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D&D 3.5 Character Sheet Comments and Questions

1435096971

Edited 1435097123
Overwriting the value is definitely an interesting method, I'll keep that in mind and probably just use "10" as stat for now... but switch to that one method if remembering the lack of ability proves too difficult. @Custom skills, thank you very much! I think recalculating the total bonus is probably a bit overkill for this specific case since -@{conmod} +@{chamod} is an acceptable workaround, but that has a lot of uses! That makes me think of a quick, if somewhat off topic, question: when calling a token's ability say %{[CharacterName]|UndeadConcentration_Total} is there any way avoid manually typing in the character's name? 10 weapons sounds great! and I had considered manually typing out the attack and damage for spells in each spell's macro... however, I do not believe that I can do conditionals for critical hits, so I thought reusing a weapon slot might work better. Do you have any advice on how to accomplish this? I'll take a look at the attack bonuses, thank you! (if I have any other questions beyond these I'll probably make a new thread or send you a PM, to avoid cluttering your thread) -W.
1435099294
Diana P
Pro
Sheet Author
It depends on how you are calling the ability. If you are running a macro off the character sheet: say you went into the Attributes & Abilities tab and made a new Ability which you set as a token action, you can just push the button and it will call it; those don't need to have the character's name in them. Else, I believe you could use selected instead of the character's name : %{selected|macro_name} but that, again requires the token attached to the character sheet to be selected; it will pull the information off that character's sheet. Or you can use target instead of the character name: %{target|macro_name} but that will require you to click on the target after you run the macro. Caveat: I tend to use @{} with everything so I believe these work with the %{} but am not 100% certain. Otherwise, you need to put in the character's name. Otherwise it doesn't really know how to determine/how to find a character/set of data to use. The attack macro is not specific to the weapon slots; it can be used anywhere. There's a collapsed section at the very bottom of the character sheet which shows all the possible conditionals which can go into the three different types of rolltemplates which I have programmed into the sheet; iirc the main differences are: the DnD35Attack can take up to 10 attack sections with crits etc but doesn't have any of the other areas, the DnD35Inititative just has everything on one line, and the DnD35StdRoll has a repeating section, a comparison check (for succeed/fail), and one check roll with crit/fumble handling. You can combine more than one roll template in a single macro if you want: &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Nimbus of Light.}} {{check=For the next @{casterlevel} minutes, a glittering corona of sunlight surrounds @{character_name} at a distance of a few inches. The nimbus sheds bright light in a 30'-foot radius and dim light for an additional 30' r. }} {{checkroll= As a move action, he can coalesce the energy from the nimbus around his outstretched arm and then as a standard action, fling it towards a foe within 30 feet. }} {{notes=Attacking with the nimbus is a ranged touch attack and ends the spell whether the energy hits or not. }} &{template:DnD35Attack} {{pcflag=true}} {{name=@{character_name}}} {{subtags=flings the nimbus's energy. }} {{attack1=He hits touch AC [[1d20 +[[@{rangedattackbonus}]] +?{Addt'l attack bonus?|0}]]}} {{critconfirm1=Crit!:[[1d20 +[[@{rangedattackbonus}]] +?{Addt'l attack bonus?|0}]]}} {{fumbleroll=**Fumble:[[d20]]**}} {{damage1=for [[1d6cs>7 +?{Addt'l damage bonus?|0} +[[{?{Rounds elapsed (max 6)?|1},@{casterlevel}}dh1]] ]] damage. }} {{critdmg1=+[[1d6cs>7 +?{Addt'l damage bonus?|0} +[[{?{Rounds elapsed (max 6)?|1},@{casterlevel}}dh1]] ]] adt'l damage. }} Can't promise I have all the math correct on this; it was one I was playing with and don't remember the status I left it in. :) You also can put in two templates and have one whispered and the other not: &{template:DnD35StdRoll} {{spellflag=true}} {{name=@{character_name} }} {{subtags=casts Last Breath on ?{target}. }} {{check=?{target} is returned to life at 0 hit points. }} {{checkroll= (50% chance/spell that spells are lost).}} /w gm &{template:DnD35StdRoll} {{npcflag=true}} {{name=@{character_name} }} {{subtags=sacrifices some of her life essence to save ?{target}. }} {{check=She takes }} {{checkroll=[[?{target HD|[[@{hitdie}]]}d4]] points of damage.}} Otherwise, I'm not entirely certain what you are trying to accomplish .. Perhaps an example for me? I try to poke my nose into every thread which looks like it references 3.5 but I am more than willing to respond to PM's as well should you desire.
