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What kind of music do leprechauns prefer? Shamrock. ☘️

D&D 5E (2024) Character Sheet & Builder by Roll20

Ilmari said: I've accidentally wiped out a character sheet by accidentally adding the character builder. I was trying to add spells to the new 2024 sheets. Is it possible to recover what I had? As far as I can see, an automated character builder is already a worthless vanity addition that nobody really wants. Now it's destroying the work I'd already done. I hate it. Is there a the DM can turn it off completely so there's no risk of tripping over it? Good morning! The builder should only add to your sheet, not overwrite anything. BUT the builder doesn't know what you've added to your sheet, so it will look like it's "empty". You can just exit at any time, saving your changes as a draft for later or discarding them, using the Exit button in the top right. You may need to access the builder from a desktop to see this button right now, though. You can also just build with nothing selected and nothing will change. I'll pass on the feedback about the worthless vanity addition that no one wants, but the builder is very heavily used, so I suspect we may continue to offer this feature for the forseeable future. I apologize for the disappointment this may cause. You can always combine builder and sheet content as well - unlike older versions of these builders, you can go into the builder, skip to literally any slide, make the choices there, and build, and it will stack with whatever you wrote on the sheet. We actually use this feature frequently as developers to test very specific portions of characters!
Why doesn't Roll20 fix the 2024 character sheet so that Experience Tracker or Ez-Expirence scripts will work?
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hultz (Keeper of Secrets) said: Why doesn't Roll20 fix the 2024 character sheet so that Experience Tracker or Ez-Expirence scripts will work? What needs to be done with those scripts to make them work with the sheet? Have you contacted the authors?
I have not contacted the authors. If I feel that I have the spare time I will.
1772650801
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Seeing that it's a community-written script, it would be the script writer who would need to write for compatibility, not the sheet dev team. If the sheet lacks something specific in order for it to work (like an attribute to be exposed), then that thing would need to be identified and a request sent to the team for that specific thing. Analogy: the Acme seat cover company needs to design seat covers to fit the Ford F150. Ford doesn't redesign their truck to fit Acme's seat covers. But Acme can ask Ford to provide them with seat schematics if none are available. If you need assistance finding the script writers, I can help you there.
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It's possible I'm missing or misinterpreting something, but certain resources on the 2024 sheet show as red-filled boxes... you use the resource, and the red goes away.  But others appear as red-filled boxes with checkmarks, and they function... the same way? For me and my players, a checkmark intuitively implies "checked this off because I used it," rather than "there's a check here that says you can still use it." Is there a reason for the checkmarks that I'm missing? In general, I think it would also be a good option to toggle red/not-red to indicate a resource being available or used. As a group, we seem to want unused resources to be empty boxes, and as you use them you fill the box in as red... like "stop." Or perhaps an option that offers you green for unused and red for used? But really @Nicole B., I'm mostly wondering about those checkmarks. Thanks!
Keithcurtis said: If the sheet lacks something specific in order for it to work (like an attribute to be exposed), then that thing would need to be identified and a request sent to the team for that specific thing. I briefly contacted Scott C. one of the authors of Easy Experience and he indicated to me that the needed attribute on the 2024 character sheet is not exposed and Roll20 needs to fix that. So.. without using a script, what is the recommended way to update the Experience Point value on the 2024 sheet?
Hultz (Keeper of Secrets) said: Keithcurtis said: If the sheet lacks something specific in order for it to work (like an attribute to be exposed), then that thing would need to be identified and a request sent to the team for that specific thing. I briefly contacted Scott C. one of the authors of Easy Experience and he indicated to me that the needed attribute on the 2024 character sheet is not exposed and Roll20 needs to fix that. So.. without using a script, what is the recommended way to update the Experience Point value on the 2024 sheet? I'm going to prioritize read/write access for this attribute next week. Glad to hear he's open to working on the script once that's available!
I'm not sure he's open to that or not, in my mind 50%.
