Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account
This post has been closed. You can still view previous posts, but you can't post any new replies.

Calculated Attributes separate from Character Sheets

I really love how character sheets can now include calculated attributes (like Strength Modifiers and such), but it might be cool to have the ability to do that without implementing character sheets themselves in a game (assuming this isn't already possible and I've just missed it--I'm not all that good with tech). This would let you either just set up a small few attributes that aren't worth setting up a true sheet for, set up additional attributes you think would be helpful while using a community sheet for other stuff, or set up attributes for games with wildly varying character sheets that can't yet use the true sheet system, and still be able to use the nice calculation features. For example...your mileage may vary on this...it might be cool to set up a calculated attribute that takes into account a character's default attack bonus, magic weapon bonus, and some attributes that are set for conditional (but lasting) modifiers like being weakened or blessed. Then, attack abilities could reference the calculated value rather than having to reference all the separate values, automatically adjusting as the GM or player adjusted attributes as the game went on. It may be that there's already away to do something like this, in which case I do apologize for being a moron. :-P This would also be helpful in connection with my Quick Reference Tooltip suggestion.
1416632828

Edited 1416632897
Roger A.
Sheet Author
Actually, you can do this already, but it is kinda a hassle to use. You have to create the attribute you want to be the formula, and then you have to input the formula as (@{charactername|attribute1}+@{charactername|attribute2}*whatever-something) If you dont use the () then your formula might get broken by any other math you are doing in the roll. Also you do have to use the full @{charactername|attributename} syntax to get it to work, if you just try to use @{attributename} like you can in abilities, the system doesn't know what to do with it for some reason.
Oh! Did not know that. O_O I'll give that a try--thank you.
1416842184

Edited 1416842194
Gauss
Forum Champion
Roger , the reason why the system doesn't know what to do with @{attributename} in all cases is because @{attributename} is a shortcut to @{charactername|attributename}. That shortcut was only implemented in the Abilities section.
Hm...wasn't able to get this working. When I input the data and then tried to view it as a bubble, the bubble took out all the calls to different attributes and left just the calculation symbols. I had a character named Soldier, with attributes HP and HP per Mook. I set up a new attribute called Mooks Remaining, and input: (@{Soldier|HP}/@{Soldier|HP per Mook}) As soon as I set it to one of the bubbles, it just showed: (/) Figured out how to do the same thing using an ability, but wanted to do it on a bar so it'd be easy to reference without clogging up my chat window.
1417562267
Lithl
Pro
Sheet Author
API Scripter
Did the HP and HP per Mook attributes have values in them?
Yep.
1550175362
[Deleted]
Pro
Marketplace Creator
Thanks for the suggestion! After 30 days, Suggestions and Ideas with fewer than 10 votes are closed and the votes are refunded to promote freshness. Your suggestion didn't build the right momentum this time, but feel free to submit it again! We find that the best suggestions describe the problem you are having, and the solution you want. You can learn more about the process of making suggestions on the Roll20 Wiki! More details can be found here .