1435163156
Diana P
Pro
Sheet Author
And it looks like the sheet is live! As a reminder, you will need to retoggle the class-skills boxes but I think everything else should populate correctly.
Diana P said: And it looks like the sheet is live! As a reminder, you will need to retoggle the class-skills boxes but I think everything else should populate correctly. I must say it look amazing!!!!! :D Great Work!! A few questions: How does encumbrance work? Does it automatically sum up weight? Is there a way to link a handout in an info box (feats for instance) A few more suggestions -Could you make the class skill check boxes to stand out a bit more? (Bigger- Different color when you check them) - Sorry if this is not doable. my scripting knowledge is limited! -Could you also make the Arcane spell failure box fill automatically. You could just add shield and armor arcane spell failure and put a checkbox ignoring it (in case of bards with light armor etc.) -If Encoumbrance is complete manual, You could add 2 things that would help a lot. 1st: It could automatically get the value for strength 2nd It could automaticaly add the carrying weight from the items list.
1435254447
Diana P
Pro
Sheet Author
I don't think you can put working links in an info box; you can put links on the Bio & Info page, and you can get html links into the macros (all the skill names in the base sheet macros now link to the dandwiki page for that skill. :D Assuming I didn't manage to cross link something...) but I have not been able to get handout links to function in macros properly nor in the input boxes. I could be doing something wrong though. The encumbrance is entirely manual. I can't add up weights. I could put in an arbitrary addition of say 10 iterations: totalcarriedweight= repeating_equipment_0_equipmentweight +repeating_equipment_1_equipmentweight +repeating_equipment_2_equipmentweight +repeating_equipment_3_equipmentweight +repeating_equipment_4_equipmentweight +repeating_equipment_5_equipmentweight +repeating_equipment_6_equipmentweight +repeating_equipment_7_equipmentweight +repeating_equipment_8_equipmentweight +repeating_equipment_0_equipmentweight but that will only add up the first 10 items on your equipment list ... and will probably not work at all if you don't have the first 10 items filled in with weights. And it would have to be hard coded as to how many weights to add up. Better for the player to make a macro which adds up the number of items he has and run it and then enter the total weight into the field. Otherwise you would have to write/run an API script to automatically add up the weight values. As for str, I had a choice: I can automatically copy the strength over from the other tab but then you have to manually put in your own load values from that strength *or* I do what I chose; you copy your own str over and I calculate the loads for you. I felt the latter was more useful than the former. Since I can't do lookups/don't have in-sheet scripting access, I can't do both. The same with size. I could either have you enter it again (which gave options for putting in the quadruped variations) *or* I could copy it from the front page but have issues calculating the dex/check/speed information requiring some of that to be manually entered. And I really don't know how to construct an equation which would compare the total weight carried to the load calculations based on str to figure out the max dex etc from that. I don't have access to if/then statements so it would have to be entirely math only. Sorry, I'm not a mathemetician; my skills are not that good. Again, an API script could probably do this but I'm no scriptomancer either and I do not want the sheet to depend on API to function. These issues with the encumbrance/weight carried are why I had not put it in previously. I'll think about the class skill checkboxes; I really don't like them to be too big and obvious (they are much bigger on firefox vs chrome due to browser-html-interpretation issues) but I may just reset the size back up to normal. They were originally made smaller to get it to fit better in the double-wide columns. Also I know they don't always get used strictly to label class skills; the rogue in our group uses it to keep track of which skills he's using and wants to train for the next level. To a certain extent, I can skin/change the check boxes themselves; that's what the pivoting arrows for the dropdown sections and the switching Y/N's on the AC tab are. Other than that, I'm still trying to figure things out.
