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Generate shops and treasure instantly! (D&D Early Access)

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Edited 1752696475
Dean
Roll20 Team
Roll20 Pro subscribers now have early access to the Loot Manager! This lets you build fully-stocked storefronts and treasure chests in seconds, and manage and edit them to your liking. It is available for the D&amp;D 2024 character sheet. How to use Loot Manager Creating a shop or treasure is as easy as creating a new character, and mostly uses the same process! Enter any D&amp;D 2024 game, or go to D&amp;D 2024 on Roll20 Characters Click Create New Character At the bottom of the builder screen, choose Shop or Treasure Customize your name, description, Lock DC, discount, etc. Click Generate Inventory from Compendiums or Create Custom Item Generating Inventory from Compendium will pull from all your owned and active D&amp;D compendiums Fill it up, tweak what you need, and share with players! Check out our first look tutorial video! <a href="https://youtu.be/56P6m0-yZqY" rel="nofollow">https://youtu.be/56P6m0-yZqY</a> Early-access notes This feature is available to Pro Subscribers only while in early access.&nbsp; We are actively taking your feedback as we develop it further. Transfer loot from shop sheets to character sheets is coming! For now, players must manually add items to their character sheets and communicate to the DM. More Screenshots! Builder Selection Generate Inventory Create Custom Item Locked Chest (Player View) Need Some Shops? Looking to stock up on shops to fill your game with? Check out ready-to-use shops from our creator community!
You mentioned you want feedback, I would love for the shop to be fully automated without the need for the GM to do things for the player like you suggested.&nbsp; Being able to set the items and prices in advance, have the player click the npc, and buy the items and it auto remove the cost.&nbsp; If they don't have the needed cash it will say so, or have the price in red to let them know, etc. Also, have a function that you can set it so it is only accessible on certain maps (like town) so it isn't available in the middle of a dungeon (unless that is where you put it!)
Feyte said: You mentioned you want feedback, I would love for the shop to be fully automated without the need for the GM to do things for the player like you suggested.&nbsp; Being able to set the items and prices in advance, have the player click the npc, and buy the items and it auto remove the cost.&nbsp;&nbsp; Thank you! And yes, sheet-to-sheet transfer technology is being developed next during early access, so this automation is planned before wider launch!&nbsp; Love the other idea!
I hope we get to see this for the 2014. IDK what your data looks like, but I assume there are still, if not more 2014 games than 2024 games.&nbsp;
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It would be nice to add gm notes to the items in the shop or chest and a way to increase/decrease the amount like the coins on the character sheet. Also for the chests it would be better if the items did not disclose what they are until they were identified ie. magical items.
I saw the video and this looks like a great addition. Some suggestions: -Additional item subcategory filters like "source book." -A related feature to this would be the ability to exclude content from the random item generation based on "source book." -If the sheet-to-sheet stuff doesn't work out, what about having the store item names be a link that brings up the item in the Compendium? Then the player or DM could drag-and-drop to another character sheet from there.&nbsp;
How about a generic version that isn't restricted to D&amp;D? Why restrict your audience this way?
1752744882
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Norman said: How about a generic version that isn't restricted to D&amp;D? Why restrict your audience this way? I think I can answer that one a bit. This is not a Roll20 feature. This is a sheet mode. It's basically like changing PC to an NPC. This is a development of the&nbsp;D&amp;D 5e (2024) Sheet. They would have to write and develop this over and over again for every sheet. There are a lot of cool sheet features out there that are unique to that sheet. The buffs and debuffs section of the PF1 sheet is phenomenal. The customizability of the D&amp;D shaped sheet is amazing. This is just something really cool with this sheet.
Is it going to be possible to add item descriptions the players can see?
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Edited 1752768259
Dean
Roll20 Team
Novercalis said: I hope we get to see this for the 2014. IDK what your data looks like, but I assume there are still, if not more 2014 games than 2024 games.&nbsp; Loot Manager is only available for the D&amp;D 2024 sheet. That’s because the new tech behind the 2024 sheet lets us build features we just can’t do with the 2014 version. That said, we’re fully committed to supporting the current 2014 experience. You can keep using it without any interruptions or need to switch. In fact, you can even run your game with the 2014 sheet and bring in the 2024 sheet to those 2014 games just for Loot Manager if you want. We’ve also got a bunch of updates coming to the 2024 sheet soon, including better editing, easier navigation, more automation, and a lot of the functionality longtime 2014 users have asked for.
