into production. The error I've reported about rolling stats for NPCs should have been caught too if anyone had done real testing.&nbsp; I'm a former computer programmer. My first job out of college was "product testing" and developing test suites for various software packages. I can tell when something has been properly tested and when it hasn't. As for my bug about not rolling NPC stats: I found the problem. Or a problem, anyway. You have to keep dropping it from the compendium. You can't drop it onto the character sheet from the copy of the compendium item that's put into the journal automatically. There's still a slight problem though - the drop doesn't copy the token. You still have to create a token for it which is a nuisance since the new token won't have the settings that it should have from the game settings menu - you have to set it all up from scratch. Nora C. said: TheMarkus1204 said: Thank you. But haven't you tested it before pushing it to production? Yes.
Saul J. said: As for my bug about not rolling NPC stats: I found the problem. Or a problem, anyway. You have to keep dropping it from the compendium. You can't drop it onto the character sheet from the copy of the compendium item that's put into the journal automatically. There's still a slight problem though - the drop doesn't copy the token. You still have to create a token for it which is a nuisance since the new token won't have the settings that it should have from the game settings menu - you have to set it all up from scratch. Hi there! If I'm understanding correctly, what your are describing is how all NPC drag &amp; drop works across the Roll20 Tabletop. The NPC sheets are 'generic' and tokens must be added and linked as you need them. Compendium -&gt; VTT drops have always linked each token dropped to the same generated sheet. You are also not able to 'drop' one NPC sheet onto another sheet, only onto the Tabletop. Hope this helps to clarify.
There are two issues: 1. Dropping a creature from the compendium onto a character sheet, in order to trigger the variable stats ("Roll NPC Stats") only works ONE TIME PER CREATURE. That is to say, no matter how many character sheets I create, and how many times I drop a creature from the compendium onto the different sheets, it only rolls the stats ONE TIME. After that, even though it says it's accepting a drop from the compendium, the stats are blank. 2. When dropping a creature from the compendium onto a character sheet, the token for the creature IS NOT COPIED. It doesn't matter how many times you do it. Patrice said: Saul J. said: As for my bug about not rolling NPC stats: I found the problem. Or a problem, anyway. You have to keep dropping it from the compendium. You can't drop it onto the character sheet from the copy of the compendium item that's put into the journal automatically. There's still a slight problem though - the drop doesn't copy the token. You still have to create a token for it which is a nuisance since the new token won't have the settings that it should have from the game settings menu - you have to set it all up from scratch. Hi there! If I'm understanding correctly, what your are describing is how all NPC drag &amp; drop works across the Roll20 Tabletop. The NPC sheets are 'generic' and tokens must be added and linked as you need them. Compendium -&gt; VTT drops have always linked each token dropped to the same generated sheet. You are also not able to 'drop' one NPC sheet onto another sheet, only onto the Tabletop. Hope this helps to clarify.
Would the %%NUMBERED%% help for adding multiple units? Then once you have down 6 wolves for instance, you unlink them, and they become their own individual entity rather than all being linked. In the past I kept them linked and all my mobs would lose health, so I figured once created you had to unlink.&nbsp; I know I have the %%NUMBERED%% mod but I forget its name. I never bothered to worry myself about using compendium things. I figured that was one more thing added (in a typical mmo fashion) and it wouldn't work. I gotta give it to you, Roll20 has been consistent but not the good consistency.
No, because the point is to make use of the ability to roll stats for the NPCs on drop to get unique and different stats using the "Roll NPC stats" functionality. The Keeper said: Would the %%NUMBERED%% help for adding multiple units? Then once you have down 6 wolves for instance, you unlink them, and they become their own individual entity rather than all being linked. In the past I kept them linked and all my mobs would lose health, so I figured once created you had to unlink.&nbsp; I know I have the %%NUMBERED%% mod but I forget its name. I never bothered to worry myself about using compendium things. I figured that was one more thing added (in a typical mmo fashion) and it wouldn't work. I gotta give it to you, Roll20 has been consistent but not the good consistency.