1435264828

Edited 1435265423
Diana P
Pro
Sheet Author
Actually, now that I look at it further, I may be able to pull the str over. I'll have to play with that some more. Nope. I remember now, couldn't figure out how to calculate the Max Heavy Load (which all the other values are calculated from) from strength; the strength is a pulldown because it sets that Max Heavy Load value: <select class="sheet-inputbox" style="height: 24px; width: 45px; padding: 0px;" name="attr_encumbrstr" title="encumbrstr"> <option type="text" value="10" selected>1</option> <option type="text" value="20">2</option> <option type="text" value="30">3</option> <option type="text" value="40">4</option> <option type="text" value="50">5</option> <option type="text" value="60">6</option> <option type="text" value="70">7</option> <option type="text" value="80">8</option> <option type="text" value="90">9</option> <option type="text" value="100">10</option> <option type="text" value="115">11</option> <option type="text" value="130">12</option> <option type="text" value="150">13</option> <option type="text" value="175">14</option> <option type="text" value="200">15</option> <option type="text" value="230">16</option> <option type="text" value="260">17</option> <option type="text" value="300">18</option> <option type="text" value="350">19</option> <option type="text" value="400">20</option> <option type="text" value="460">21</option> <option type="text" value="520">22</option> <option type="text" value="600">23</option> <option type="text" value="700">24</option> <option type="text" value="800">25</option> <option type="text" value="920">26</option> <option type="text" value="1040">27</option> <option type="text" value="1200">28</option> <option type="text" value="1400">29</option> </select>
In regards to calculating skill points spent - would you be able to link it to which of the class skills boxes are ticked? If it just added together the amount used based on that then I could easily look up what it should be and then work out if it's correct. For example, if the class skill box is ticked then it works the points out as equal to the ranks, if not then it's ranks*2. Then a box at the top/bottom to say what the total is according to what's on the sheet. For a lot of cases, especially at low level, I would be able to tell with a glance whether most of the characters in my campaign ha done it all correctly.
1435605411
Diana P
Pro
Sheet Author
Asanaria, I won't do that because it doesn't work for multi-class characters; there is no way to specify that these ones were bought at class cost because the character was that class at that time, but these were not. for single class characters, you can make a macro and run it, something like: skillpoints total=[[(@{selected|skillpoints})*(@{selected|level}+3)]] skillpoints spent= [[@{selected|useroperanks}*(2-@{selected|useropeclassskill}) +@{selected|usemagicdeviceranks}*(2-@{selected|usemagicdeviceclassskill}) +@{selected|tumbleranks}*(2-@{selected|tumbleclassskill}) +@{selected|swimranks}*(2-@{selected|swimclassskill}) +@{selected|survivalranks}*(2-@{selected|survivalclassskill}) +@{selected|spotranks}*(2-@{selected|spotclassskill}) +@{selected|spellcraftranks}*(2-@{selected|spellcraftclassskill}) +@{selected|sleightofhandranks}*(2-@{selected|sleightofhandclassskill}) +@{selected|sensemotiveranks}*(2-@{selected|sensemotiveclassskill}) +@{selected|searchranks}*(2-@{selected|searchclassskill}) +@{selected|rideranks}*(2-@{selected|rideclassskill}) +@{selected|profession3ranks}*(2-@{selected|profession3classskill}) +@{selected|profession2ranks}*(2-@{selected|profession2classskill}) +@{selected|profession1ranks}*(2-@{selected|profession1classskill}) +@{selected|perform3ranks}*(2-@{selected|perform3classskill}) +@{selected|perform2ranks}*(2-@{selected|perform2classskill}) +@{selected|perform1ranks}*(2-@{selected|perform1classskill}) +@{selected|openlockranks}*(2-@{selected|openlockclassskill}) +@{selected|movesilentranks}*(2-@{selected|movesilentclassskill}) +@{selected|listenranks}*(2-@{selected|listenclassskill}) +@{selected|knowplanesranks}*(2-@{selected|knowplanesclassskill}) +@{selected|knowreligionranks}*(2-@{selected|knowreligionclassskill}) +@{selected|knownobilityranks}*(2-@{selected|knownobilityclassskill}) +@{selected|knownatureranks}*(2-@{selected|knownatureclassskill}) +@{selected|knowlocalranks}*(2-@{selected|knowlocalclassskill}) +@{selected|knowhistoryranks}*(2-@{selected|knowhistoryclassskill}) +@{selected|knowgeographyranks}*(2-@{selected|knowgeographyclassskill}) +@{selected|knowdungeonranks}*(2-@{selected|knowdungeonclassskill}) +@{selected|knowengineerranks}*(2-@{selected|knowengineerclassskill}) +@{selected|knowarcanaranks}*(2-@{selected|knowarcanaclassskill}) +@{selected|jumpranks}*(2-@{selected|jumpclassskill}) +@{selected|intimidateranks}*(2-@{selected|intimidateclassskill}) +@{selected|hideranks}*(2-@{selected|hideclassskill}) +@{selected|healranks}*(2-@{selected|healclassskill}) +@{selected|handleanimalranks}*(2-@{selected|handleanimalclassskill}) +@{selected|gatherinformationranks}*(2-@{selected|gatherinformationclassskill}) +@{selected|forgeryranks}*(2-@{selected|forgeryclassskill}) +@{selected|escapeartistranks}*(2-@{selected|escapeartistclassskill}) +@{selected|disguiseranks}*(2-@{selected|disguiseclassskill}) +@{selected|disabledeviceranks}*(2-@{selected|disabledeviceclassskill}) +@{selected|diplomacyranks}*(2-@{selected|diplomacyclassskill}) +@{selected|decipherscriptranks}*(2-@{selected|decipherscriptclassskill}) +@{selected|craft3ranks}*(2-@{selected|craft3classskill}) +@{selected|craft2ranks}*(2-@{selected|craft2classskill}) +@{selected|craft1ranks}*(2-@{selected|craft1classskill}) +@{selected|concentrationranks}*(2-@{selected|concentrationclassskill}) +@{selected|climbranks}*(2-@{selected|climbclassskill}) +@{selected|bluffranks}*(2-@{selected|bluffclassskill}) +@{selected|balanceranks}*(2-@{selected|balanceclassskill}) +@{selected|appraiseranks}*(2-@{selected|appraiseclassskill}) ]] I