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5th Edition OGL by Roll20 v1.2

Dumb Question: The Sequel Tim Barnes said: Hi All Probably a really dumb question but here goes.... I have set up a character sheet, changed it to NPC and then copied a goblin in to the sheet - that works great (well done to Roll20 - this is awesome!). The goblin has two different attacks, a scimitar and a shortbow. I can see that if I click on those attacks within the sheet it rolls the attack in the chat window and then if I click on the attack name in the chat window it rolls damage - so far so good. I now want to assign these attacks as Token Actions so that when I select a goblin token the scimitar and shortbow actions appear as "buttons" (ie without having to open the sheet). Once I know how to do this I then intend to use this sheet to set up "Mook" tokens (as per the token tips and tricks entry). Help - please!   Response from  Ed S. to the above which gave me a good solution: I just made two macros in the Settings tab and set them as a token actions. %{selected|repeating_npcaction_$0_npc_action} and %{selected|repeating_npcaction_$1_npc_action} That will take care of %80 of the critters out there for rolling the first two attacks While we are at it also make these for initiative %{selected|npc_init} for the NPCs %{selected|initiative} for the PC's, make that one visible to players. Happy Gaming! Now for the new problem: I have now created a character (as opposed to npc) and want to create some token actions for the character's attacks. I can see that the roll template name is atkdmg but I have no idea how to reference that appropriately within an Ability which I hope to then designate as a Token Action. I assume it will look something like %{selected| no idea what goes here but suspect it has something to do with atkdmg } but having tried various things none really seem to work - as they say "a little knowledge can be a dangerous thing"
Tim Barnes said: Dumb Question: The Sequel Tim Barnes said: Hi All Probably a really dumb question but here goes.... I have set up a character sheet, changed it to NPC and then copied a goblin in to the sheet - that works great (well done to Roll20 - this is awesome!). The goblin has two different attacks, a scimitar and a shortbow. I can see that if I click on those attacks within the sheet it rolls the attack in the chat window and then if I click on the attack name in the chat window it rolls damage - so far so good. I now want to assign these attacks as Token Actions so that when I select a goblin token the scimitar and shortbow actions appear as "buttons" (ie without having to open the sheet). Once I know how to do this I then intend to use this sheet to set up "Mook" tokens (as per the token tips and tricks entry). Help - please!   Response from  Ed S. to the above which gave me a good solution: I just made two macros in the Settings tab and set them as a token actions. %{selected|repeating_npcaction_$0_npc_action} and %{selected|repeating_npcaction_$1_npc_action} That will take care of %80 of the critters out there for rolling the first two attacks While we are at it also make these for initiative %{selected|npc_init} for the NPCs %{selected|initiative} for the PC's, make that one visible to players. Happy Gaming! Now for the new problem: I have now created a character (as opposed to npc) and want to create some token actions for the character's attacks. I can see that the roll template name is atkdmg but I have no idea how to reference that appropriately within an Ability which I hope to then designate as a Token Action. I assume it will look something like %{selected| no idea what goes here but suspect it has something to do with atkdmg } but having tried various things none really seem to work - as they say "a little knowledge can be a dangerous thing" The best way to learn the roll names is to drag them to the macro bar. The atkdmg is an attribute inside the template, but it seems you are just looking for the roll names (%) . There are two options that I see from playing around with it.  %{selected|repeating_attack_$0 _attack_pick} and %{selected|repeating_attack_$0_attack_full} The former lets you click for damage and the latter will roll the damage with the attack. This is of course for the first repeating attack, replace $0 with  $1  for the second attack and $2 would be the third and so on.  Hope that helps.
@ Ed S. Many thanks - once again you have provided a great solution. I am learning .....slowly
Is there a way to make the monsters, within the compendium, only accessible by the GM? I hate the fact that appears that my players are able to cheat by looking up possible weaknesses of something on the fly...
Not at the moment, Barry . You may be interested in Riley D.'s comment on this matter .