Loving the thoughts and suggestions! We're reading and noting them all, thank you!
Had a random thought, you showed generating items from source compendiums randomly, and working on sheet to sheet tech.&nbsp; Will it also be possible to search your compendium and drag and drop into the sheet, so you can choose instead of randomize (if that was mentioned I missed it sorry). You also mentioned you can adjust the price with the discount.&nbsp; Will there be a way to make it for a first time purchase, once used it will default to zero, or will the GM be responsible for editing the discount every time?&nbsp; Will it be possible to add a discount to a specific item for a limited time sale instead of the whole store?
Feyte said: Had a random thought, you showed generating items from source compendiums randomly, and working on sheet to sheet tech.&nbsp; Will it also be possible to search your compendium and drag and drop into the sheet, so you can choose instead of randomize (if that was mentioned I missed it sorry). This is already available :)
Thank you Dev Team!!!! I very much like this new feature, this will speed up some of the more tedious shopping experiences with my players! I think it would be really awesome if there were some more filter options for generating the inventories, including; an alchemy option instead of potions so that poisons aren't generated with adventuring gear; A maximum cost/value feature, so that you can set a value and each item would be equal to or below that cost, i.e. adventuring gear up to 40gp, on the flipside a total value for the whole thing could be helpful as well. My last suggestion would be a shop/loot sorting option, so that players can organize the shop or loot pool by cost/value, rarity, or alphabetically.
Hey Roll20 dudes.&nbsp; This is SOOOOO cool!!&nbsp; My idea/feedback is a follows:&nbsp; If at some point you automate the process and have the cost of something deducted from your available gold on your character sheet , make a toggle button so that thieves who successfully do a slight of hand to steal something do so without incurring the cost.&nbsp;&nbsp; Many thanks!
So, first: thank you, we've needed something like this for years, but honestly I'd never have thought of a "shop" as the solution for custom items, but it's such a great idea. Now for my initial thoughts on what I'd want: - ability to hide "rarity" from the players (on a per item or per shop basis, or both) - both a description and a gm description (it looks like a +1 sword, but it's a cursed sword with a specific effect); this is particularly important for treasures, but a fly-by-night street vendor might sell a few cursed items too - weight per item - an (optional) image field per item (if not populated, omit it from the shop inventory display for players, don't replace with a dummy image) - for generate from compendium, a way to search for a specific item by name (or other critiera) - stocking level (a separate counter per item so the DM can click something to replenish the shop between adventures; eg, the local temple might only keep 5 healing potions on hand, but will make more the next day, or week, or whatever) - this would require changes to the inventory system, but containers: I want the arrows I buy to associate with a quiver and go into it when I buy them, up to its capacity (there's a whole lot more needed there, as I might have separate quivers for normal and +1 arrows, or want excess to go into a backpack or similar - the inverse of a treasure box: eg, a storage chest.&nbsp; My current campaign has a nautical component, and players each have a "seaman's chest" that stays on their ship, where they can store excess stuff.&nbsp; A dungeon equivalent is a chest kept at a base camp, or saddlebags on a mount.&nbsp; For all of these, there's a maximum capacity (in weight as D&amp;D doesn't really do volume) but within that constraint the player can move stuff between their sheet and the chest (you need to support more than one; someone might have both saddlebags and a chest they left with the local innkeeper) - Mike E's suggestion for a way to "steal" from a shop (or treasure chest) is great.&nbsp; I have one rogue who always tries to pocket a couple of items from any chest opened, if nobody is too close - for buying stuff and moving it to a PC's sheet, drag and drop is great, but how about a "buy" button that just transfers it (and checks the sheet for sufficient coinage and deducts as needed). shift-clicking "buy" could bring up a "steal" dialog as well.&nbsp; If the player has more than one sheet, you'd need to let them select which (some of my players have mules done as PC sheets with their own inventory, so they have two active sheets, theirs and their mule). - if you implement "buy", you need a way to revert the transaction (maybe time-limited) in case someone buys the wrong thing through a mis-click - consider how to avoid parallel transactions: if a shop only has one +1 sword, two players shouldn't be able to buy it simultaneously (eg, wrap the transaction in a semaphore of some sort) One final thought: since this is a sheet and can be put on a map, give some thought to the experience of a shopping player wandering through a market with multiple shops: token nameplates work for the shop name, but descriptions are very important (maybe populate the bio &amp; info description from the description on the sheet portion, or make them the same).&nbsp; And when they open a shop, how do they do that? Right now, they shift-double-click on the token and get the "bio and info" tab or right click and select "character sheet" to get the shop (character tab).&nbsp; Maybe add a right-click option to go to bio-and-info (to see the shop portrait and text (and change "character sheet" to "shop inventory" or similar for this kind of sheet).&nbsp; Ideally the bio &amp; info tab would have an obvious way to go to inventory (a button, or at least change the tab name from "character sheet").