think I have all the skills on the sheet in there. The +3 next to the level is to account for the extra skill points at level 1. I've not tested this thoroughly but it should hopefully give you a starting point. Hope that helps.
1435683410

Edited 1435683610
Diana, The new tabbed version is working really great! Thanks for your awesome work! In regards to the multiclass problem for skillpoints, you could have two boxes for each skill: Ranks, and CC Ranks. Then total skill points spent would be totalRanks + (2 * totalCCRanks) no matter what class you were when you spent the points. (I suspect that this might be how games like NWN store it) The only problem that I see is how it adds complexity, although any solution would... it is just a matter of finding where the complexity would most easily be tackled, similar to your encumbrance solution (definitely a good choice for that problem.) Obviously this doesn't work for custom skills either... but those aren't as numerous so it is easier to keep track of. On the AC tab, could you display the total AC? Take care- -W.
Windsor M. said: Diana, The new tabbed version is working really great! Thanks for your awesome work! In regards to the multiclass problem for skillpoints, you could have two boxes for each skill: Ranks, and CC Ranks. Then total skill points spent would be totalRanks + (2 * totalCCRanks) no matter what class you were when you spent the points. (I suspect that this might be how games like NWN store it) The only problem that I see is how it adds complexity, although any solution would... it is just a matter of finding where the complexity would most easily be tackled, similar to your encumbrance solution (definitely a good choice for that problem.) Obviously this doesn't work for custom skills either... but those aren't as numerous so it is easier to keep track of. On the AC tab, could you display the total AC? Take care- -W. I agree that by having two columns, one devoted to Cross-Class ranks and the other devoted to Class Skills will be the easiest fix. It will actually help alot as I dont know many people who stick to only one class all the way to 20th level. But by making 2 columns, it might make keeping track of skill points easier. Now later on I might suggest having tabs for the skill point section, maybe 4 tabs +1 Master tab would be enough where you could have a skill ranks and cross-skill ranks per class. I hope the image below gives an idea of what I am saying.
1435702871
Diana P
Pro
Sheet Author
*grin* the AC is actually there; just commented out. It was redundant so didn't know if folks would want it there but I was using it when testing the coding for that page. I'll un-comment it and pretty it up a little. Regarding the skill ranks. I don't plan on adding more complexity to those. If you look at my quick/simple solution for calculating total skill points and think about it, it's wrong. As soon as you put stat gains into int, the formula will report that you have more skill points to spend than you do; one for each level (and an additional 3 for first level) before you got the stat gains. To fix that, I would have to add a page tracking stat gains per level. I don't plan on doing that. Adding tabs to track skill ranks per class doubles, triples or quadruples the size of the skill section as well as adding more complexity to the calculations. Again, this is something I do not plan on doing. This sheet was never designed to compete with or replace Dreamweavers or Heroforge or any of the full-featured sheets out there. I did not design it to keep track of all the minutia for character leveling, only to display character information to make running games easier. I was aiming for something which resembled a paper sheet to a large extent. I prefer simplicity over complexity. I don't mind adding some additional stuff for folks (the encumbrance for example) but I am not interested in adding so much complexity that it takes away from how my group wishes to interact with the character sheet. Neither am I interested in supporting a character sheet which is so divergent from my custom one that it might as well be a different sheet. Sorry. Other versions of the game have multiple character sheets. If someone else wishes to build a more complex, more automated character sheet and submit it as an additional sheet to the GitHub, I am certain that there would be room for it. If that person wished to start with my code as a basis, it would allow switching between the sheets to be relatively painless (as the variable names would be consistent).