1772745952
vÍnce
Pro
Sheet Author
Nicole B. said: I'm going to prioritize read/write access for this attribute next week. Glad to hear he's open to working on the script once that's available! Hi Nicole, Just curious, please excuse my ignorance, but is there a downside to exposing all the attributes in the sheet to API Mod access?
vÍnce said: Hi Nicole, Just curious, please excuse my ignorance, but is there a downside to exposing all the attributes in the sheet to API Mod access? It depends on what you mean by "all the attributes" here. Like, are you referring to "I want to edit my AC", or are you referring to "I want whatever the database holds and I'll figure out what it means myself"? Because those are two different things with different answers. If the former, there's no downside really, it's just work for each individual one, so it has to be prioritized against other work. Unlike older sheets, where the attributes you might want to access are all just in the database as-is and the work is just "go find the exact attribute you asked for", most of what you want to access isn't like that on the 5.5 sheet. For each attribute a user might want, Beacon asks the sheet "how should we respond to this request?" For XP, it's just an oversight because it is actually just a value we have to pull out and update. It is still work and not something we get automatically, but relative to other attributes that one is pretty light. We do have to individually plan each one, though, so oversights do happen and they have varying levels of difficulty to implement. Most of what you see is actually a combination of a bunch of individual pieces of data run through specific logic to figure out how to display them, so that specific logic has to be rerun if you want something like "what's my maximum HP" or "what's the damage of my flail attack". Inline editing has unlocked a lot of editing attributes though, since we now have a system in place for what it looks like when someone just manually edits their value without care for any of that complexity, which we just recently started dipping into with maximum HP editing. If the latter, there are pros and cons that have been heavily discussed internally. Our data is still  in heavy flux, with the way data is structured changed and updated frequently, and as soon as we give access to that structure to the public, anything anyone does will be built on shaky ground and if it breaks due to our changes, it will be frustrating for everyone involved and we'll begin to fall into a trap of messy backwards compatibility. For example, we're now in the process of deleting a certain property from ~75% of our data as part of our work to improve performance. If we had previously allowed APIs to edit this property, then a lot of APIs could have immediately broken, annoying the users of the API, the devs of the API, and us. There's a whole layer of architecture that would be required to make all the data available, which would have to be prioritized against our other features because it would require dev work and upkeep/maintenance. It would be largely useless without heavy documentation, that we would then have to add "keep that documentation up to date with our weekly changes" to the list of work. Personally, someday I would like to go that route because it's exciting to think of what users might be able to create with that level of freedom, but that's just my personal opinion and we're definitely not in a place today where that would make sense. I tried to write documentation for our data a few months ago and it's over a dozen pages already, with the most intricate pieces of data still unstarted, and it's out of date now lol.
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vÍnce
Pro
Sheet Author
Thank you for the detailed response Nicole. Sounds somewhat similar to what we deal with on non-beacon sheets that rely heavily on sheetworker processes. No doubt the addition of inline editing exposure on the 2024 sheet is much easier to implement  than exposing the entire database.
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vÍnce
Pro
Sheet Author
Thank you for the detailed response Nicole. Sounds somewhat similar to what we deal with on non-beacon sheets that rely heavily on sheetworker processes. No doubt the addition of inline editing exposure on the 2024 sheet is much easier to implement  than exposing the entire database.
Hi guys, Regarding DND 2024 character sheet. I've tried to create modify an ability to become a heal, but the changes does not seem to save. And I've also tried to add a healing potion from compendium and modify that to act as a heal ability, but when I use it, it still posts to chat window as the healing potion, not the description I changed on the ability/icon it into. Is any attempts at homebrew considered unsupported still, or am I missing something important? Sorry if this was already asked, I cant see where to search this topic. /Alex
Another GM and I were looking at the 2024 Character builder and tried to build a Treasure. Nice stuff but how can I enable it to be moved and/or opened by a player? I haven't found a way to enable any player permissions on a GM created Treasure Chest. What are we missing here?
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Edited 1773307459
Lypse said: Hi guys, Regarding DND 2024 character sheet. I've tried to create modify an ability to become a heal, but the changes does not seem to save. And I've also tried to add a healing potion from compendium and modify that to act as a heal ability, but when I use it, it still posts to chat window as the healing potion, not the description I changed on the ability/icon it into. Is any attempts at homebrew considered unsupported still, or am I missing something important? Sorry if this was already asked, I cant see where to search this topic. /Alex This workaround did it for me: - Drag and drop a healing potion from the library into your inventory (2024). Add a new resource to the item for the amount of the healing poitions you have in stock. - Go to your features tab on the character sheet 2024. There you create a feature and call it e.g. use healing potion. You can also link it to the resource you created for the potion on your inventory tab. That enables you to tick off amount of your healing poitions on any section of the character sheet. On the feature you must also add a bonus action which will let appear the feature and so the healing poition as bonus action onf the front tab of the character sheet. - last thing is to go to your combat tab, edit the bonus action that you added on the features tab and ticm the checkbox "heal"  and enter the amount of dice you want to be rolled. EDIT: I just tried out to add a heal by myself and right now the character sheet is not persisiting my changes that I make to the bonus action on the combat tab. All changes I make to the action woud not be saved. Although, I can add the action but if I check the "heal" check bix and add dice to the action, it would not show up as a heal. The bonus action remains empty and disfunctional. So, while generally my workaround should work, right now it is not working.