Sadly, because this is strictly in relation to 2024, I don't really care or see any value in it. Give us something ubiquitously useful, like the ability to leave games that you no longer want to be in without having to talk to a DM, the ability to create our own drag and drop base compendiums, etc.&nbsp;
1752890444
Gauss
Forum Champion
loki said: Sadly, because this is strictly in relation to 2024, I don't really care or see any value in it. Give us something ubiquitously useful, like the ability to leave games that you no longer want to be in without having to talk to a DM, the ability to create our own drag and drop base compendiums, etc.&nbsp; Hi loki,&nbsp; Could you explain the "leave games that you no longer want to be in without having to talk to a DM" comment? You should already be able to leave games without talking to the DM.&nbsp;
Hi just wanted to put in a bug report I can't add mundane armor into the new shop inventory&nbsp; With the generator settings
Greetings!&nbsp; At first I thought this was an amazing new tool, the I noticed it was restricted to dnd 2024, and it lost its luster. I work fulltime as a professional Gamemaster, running approximately 11 full campaigns a week.&nbsp; I have not ported these games to the new dnd version,it would simply be too much work, and is cost prohibitive.&nbsp; I'd have to buy new books in dndbeyond and double them in roll20, not including gard copy for myself.&nbsp; So I and many.others will be left out of this fabulous tool.&nbsp; Is there a plan to make this generator available to earlier versions like 5e or even 3.5?&nbsp; I truly hope so. Other than that, way to go!&nbsp; Its a great innovative idea that will make running a game that much better, as well as adding more depth. Dave Role the Dice
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As much as I like the idea of an integrated treasure generator/shop-generator I find the solution quite disappointing because of its insular approach. First at all it's just for D&amp;D - leaving me as a Pathfinder 2e GM and - as I read - D&amp;D players who are using the older Character-Sheet out of the experience. Of course other players, too.&nbsp; Wouldn't it be much more practical using a generator outside of the character sheets that can be universally loaded with input from other games? I think something like this can be used in many games - be it Pathfinder, Fallout or many other games. I used when playing Pathfinder 1st edition the treasure generator from Archives of Nethys <a href="https://www.aonprd.com/RandomItemGenerator.aspx" rel="nofollow">https://www.aonprd.com/RandomItemGenerator.aspx</a> Something like this shouldn't be too difficult to program and make it inherently modular. I think this would enhance the Roll20 experience for all players instead of giving stuff again just to the D&amp;D cash cow.
1752917247
Gauss
Forum Champion
Something for folks to think about:&nbsp; Character sheets on Roll20 have always been about "what features will you build into that particular sheet".&nbsp; There is nothing stopping anyone from making a sheet that has an integrated shop generator. But Roll20 has always been a per-sheet type of system.&nbsp; The Shop Generator is just another version of the 2024 sheet. Just like the 2014 sheet has PC, NPC, Vehicle, and Kingdom. Or other sheets have different modes as well.&nbsp; Put another way, this feature is sheet specific because all sheet features are. If you'd like a similar feature in a different sheet, that would be up to that sheet's coder.&nbsp;
@Role the Dice and any other 5E (2014) players: And to add to Gauss' comments: while it doesn't help other games, the "2024" sheet, despite the name, can be set to be compatible with 5E (2014) rules.&nbsp; Just click "Manage" in the upper-right corner, and unclick the "Use 2024 Rules" slider.&nbsp; I presume they wouldn't implement anything to prevent the shops from working with a new sheet set to the old rules. It does mean you'd need to use the new sheet, and I vastly prefer the more intuitive (to experienced players) design and paged approach of the 2014 sheet, which mirrors five decades of D&amp;D sheet design. My campaign is also 5E (2014), but changing to the new sheet is probably a price I'd pay if they actually get shops working well. The custom-equipment aspect is that important to me. Note: I have not actually run a 2014 game using the new sheet, and I haven't tried it recently. Every time before I hit roadblock bugs (and reported them), so I'm letting it bake some more.&nbsp; From the change log, there are still bugs in the new sheet being fixed regularly, so I wouldn't advise using it without a bit of testing first, to make sure critical-to-you stuff works. But at least in theory, it works for the older rules.