1435705750

Edited 1435705912
When I was building some creatures and wanted to make sure their AC was correct, it seemed a tad bit tedious to switch back to another other tab. I'm definitely glad that it is an easy change! Oh! I had not actually thought very much about changes to intelligence and retroactive skillpoint gain (or lack thereof). So that does make calculating that number entirely unrealistic. Irrespective of that, you don't have to calculate how many a character ever gained to see how many were spent -which I think is the more complicated part for players anyways. In regards to class-tabs: There's no way of knowing how many someone will have, and to assume (and build for) a maximum would be overkill. Definitely something to bust out Excel for instead. hahah :P A question I've wondered about is how much do people use the NPC tab over the the PC one? So far I have built my monsters' character sheets only the in the PC one, but was curious about how much your group @Diana, or other people use it. -W.
1435706337

Edited 1435706385
Okay so having multiple skill tabs is out of the question. But what are your thoughts on having two skill columns, one titled cross-class and the other entitled class skills? When totaling up the Skill modifier, you could have the cross-class skill ranks divided by 2 before added to the result. An example modification to the skill appraise will be like: HTML 1651 - Add : <span class="sheet-table-header2">Cross-Class</span> 1659 - Change to: <span class="sheet-table-data-center-sm"><input type="text class="sheet-table-data-center-skills" name="attr_appraise" title="appraise" value="(@int-mod} +@{appraiseranks} +((@{appraiseccranks})/2) +@{appraisemiscmod} )" disabled="true"></span> 1662 - Add : <span class="sheet-table-data-center-sm">+<input type="text" class="sheet-table-data-center-skills" name="attr_appraiseccranks" title="appraiseccranks" value="0"></span> If such changes are made for each skill, you will have 2 columns, one for ranks and another for cross-class ranks. It will calculate everything correctly and wouldn't be much of a burden. If you would like I can post the associated HTML lines that would need to be edited.
1435709852

Edited 1435710550
Simon, Each skillpoint spent becomes half a rank for a C-C skill, and half ranks don't count for the final number. So using your case attr_appraise's value = (@int-mod} +@{appraiseranks} +floor(@{appraiseccranks}) +@{appraisemiscmod} ) and so attr_totalSkillPointsSpent would be @{totalRanks} + (@{totalCCRanks} * 2) I'm not sure of a better way of adding up 50 numbers for each, but they could be: attr_totalRanks's value [code]@{useroperanks}+@{usemagicdeviceranks}+@{tumbleranks}+@{swimranks}+@{survivalranks}+@{spotranks}+@{spellcraftranks}+@{sleightofhandranks}+@{sensemotiveranks}+@{searchranks}+@{rideranks}+@{profession3ranks}+@{profession2ranks}+@{profession1ranks}+@{perform3ranks}+@{perform2ranks}+@{perform1ranks}+@{openlockranks}+@{movesilentranks}+@{listenranks}+@{knowplanesranks}+@{knowreligionranks}+@{knownobilityranks}+@{knownatureranks}+@{knowlocalranks}+@{knowhistoryranks}+@{knowgeographyranks}+@{knowdungeonranks}+@{knowengineerranks}+@{knowarcanaranks}+@{jumpranks}+@{intimidateranks}+@{hideranks}+@{healranks}+@{handleanimalranks}+@{gatherinformationranks}+@{forgeryranks}+@{escapeartistranks}+@{disguiseranks}+@{disabledeviceranks}+@{diplomacyranks}+@{decipherscriptranks}+@{craft3ranks}+@{craft2ranks}+@{craft1ranks}+@{concentrationranks}+@{climbranks}+@{bluffranks}+@{balanceranks}+@{appraiseranks}[/code] and attr_totalCCRank's value [code]@{useropeCCranks}+@{usemagicdeviceCCranks}+@{tumbleCCranks}+@{swimCCranks}+@{survivalCCranks}+@{spotCCranks}+@{spellcraftCCranks}+@{sleightofhandCCranks}+@{sensemotiveCCranks}+@{searchCCranks}+@{rideCCranks}+@{profession3CCranks}+@{profession2CCranks}+@{profession1CCranks}+@{perform3CCranks}+@{perform2CCranks}+@{perform1CCranks}+@{openlockCCranks}+@{movesilentCCranks}+@{listenCCranks}+@{knowplanesCCranks}+@{knowreligionCCranks}+@{knownobilityCCranks}+@{knownatureCCranks}+@{knowlocalCCranks}+@{knowhistoryCCranks}+@{knowgeographyCCranks}+@{knowdungeonCCranks}+@{knowengineerCCranks}+@{knowarcanaCCranks}+@{jumpCCranks}+@{intimidateCCranks}+@{hideCCranks}+@{healCCranks}+@{handleanimalCCranks}+@{gatherinformationCCranks}+@{forgeryCCranks}+@{escapeartistCCranks}+@{disguiseCCranks}+@{disabledeviceCCranks}+@{diplomacyCCranks}+@{decipherscriptCCranks}+@{craft3CCranks}+@{craft2CCranks}+@{craft1CCranks}+@{concentrationCCranks}+@{climbCCranks}+@{bluffCCranks}+@{balanceCCranks}+@{appraiseCCranks}[/code] ps. I'm not sure what tags to use to hide away this stuff a bit. sorry about that. -W.
Windsor M. said: Simon, Each skillpoint spent becomes half a rank for a C-C skill, and half ranks don't count for the final number. So using your case attr_appraise's value = (@int-mod} +@{appraiseranks} +floor(@{appraiseccranks}) +@{appraisemiscmod} ) and so attr_totalSkillPointsSpent would be @{totalRanks} + (@{totalCCRanks} * 2) I'm not sure of a better way of adding up 50 numbers for each, but they could be: -W. I understand that Cross-Classed skills use up half a point per rank. I thus thought it easier to allow individuals to put ranks into a skill as if a class skill, but would have it halved when determining the skill attribute value. Thus for example if someone ;puts 4 cross-class ranks and 2 class skill ranks the outputted value would be 4 = ((4 Cross-Class)/2) + (2 Class Skill Ranks). This would probably be easier than having each increase in the cross-class skill increase the value by .5 ranks.
Simon said: Windsor M. said: Simon, Each skillpoint spent becomes half a rank for a C-C skill, and half ranks don't count for the final number. So using your case attr_appraise's value = (@int-mod} +@{appraiseranks} +floor(@{appraiseccranks}) +@{appraisemiscmod} ) and so attr_totalSkillPointsSpent would be @{totalRanks} + (@{totalCCRanks} * 2) I'm not sure of a better way of adding up 50 numbers for each, but they could be: -W. I understand that Cross-Classed skills use up half a point per rank. I thus thought it easier to allow individuals to put ranks into a skill as if a class skill, but would have it halved when determining the skill attribute value. Thus for example if someone ;puts 4 cross-class ranks and 2 class skill ranks the outputted value would be 4 = ((4 Cross-Class)/2) + (2 Class Skill Ranks). This would probably be easier than having each increase in the cross-class skill increase the value by .5 ranks. Sorry, I don't think I communicated very well. My point is that: it is the wrong term for your usage. It would be easier to just input whole numbers, but it's not what people would be used to. Ranks are not the same as the points spent on them, since points spent on Cross-Classed skills don't increase a rank by a whole number. As such, for consistency and accurate math, we would have to either rename it to points, or increment by 0.5 as we currently do. An example of the terms in use are: 4 ranks in a cross-class skill would be 8 points spent; where as 4 points spent on a CC skill would only be 2 ranks. I hope this gets us on the same page, we are in agreement with everything else on this topic it seems. :) -W.