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Nicole B. said: @Der Arkanier: [...] Effects is ticketed already, thanks for the report! I thiiiink the query for generic rolls might be ticketed as well but I'll double check and make sure it is if not. Since, I could not find anything in the patch notes and also not in my roll20 game, just checking if this is still in the making? For reference, here is what I originally reported: - The chat bubbles for all "Effects" on the combat tab don't post anything to chat anymore.  - If I create a free action on the combat tab (or any kind of action for that matter) and add a dice value (e.g. d10) to the field "roll" I can see the goldish colored d10 next to the name of the feature. If I press it, the dice rolls in normal mode but not in query mode. In query more the query window opens correctly but when clicking the roll button in the window, nothing happens.  
Lypse said: Hi guys, Regarding DND 2024 character sheet. I've tried to create modify an ability to become a heal, but the changes does not seem to save. And I've also tried to add a healing potion from compendium and modify that to act as a heal ability, but when I use it, it still posts to chat window as the healing potion, not the description I changed on the ability/icon it into. Is any attempts at homebrew considered unsupported still, or am I missing something important? Sorry if this was already asked, I cant see where to search this topic. /Alex We've got a ticket to fix this, sorry about that! Hultz (Keeper of Secrets) said: Another GM and I were looking at the 2024 Character builder and tried to build a Treasure. Nice stuff but how can I enable it to be moved and/or opened by a player? I haven't found a way to enable any player permissions on a GM created Treasure Chest. What are we missing here? To be able to see a shop, all you need to do is set it as in that player's journal. In previous character sheets, this would hide the sheet itself from the player and only show them Bio & Info. However, beacon gives us the ability to show a read-only or limited version of a sheet if it's in your journal but you don't have edit access, which we really only take advantage of for shops. Actually transferring the items is work we haven't done yet, although it is on our roadmap . Der Arkanier said: Since, I could not find anything in the patch notes and also not in my roll20 game, just checking if this is still in the making? For reference, here is what I originally reported: - The chat bubbles for all "Effects" on the combat tab don't post anything to chat anymore.  - If I create a free action on the combat tab (or any kind of action for that matter) and add a dice value (e.g. d10) to the field "roll" I can see the goldish colored d10 next to the name of the feature. If I press it, the dice rolls in normal mode but not in query mode. In query more the query window opens correctly but when clicking the roll button in the window, nothing happens.  1. This has been ticketed and is in the sprint (which usually means "next few weeks" but can get pushed back based on higher-priority work coming in), but hasn't started work yet. 2. This should be fixed. I'm not in charge of the change log so I'm not sure if it's been updated yet with the note, but it should say "Added support for action rolls to prompt Query Mode" or something similar.
If you are still at work in improving the sheet:  1. I would love to be able to automatically reroll my dice as per the o ld   ro<2 or   r<2 command. This does not work for crits at the moment, as the crit does not double the amount of dice.  2. Please let me be able to set the Crit range for specific weapons. If you use different weapons that might have different crit ranges it is very tedious to go in and out of the menu for each different attack.
I have a Character with Great Weapon Master Feat. The feat adds Prof Bonus of Damage to Heavy Weapons (A Toggle in the Effects section of the Combat Tab of the Sheet "Heavy Weapons Mastery").  The problem is that it adds the Prof. Bonus to any damage dealing weapon. Is this a bug, and is this the place to report it?  Thanks.
lvl_0_DM said: I have a Character with Great Weapon Master Feat. The feat adds Prof Bonus of Damage to Heavy Weapons (A Toggle in the Effects section of the Combat Tab of the Sheet "Heavy Weapons Mastery").  The problem is that it adds the Prof. Bonus to any damage dealing weapon. Is this a bug, and is this the place to report it?  Thanks. Personally, I consider this a bug but the dev team might not. However, there's an easy workaround - turn the toggle off when you're attacking with a non-heavy weapon and turn it on when you are attacking with a heavy weapon. That's why it's a toggle...