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Gold
Forum Champion
Gauss said: Put another way, this feature is sheet specific because all sheet features are. If you'd like a similar feature in a different sheet, that would be up to that sheet's coder.&nbsp; It's a great explanation of why this feature is tied to 1 particular sheet. Thank you.&nbsp; And, it is also an expected reaction from fellow users, that they would like to be able to access this kind of feature outside of 1 game system's official sheet.&nbsp; I think what some people are trying to suggest, in the terms you're using, is: "implement The Shop and Treasure as a universal Roll20 VTT feature, not limited to a Sheet feature " Alternatively, a lesser version of the suggestion in-keeping with Sheet features is, "Add the Shop and Treasure sheet feature to other official sheets by Roll20",
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Gauss
Forum Champion
The problem with taking this functionality out of the sheet would be as follows:&nbsp; 1) It would have to be in a sheet. This is because it interacts with the Compendium and the only "lane" for that is Character Sheets.&nbsp; 2) Because of #1 you would now have to have a 2nd sheet in every game. Not undoable as the 2024+2014 sheet hybrid games and the Demiplane + Roll20 sheet games show. But not easy either as it could mean three sheets in some games.&nbsp; It took the devs a lot of work to code being able to put two specific sheets into one game. I imagine it would take even more work to allow a specific sheet plus any other sheet into one game. Put another way, it wouldn't be "easy" (referencing Thorsten's statement of not too difficult to program).&nbsp; Or, the sheet creator can add this as part of their sheet since it is just a different mode like PC, NPC, etc is. That is probably the simplest route.&nbsp; (Caveat, I am guessing legacy sheet framework would be ill-suited for this, that it might require Beacon.)
I think this is a good start to introducing 'shops' as a feature. Ive just messed about with it and created some shops for one of my Waterdeep maps, but if Im being honest I dont like the generate part of the shop. A much better option would be to have the ability to drag or select items directly from the compendium into the shop. That way I can add whatever I need to add rather than constantly generating in the hope of seeing the item I am after.&nbsp; Appreciate this new feature is days old so a ways to go yet though...
Dave said: I think this is a good start to introducing 'shops' as a feature. Ive just messed about with it and created some shops for one of my Waterdeep maps, but if Im being honest I dont like the generate part of the shop. A much better option would be to have the ability to drag or select items directly from the compendium into the shop. That way I can add whatever I need to add rather than constantly generating in the hope of seeing the item I am after.&nbsp; Appreciate this new feature is days old so a ways to go yet though... You can drag and drop into the shops and loot sheets, as indicated by both the blog post and above comments!&nbsp;
I agree with Ken S: - both a description and a gm description (it looks like a +1 sword, but it's a cursed sword with a specific effect); this is particularly important for treasures, but a fly-by-night street vendor might sell a few cursed items too
Maybe someone can help me figure out what I am doing wrong here. So the new Loot Manager is awesome in my opinion, the idea of it and all. So, I am a Pro user, I just bought the new DMG/PH/MM for 2024 the other day on Roll20, as well as other things (tasha's, xanathar, etc). Now, I went to make a Shop to try this out, but it came back with very limited items, even when I upped how many I wanted generated. I thought that was odd, so i went more specific and went for "Armor". I went down the list: It shows Mundane armor, but does not show anything past that, it says that "No items could be found with that criteria" and thats even for uncommon armor.&nbsp; Now, I checked, and it shows that I have content sharing active for other players, and in the compendium selection, it has everything that I currently own selected (in green) as well, but it does not seem to find anything other than Mundane armor. Just to be sure, i went through the DMG and looked at the magical items, and found some armor for example (Armor of Invuln, Arrow Catching Shield, Mariners armor, etc) but none of those that are higher than Mundane will show up. Am I doing something wrong?&nbsp; Otherwise, I think the Loot Manager is fantastic, if I can only figure this out, Thanks!