1435726640
Diana P
Pro
Sheet Author
I am not going to put in a section for cross class skills/total skills spent at this point in time. One of the reasons is touched upon by Windsor: it is not intuitive and would be inconsistent and confusing to a lot of people. Right now, the sheet displays ranks of skill, not points spent. I know that half of the folk in my group would be confused by it and that is not something I want to change on people at this point in time. Worse, it would require people to go in and change things (class skill ranks vs cross-class skill points spent) or would potentially be reporting wrong numbers. There are far superior ways to keep track of that data (external sheets/excel sheets/ etc) which would not confuse someone trying to figure out how to enter their character into the character sheet. for the NPC sheet: I don't know how much other groups use it; I use npc sheets for stock monsters (goblins, skeletons etc) linked to tokens made from rollable tables so I can pull out a bunch of them and set them up quickly. More specialized NPC's, I tend to use the main sheet for but for the most part, I like the more simplified format. I also use the npc sheet for summons and my druid uses it for the main wildshape she tends to use and I'll swap it around depending. I'm rather hoping that when the compendium comes out with 3.5 in it, things can be set up so the monsters can be copied in to it directly from there but since I don't know how that's going to work yet... *shrug* I don't consider the NPC sheet to be completely finished; It might need the stat bonuses calculated in it for one. Maybe a way to do direct rolls/macros for the saves? Not sure. Something to make the skill box useable-maybe a macro section below it like the attacks have? Possibly a extra box or two for additional notes though I make custom attributes for that right now. I haven't gotten any feedback on the NPC sheet at any rate. I don't like opening the character sheet if I don't have to so I use a defensive stat-block type macro set as a token action to spit out the monster information for me from the npc page: /w gm &{template:DnD35StdRoll} {{abilityflag=true}} {{name=@{selected|token_name}'s defenses}} {{Hits= [[@{selected|bar3}]]/[[@{selected|bar3|max}]] }} {{AC= [[@{selected|npcarmorclass}]]/ t:[[@{selected|npctoucharmorclass}]]/ ff:[[@{selected|npcflatfootarmorclass}]] }} {{reach=@{selected|npcreach} }} {{Specials= @{selected|npcspecialqualities} }} {{Saves=F:[[d20+@{selected|npcfortsave}]]/ R:[[d20+@{selected|npcrefsave}]]/ W:[[d20+@{selected|npcwillsave}]] }} {{notes=@{selected|npcdefnotes} }} Likewise I set up the possible attacks in the full attack macro field: &{template:DnD35Attack} {{name=@{selected|token_name}}} {{subtags=attacks @{target|token_name} }} {{npcflag=true}} {{fullattackflag=[[d1]]}} {{fumbleroll=Fumble:[[d20]]}} {{attack1=He swings a morning star, hitting [[{d20cs>20 +2}>@{target|bar2}]] time. }} {{critconfirm1=Possible crit; hits [[{d20 +2}>@{target|bar2}]] time. }} {{damage1= [[d6]] dmg.}} {{critdmg1=+[[d6]] crit dmg.}} {{attack2=------ or ------}} {{attack3=He throws a javelin, hitting [[{d20cs>20 +3}>@{target|bar2}]] time.}} {{critconfirm3=Possible crit; hits [[{d20 +3}>@{target|bar2}]] time. }} {{damage3= [[d4]] dmg.}} {{critdmg3=+[[d4]] crit dmg. }} and run that with a simple: /w gm @{selected|npcfullattackmacro} That said, the GM for the 3.5 game I play in doesn't use the NPC tab at all; he prefers to just set up tokens with HP and run the rest from his paper notes and using macros like: /w gm &{template:DnD35Attack} {{name=@{selected|token_name}}} {{subtags=attacks @{target|token_name} }} {{npcflag=true}} {{attack1=He swings, hitting [[{d20cs>?{attack crit range?|20}+?{attack bonus|0}}>@{target|bar2}]] time. }} {{critconfirm1=Possible crit; hits [[{d20+?{attack bonus|0}}>@{target|bar2}]] time. }} {{fumbleroll=Fumble:[[d20]]}} Everyone does things differently after all. :)
Another use that my group has found for the NPC tab is a location to fill out basic details for a Wizard's Familiar, Ranger/Druid's Animal Companion, or Paladin's Special Mount... at least for the character's who don't find ways to turn their little pets into more powerful entities that is...
Chell said: Another use that my group has found for the NPC tab is a location to fill out basic details for a Wizard's Familiar, Ranger/Druid's Animal Companion, or Paladin's Special Mount... at least for the character's who don't find ways to turn their little pets into more powerful entities that is... I personally uses the npc sheet for this purpose, though again, I prefer not to have to open the npc sheet if I dont have to either, normally only opening it up when I level to update the attributes. If I want to see my animal companions stats, I made a macro for that, which has all of its stats on the macro tied to the stats on the sheet. However, the gm also uses the npc sheet for minor npc's. More important npc's he uses the regular sheet.