Idk what's gotten into me this Monday morning but this comment is maybe the most "how the sausage is made" comment in this thread so far. I'm sorry/you're welcome. Whist said: If you are still at work in improving the sheet:  1. I would love to be able to automatically reroll my dice as per the old ro<2 or r<2 command. This does not work for crits at the moment, as the crit does not double the amount of dice.  2. Please let me be able to set the Crit range for specific weapons. If you use different weapons that might have different crit ranges it is very tedious to go in and out of the menu for each different attack. 1. Noted. The main problem with trying to double dice when you write something like "ro<2" is that we don't know what part of that is "the dice" because it's advanced dice syntax that we just pass directly into the dice rolling server, because it would be supremely silly and just inviting bugs for the sheet to build its own dice rolling parser on top of the one that already exists. We've considered, if you write something like that, just passing it into the dice roller as "your custom dice + your custom dice", but then the bonuses will get messed up. Like, if you wrote "2d8ro<2+2", then your crit would be "2d8ro<2+2+2d8ro<2+2", which would double the bonus, because once you indicate you want something more custom than "number of dice + single bonus" we stop being able to tell exactly what that means. Typing this out, the solution honestly is probably just an improvement on the critical damage forms to allow for our new systems that have advanced dice syntax, so you can specify "the main roll is 2d8ro<2+2" and "the crit addition is 2d8ro<2". I'm gonna see what we can do about making that form less annoying and more useful now that we have some improved logic in the sheet for parsing damage data. 2. We're working towards this. First step was a crit range on each attack. Next step was to build the backend logic of "the critical threshold your attack uses can actually exist on an item or a feature or anything else, not just the attack itself", which we completed last week. The last step is to add a modifier that you can then use on items, I've just been dragging my feet a little bit on that because I'm a little worried about explaining how to write your modifier to do what you want. The math for them is set up almost identically to modifiers like armor class, that let you set a modifier, minimum, or maximum, but because a critical threshold isn't just "add these numbers together", the ways you enter that data to get what you want is a bit unintuitive. Like, if you want to set up "this weapon crits on a 19", you can set it up three ways. The first way would be a modifier of -1, which would really be "this weapon crits at 1 lower than whatever the current threshold is" and stack with other bonuses. The second way would be to set a maximum of 19, which would really be "this weapon will never have its crit range higher than 19", and stack with other bonuses only if those bonuses result it in being 19 or lower. The third way would be just to set the value to 19, which would fulfill "this weapon crits on a 19" exactly but if you ever got a feature that says "your crit range is 1 lower" or something, this would remain at 19 because you set the value explicitly. And it feels unintuitive to set maximums or negative modifiers when it's the only "start at a value and move downwards from it" kind of modifier like this (although we have death saving throw modifiers waiting in the wings with the same problem). Right now I'm asking our designer to take a second look at modifiers with an eye towards "we want to give people more information about specific modifiers, but we can't agree on how". I've been putting off bringing in those threshold-like builders until we have a better idea how to make them understandable. Sorry, this is probably too much detail. If it were anyone else they'd probably say something like "We're working through some challenges related to that, but rest assured we're making progress!" But I don't see any harm in telling you the exact challenges we're working through...other than people getting sick of reading my rambling on half a cup of coffee. lvl_0_DM said: I have a Character with Great Weapon Master Feat. The feat adds Prof Bonus of Damage to Heavy Weapons (A Toggle in the Effects section of the Combat Tab of the Sheet "Heavy Weapons Mastery").  The problem is that it adds the Prof. Bonus to any damage dealing weapon. Is this a bug, and is this the place to report it?  Thanks. Short answer: It's an effect so you can turn it on when it applies, because our data isn't set up in a way to recognize "conditions" where it should apply like that. Long answer no one asked for: The reason why this is an effect is because this is something we haven't yet found a way to automate into the data in a way we're happy with. Part of the ethos of the way we've built this sheet is that the data is flexible, so it can be extended and used in different ways than the exact use cases of the basic rules and not just coded as closely to the specific rules as possible. This has been a problem for conditional things like this, where the bonus or effect is "only under this specific condition" and we don't want to write the data to only work for heavy weapons, because then that would be useless to every other feature that might want "only under this specific condition" but with a different condition attached. Then when building that data structure we have to consider "what if this effect only has a condition that's relevant to an action, not an item? what if this bonus applies to a specific name, not just a specific property? what if this bonus applies to something that we don't account for on the sheet right now, like attacking an undead, but might later? can we build the data flexibly enough to future-proof for later improvements that we don't know about yet?" So, for now, if it's an effect, it's up to you to toggle on or off when it applies, because that's the best solution we've come up with for "effects that only apply to some specific conditional subset of attacks" at this point. Finding a solution for that is still something we're mulling over.