I can confirm tried in 2 seperate games and reuslts as described. I even added a legendary armor by dragging it to the chest from the compendium which worked deleted it and tried to generate from the chest to no avail. KeiHiro said: Maybe someone can help me figure out what I am doing wrong here. So the new Loot Manager is awesome in my opinion, the idea of it and all. So, I am a Pro user, I just bought the new DMG/PH/MM for 2024 the other day on Roll20, as well as other things (tasha's, xanathar, etc). Now, I went to make a Shop to try this out, but it came back with very limited items, even when I upped how many I wanted generated. I thought that was odd, so i went more specific and went for "Armor". I went down the list: It shows Mundane armor, but does not show anything past that, it says that "No items could be found with that criteria" and thats even for uncommon armor.&nbsp; Now, I checked, and it shows that I have content sharing active for other players, and in the compendium selection, it has everything that I currently own selected (in green) as well, but it does not seem to find anything other than Mundane armor. Just to be sure, i went through the DMG and looked at the magical items, and found some armor for example (Armor of Invuln, Arrow Catching Shield, Mariners armor, etc) but none of those that are higher than Mundane will show up. Am I doing something wrong?&nbsp; Otherwise, I think the Loot Manager is fantastic, if I can only figure this out, Thanks!
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Edited 1753119633
Dave
Pro
Is there a way to order the items in s shop alphabetically? I don't see it so if not then that's definitely a feature which would be beneficial. Also, another future feature possibility, it would be great if you could drag an item from your characters inventory directly into a chest.
Hi everybody!! I'm David, developer of the Loot Manager!&nbsp; I've loved reading through your feedback and suggestions. I've got a big list of features to work on - many of which are already very much in line with the suggestions here. I won't address them one-by-one for now, with the exception of one that I've already finished work on and which should be coming soon (not today, but hopefully mid-week): Sorting by name or rarity! I held off on sorting by price for now - I know that's desired, but it's a bit trickier with price being a free input. I know that tracking coins in shops and treasure is highly desired too, and I'm working on figuring out how best to do that (it's not as straightforward as it might seem when you consider custom currency!) and once I have the coins ironed out, I'll try tackling sorting by price alongside it. The other thing I want to address right now is the issue that&nbsp; KeiHiro &nbsp; identified. I've been able to verify that this is occurring for Armor specifically. Thank you very much for the specific example in Armor of Invulnerability, because it lead me to discovering what was going on. If you're curious, it's because some of those armors, like Armor of Invulnerability, have their item type listed as "Heavy Armor" instead of just "Armor". I'm amending the generation code to account for those cases and am hopeful it will solve the issue! Thank you for all the feedback, everyone. I'll be checking in here regularly to see what other great ideas you might have or any issues you might have run into!
Chiming back in real quick to say that yes, amending the query for that did the trick. Hopeful to have that fix out this week as well!
1753130747
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
I'd like to see "wondrous item" added as a category. Some campaigns feature "magic shops", or in my case, a traveling magic broker. Adding a few more sub-types wouldn't hurt either (wands, staves, rings, etc) Maybe a checklist rather than a drop down, for better granularity? It might be worth a deep dive into the variety of tags that items in the compendium employs.
Keith, I ran a session just last night where my players visited a Magic shop and it cemented for me how useful subtypes would be here - I also wanted to generate&nbsp; just &nbsp;staves, but had to drag and drop them instead, so I feel you here on a personal level as a DM. I'd very much like to add something like that, along with generation for Spell Scrolls, which, for now, are drag and drop only. Love the idea of a checklist/multiselect too. I can tell you that, candidly, that's a heavier lift because of what it means for the queries behind the scenes, but it's not at all out of the question (the "Any" selection works the same way that would, but does not discriminate between item types, which makes it considerably more straightforward)
1753131554
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Yeah, I just did a look-through on the compendium, and the number of varieties of "wondrous __________" were a bit bewildering and contradictory. I can see were it might need some custom parsing and filtering, otherwise the list of selections might become unmanageable. I'd suggest some sort of regex to build the list categories, but then you'd have to coordinate that with the compendium... Glad I don't have your job. :D But I'm also thankful that you have your job, making cool stuff.
David H, Testing this out the last couple of days and I have a request.&nbsp; Can you hide the 'markup' section from the players?&nbsp; I do not always want the players to know that there is a consistent markup or discount.&nbsp; Adjusting prices individually would also then give a false expectation when someone figures out by applying the markup to a manually discounted price.
