Der Arkanier said: Hi Nicole, thanks so much for the fast reply - especially since the formatting in this forum can be challenging. On the Artificer I still have to check. TBH, I did not try to create a new one but will do soon and see if it works then. Thanks for pointing out to select more spells than "allowed". To give more detail on the spells. All of the spells were added in the builder or are on the subclass list. On the spell tab they all work the same and by clicking them I am asked whether to use a pact slot. The inconsistency occurs only on the combat tab. I might have confused the character sheet by initially having deleted some of the the respective actions from the combat tab because too many. Then I tried to bring them back when I needed them. If that's the problem, is there any way to "connect" spells from the spells section with the combat tab? EDIT: I tried adding new spells in the builder that I never selected before and I even leveled up to make sure that I selected a new spell. The only pattern, I see is that some spell's automatically generated actions do ask for a spell slot (e.g. fireball, wall of fire) and some don't (e.g. suggestion, burning hands). In the process of levelling up and down I found another bug, though. On Warlock LV 7 the character sheet (not the builder) gives me 2 more pact slots on the right level, although I can keep the pact slots from the previous level. Correct behaviour would be only 2 slots in total on the hightest level: I've for sure seen that pact bug before and was able to reproduce it, I'll follow up with that ticket on Monday. We did recently fix a bug on the sheet side that now makes it possible to work around this by setting those spell slots to -X on the spells modal, X being the number you have or more. So if you have 2 slots at level 2 and 3 but should only have the level 3 ones, you can add a custom spell slot modifier to warlocks that say you have -2 level 2 spell slots and it'll even itself out. I know that's not a long-term solution for the bug, but at least a workaround to make it less painful. Okay, so I can't figure out what's going on with Burning Hands (it is working for me), but Suggestion is definitely an oversight. We set up the "cast at what level" modal a bit incorrectly on the attack side to only show up if upcasting would do anything, and Suggestion doesn't do anything on upcast. But that locks you out of using the spell slot. I'll make a ticket for that on Monday. Maybe because you tried to recreate Burning Hands as a custom value, there's also no upcasting attached to it and is causing the same problem? Jason K. said: Not
sure if I'm posting in the correct spot, but anyone else notice issues
with the clickable buttons that appear underneath an attack roll? They
used to be stacked vertically, in a single line of text, allowing for
the selection of potential on-hit effects that a player could apply.
For example, my attacks had the damage button, then a weapon mastery
button (and I added some homebrew 'weapon masteries' as a way to
properly apply other effects that weren't showing up when I'd make an
attack). So instead of this (I don't know why it posted this image twice, and its not letting me delete one.....sorry): Now I have this: Any ideas? Thanks for the report, I have a ticket ready for Monday that I'm going to get pushed through ASAP because it's a quick fix. I do want to say this is the first time I've seen Weapon Masteries used as a sort of after-effect like this and I think it's really cool. As to your questions about other ways to handle that, I know that we have some macro masters that do just that with macro buttons that may be able to help you out. You can embed them in the "on hit" section of your sheet and have them behave similarly to what you're doing here. Light mode was fixed today. You may need to go into your Stylus and manually update, or wait for it to call back, I think the default is to check every 24 hours for an update. M D. said: Neither Minimum nor Maximum appear to work correctly when applied to Skill Modifiers. The Rogue's Reliable Talent makes any roll under 10 become a 10. As of today, setting a Minimum of Maximum just adds whatever value you put to the total. If I put in the minimum as 10, instead of returning my roll of 5 (+7) as 17 (replacing the 5 with a 10) or 10 (replacing the entire roll with a 10), it returns 22 (adding the 10 to the total as a flat bonus). Same thing happens when a Maximum is set, the amount is treated as a flat bonus. The modifier is listed as "Add:" so my hunch is that is has been hard-coded to look for a bonus, not a die roll override (which I realize is different from how the existing Override changes the final outcome.). Sheet functionality is coming along and I thoroughly enjoy how much can already be set up. I hope edge cases like the one above get sorted out soon. I think this might be a case of bad labeling on our part that's causing confusion. That modifier, the Skill Bonus one, is to set or change your skill bonus. So what you did there wasn't telling the sheet "make my roll at minimum a 10", but "make my skill bonus at minimum a 10". The roll bonus we use for skills isn't yet in the modifier builder, just the ones for attacks and saves. If you drag and drop the Reliable Talent feature from the compendium (or just select it in the builder if you're not going full custom), using query mode will apply this minimum though. I'm always trying to find time to slip in adding new modifiers so I'll be sure to add this to the list as a requested one.