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Nicole B. said: Idk what's gotten into me this Monday morning but this comment is maybe the most "how the sausage is made" comment in this thread so far. I'm sorry/you're welcome. Sorry, this is probably too much detail. If it were anyone else they'd probably say something like "We're working through some challenges related to that, but rest assured we're making progress!" But I don't see any harm in telling you the exact challenges we're working through...other than people getting sick of reading my rambling on half a cup of coffee. Personally I love seeing this kind of detail! This is far more helpful than "the backend architecture doesn't allow for it at this time" or similar messages, which is the type of information I as a consumer usually see (not just from Roll20, but from any company!). And I think that anyone who isn't interested in the details can skim through it or skip it altogether, so there's not much harm done on the end user side. So sincerely, it's appreciated!  It brings to mind a similar question that I've asked about the @{npc} values, which you responded to back in October: Jarren  said: Is the @{npc} attribute on the 2024 sheet going to be adjusted to match the 2014 sheet settings? Or is it too late to make that fix? The values for @{npc} are not consistent between the 2014 sheet and the 2024 sheet.      2014 PC @{npc} value is  '0'     2024 PC  @{npc} value is ' on'     2014 NPC  @{npc} value is ' 1'      2024 NPC @{npc value is '0' Nicole B.  said: We're aware of this and working on it! I'll see if I can get to this fix this week with the new releases of token actions making macros more prominent. Right now I just feel frustrated about this issue, because I believe that it's also related to an issue with Groupcheck that others have reported  (link fixed). That's just speculation, because I don't have access to how any of that is working on the server side, but it logically looks like it could be a cause.  And I don't understand the backend logic for why the attribute values would be different on the 2014 sheet versus the 2024 sheet, especially going from 0/1 on the 2014 sheet to on/0 on the 2024 sheet. So that adds to my sense that the 2024 sheet deployment was rushed based on market pressure instead of allowing developers enough time to really think through the foundation of the sheet as it was initially being developed. So thank you again for your candor and transparency! I know there are good reasons for any business to withhold information at times, so when I get a chance to learn more, it always makes me feel more engaged and appreciative of the work that is being done and sympathetic to the issues that are causing me grief.
Thank you Jaren for bringing up the Goupcheck issue!!!  For some reason, your link mentioned above did not take me to the forum you mentioned. Here is the  link
Nicole B. said: 2. We're working towards this. First step was a crit range on each attack. Next step was to build the backend logic of "the critical threshold your attack uses can actually exist on an item or a feature or anything else, not just the attack itself", which we completed last week. The last step is to add a modifier that you can then use on items, I've just been dragging my feet a little bit on that because I'm a little worried about explaining how to write your modifier to do what you want. The math for them is set up almost identically to modifiers like armor class, that let you set a modifier, minimum, or maximum, but because a critical threshold isn't just "add these numbers together", the ways you enter that data to get what you want is a bit unintuitive. Like, if you want to set up "this weapon crits on a 19", you can set it up three ways. The first way would be a modifier of -1, which would really be "this weapon crits at 1 lower than whatever the current threshold is" and stack with other bonuses. The second way would be to set a maximum of 19, which would really be "this weapon will never have its crit range higher than 19", and stack with other bonuses only if those bonuses result it in being 19 or lower. The third way would be just to set the value to 19, which would fulfill "this weapon crits on a 19" exactly but if you ever got a feature that says "your crit range is 1 lower" or something, this would remain at 19 because you set the value explicitly. And it feels unintuitive to set maximums or negative modifiers when it's the only "start at a value and move downwards from it" kind of modifier like this (although we have death saving throw modifiers waiting in the wings with the same problem). Right now I'm asking our designer to take a second look at modifiers with an eye towards "we want to give people more information about specific modifiers, but we can't agree on how". I've been putting off bringing in those threshold-like builders until we have a better idea how to make them understandable. Why can't you have a syntax like " x:y " which would mean "this weapon crits on any number in the range x through y inclusive". So, you'd set it to 19:20 to mean the weapon crits on a 19 or 20, or 15:20 which means the weapon crits on any number between 15 and 20 inclusive and so on?