On the topic of sub-categories when selecting, consider also "level" for spell scrolls.&nbsp; Rarity will get you a range of levels, but if the shop belongs to a wizard of a specific level, it isn't likely to have spells above the level they can cast, even if it's the same rarity. And for loot boxes, if you could populate a treasure chest etc by challenge rating and by Hoard or Individual (assuming your license allows using DMG content in that manner), that would be a real plus. And yes, please allow hiding markup from players.
I've had a look and I think this is really cool.. the problem is though that because the sheet still only has dark mode it gives me a headache... My main thought is that before you push ahead with additional features, you should make sure it has the basic functionality the rest of the site has..
Hi folks, David here again! Wanted to give you two (three?) updates today: The ability to sort items by Name or Rarity (ascending and descending) is now live! The fix to the issue KeiHiro identified that caused several Armors to never be generated randomly is now live! Your local blacksmith just found all of their best materials - here come the legendary armors! And finally, 3. Jonathan K. said: I've had a look and I think this is really cool.. the problem is though that because the sheet still only has dark mode it gives me a headache... My main thought is that before you push ahead with additional features, you should make sure it has the basic functionality the rest of the site has.. Nicole, the lead dev for the PC/NPC sheet, has let me know that she tweaked the Lightmode for D&amp;D 2024 Stylus &nbsp;to support the Loot Manager sheet types as well! While native light mode is something we want to add, this is a great solution to get you light mode&nbsp; right now -&nbsp; and now that includes Shops and Treasure! If you want to use this, you can get the Stylus extension (follow the Get Stylus button at that link) and then install that style. I hope that helps, Jonathan!
Hi David, It does and I appreciate the response.&nbsp; &nbsp;but my point remains though that light mode shouldn't have been something overlooked initially, it is the default on Roll20 and should be in from day 1.&nbsp; installing something extra shouldn't be needed. Is the Stylus something all my players would need to install or just me as GM?
Hi David, I am not using the 2024 character sheet because there is not a light mode included and I am not ready to try and figure out how to use Stylus. At my age the dark mode is too difficult to see.
1753287199
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hultz (Keeper of Secrets) said: Hi David, I am not using the 2024 character sheet because there is not a light mode included and I am not ready to try and figure out how to use Stylus. At my age the dark mode is too difficult to see. Jonathan K. &nbsp;said: Hi David, It does and I appreciate the response.&nbsp; &nbsp;but my point remains though that light mode shouldn't have been something overlooked initially, it is the default on Roll20 and should be in from day 1.&nbsp; installing something extra shouldn't be needed. Is the Stylus something all my players would need to install or just me as GM? Although I agree that light mode continues to be long overdue, I'm guessing that they are not set up to develop light mode while still making refinements and additions to the general sheet design. I use the stylus style myself, since I find it much more readable. In fact I use Stylus to tweak a lot of the Roll20 interface. So I am offering myself to answer stylus questions. First off, the extension is a browser extension and can be found here:&nbsp; ( Chrome ,&nbsp; Firefox ) As a browser extension, it only affects the local view. This is desirable, since not everyone wants a light mode. It's very simple to install both the extension (it's just clicking), and a style from the&nbsp; userstyle.world link David provided : You just click the Install button, and your extension will be subscribed to it. As Nicole makes changes, the style will update without intervention from you. To sum up. Click the extension link for your browser, click to install the extension, follow the style link to the style, click to install the style. Done.
Keith - what you posted is really appreciated.&nbsp; My point still stands though, that the default for Roll20 is lightmode and the sheet released with out (and months later remains with out it).&nbsp; Roll20 shouldn't be expecting people to install additional software for basic functionality..&nbsp; restoring that basic functionality should be the priority..
I agree with Jonathan K. &nbsp;... My point still stands though, that the default for Roll20 is lightmode and the sheet released with out (and months later remains with out it).&nbsp; Roll20 shouldn't be expecting people to install additional software for basic functionality..&nbsp; restoring that basic functionality should be the priority..
I'll chime in on the no-external-code aspect: I could do it, but I have players who are not computer literate (really: clearing a browser cache is problematic) and they aren't local to me. There is no way they'd ever be able to install somethng like that. And DMs shouldn't have to be computer-literate either, beyond the basics. Requiring that just reduces the potential audience.