Ignitone said: Forum won't let me respond to Saul's post up above when I quote it, but I got sorcerer points to display. That one was pure user error. I still can't get the breath weapon to display. I see the damage resistance, but not the breath weapon itself. Are you building 2024 Dragonborn, or 2014? Because the 2014 data is so simple, the 2024 sheet often can't automate things like breath weapons or unique classes from there. We're working to update the 2014 book to have all the old rules with the new data and when that's complete (very soon), any dragonborns made with 2014 rules will have their breath weapons properly captured with the relevant resource. In the meantime, you can add a new feature to that page, give it an action type of "action", and a source type of Species to basically recreate the same thing. Then, at the bottom of that page, there's a section called "Modifiers". You can add a new resource modifier and set how many you have and when it recovers. Saul J. said: For breath weapons like a dragonborn has: If you look at the tab marked "Features&Traits" and scroll down, you'll see a section marked "Species Traits". The breath weapon should be listed there, with a number of red checkboxes beneath it. You remove one checkmark each time you use the breath weapon to indicate it's been used. For Sorcery points, they've done the same thing: they have checkmark boxes to indicate the sorcery points, but their implementation makes no sense to me. They put checkmarks under each ability (like Quickened Spell) plus under "Sorcery Points" but instead of it being one pool of points, they have separate pools for each which means a lot of manual upkeep. It's a bad implementation. I'm not able to replicate what you're saying about sorcery points - I just built a level 5 sorcerer with Quickened Spell and the sorcery points resource is linked to Font of Magic, Metamagic, and Quickened Spell. When I change one, the others change to match. It's possible that the data was updated after you made your sorcerer to account for that? Or you added the resources manually, which doesn't support linking yet? Alex B. said: Now that I'm actually able to access the 2024 rules, I've taken the opportunity to try to convert a character from the 2014 rules to the 2024 rules by rebuilding it from scratch, ground up. Let me just say I can see all the interest and care put into the 2024 update from the activity on this board and the R20 team's responsiveness to it. Full marks. However. And holy cow.... It seems to me that the new sheet has been constructed by someone without more than a basic understanding of D&D rules. For example, the character in question has a non-standard Ring of Protection, which is +2 rather than +1. To update this, it should be a matter of overwriting one number from a '1' to a '2'. Instead, it appears that 13 numbers must be adjusted. One for AC and 6 each for 'attuned' and 'unattuned' saving throw adjustments. Which I was unsuccessful in executing and thus gave up in disbelief at this stupidity of this and a combination of exasperation and frustration. I'm not sure where 13 is coming from - there are two modifiers on a ring of protection. One is AC +1, and the other is Saving Throws +1. Since the ring requires attunement, you shouldn't need to adjust anything for the "not attuned" portion of it, unless you want bonuses to apply without being attuned. So, you should just need to update those 2 to be 2 instead of one and have it set. That being said, it looks like the modifier for updating saving throws hasn't been created yet, making updating the drag & drop for that item more complicated, presumably why you added individual abilities instead of updating the drag & drop version. The Ring is entered in data as a bonus to saving throw ROLLS, not a bonus to saving throws the STAT, and that part isn't fully built out yet. So I decided I'd try something simpler. As a 10th level Diviner, my character has picked up a large number of spells over his adventuring career beyond the regular level-up choices and well beyond the memorization limits. So to replicate this, I thought I should just be able to look these excess spells up in the compendium and drag and drop them onto my character sheet, right? I use only 2024 spells so as not to cause potential version issues, and drag a couple of spells. Looks like success: I get a prompt, stating that something has been successfully dropped (odd phrase: that suggests something was deleted rather than added, but ok...). So I then go to my list of spells to find the new ones, to double check. No sign of the new spells at all. Just to confirm what Andrea said - your spell was most likely being added (the word "drop" is because you dropped it onto your sheet and are using drag & drop functionality), but not automatically prepared for you. We've gone back and forth on automatically preparing spells for people - we don't want to cause this specific confusion of "it says it's on my sheet but I can't see it", but we also don't want to set prepared spellcasters up to prepare more spells than they have the ability to prepare. It's the same debate we had over automatically equipping/attuning items that require equipment and attunement, because it causes confusion to not have the attacks on your dagger or the bonuses from your ring show up the second you drop it onto your sheet, but it's also a little presumptuous to assume that you automatically want to attune to something just because you got it in the loot rotation. In that case, we landed on equipping and attuning, unless you're already attuned to too many things (and in that case we warn you so you know why you're not seeing the bonuses), so we can move spells in that direction too. I hope this makes it a little clearer that this isn't a case of lack of understanding of D&D on anyone's part or lack of care. I personally have very fond memories of playing 5e from printouts at my local game store back in early 2014 before it was officially available. I understand the frustration, and I can't guarantee the timeline on the individual pieces you've pointed out here, but we are both fixing bugs and improving functionality daily.