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Stephen Koontz
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Ben G. said: I have a question on the sheets damage rolling action for NPC characters - whenever I choose to roll damage from the attack card (where it lists the name of the attack underneath the roll) it rolls two(2) damage dice ( I am using 3D dice roller ) and somehow automatically choose which one to use? This is not the advantage roll for the attack, but instead a damage roll on any attack initialized from the NPC character sheet. EDIT: Also, why am I seeing AC being calculated with a .5? I'm getting 13.5 where it should be 14, or the initial calculation is X.5. Any help would be much appreciated. If you have the auto roll damage feature set, the dice parcer has to roll every result that may come up, including what the critical damage would be. That's the "second" damage roll you're seeing in the 3D dice. There's no way to work around this if you want all of the data provided at the same time. The default method of rolling the damage from the chat tab side steps this issue by only rolling damage or crit damage as needed. The AC .5 issue is a bug where I forgot at a Math.floor in one of my AC calculations. It's been fixed and won't appear again in the new version. Okieone Shinobi said: You see the way the add button is underneath the popout. There is no way to scroll down to where the add button is. If it is not clear, the scroll bar was all the way down, then I hovered over it so that the add button should show up. I can't scroll down and hover. I did reset my screen resolution by pressing ctrl0 and it did not help. 1920X1080 is the resolution it says it is set at. Thank you You can extend the height of the pop-up to get down at it. It's not ideal and I may change how the repeating section add buttons are displayed to make them easier to get to when you get to the bottom of a page.
All I have to say is - WOOOOO!
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@Steve K. would you please change the npc_xp attribute to just be a numeric value.  Currently it's 100 XP, but it would be much more beneficial if it was simply 100 so we can do math with it. I have a sweet encounter XP calculation macro that I want to share but I cannot make it work unless that is a numeric value.  Thanks
Hey guys! Getting back to the game after a 3 month break and awesome to see this new character sheet. It looks great! My question is, is it worth moving from the other 5e sheet? I believe the sheets won't properly convert, which might be an issue. Is there a guide to it somewhere where I can see all features and learn how to use them? Apologies in advance if this is the wrong place to ask this. Thanks! 
Can you add a damage3 box?  It would be great for say sneak attack and hunters mark etc.   Also will you be adding feats?
Scott said: Also will you be adding feats? They can only legally include the feat included in the SRD . Not everything in the Player's Handbook is included in the SRD.
I didn't see any feats from the phb. 
Scott said: I didn't see any feats from the phb.  The feat  Rabulias is referring to is Grappler .
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[Nevermind. I was wrong. It seems to be there. ]
All how do you add expertise to your sheet so it rolls it correctly?  Thanks!
So the compendium will never have all the backgrounds/feats/spells that are in D&D5e? Or is it just time for them to be entered?
Scott said: All how do you add expertise to your sheet so it rolls it correctly?  Thanks! Switch to the Settings (gear) tab; within the Skill Options section, you can toggle Expertise in individual skills from their dropdown menu (click on "Normal" to access). Greg C. said: So the compendium will never have all the backgrounds/feats/spells that are in D&D5e? Or is it just time for them to be entered? The 5th Edition SRD Compendium contains only what is within in WoTC's recently-released SRD . If WoTC releases more SRD content under an Open Gaming License, you can count on that being added to the Compendium. The Roll20 Dev Team is looking into adding the capacity for players to add new content to and customize their own personal version of the Compendium. Sorry for the inconvenience!
Hey there, silly question for a beginner in all things 5e and roll20: how would you recommend I represent a rogue's sneak attack? On one hand, I could put it as a modifier for a regular attack, but it doesn't always apply and it looks cumbersome to toggle on the fly. On the other hand, I could represent it as a spell, but I don't know how to select a weapon's damage roll as part of a spell roll. Decisions decisions... In any case, great work on the sheet, we are so pumped to use it for our first game ever \o/
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Stephen Koontz
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Chewie said: Hey there, silly question for a beginner in all things 5e and roll20: how would you recommend I represent a rogue's sneak attack? On one hand, I could put it as a modifier for a regular attack, but it doesn't always apply and it looks cumbersome to toggle on the fly. On the other hand, I could represent it as a spell, but I don't know how to select a weapon's damage roll as part of a spell roll. Decisions decisions... In any case, great work on the sheet, we are so pumped to use it for our first game ever \o/ You could put it as Damage 2 for the attack and ignore it if it doesn't actually apply, or set it up as a 2nd attack and click it when it does apply.
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In regards to adding expertise it was said to: Switch to the Settings (gear) tab; within the Skill Options section, you can toggle Expertise in individual skills from their dropdown menu (click on "Normal" to access). Is this done on the "core" tab or under the attributes tab?  I am not finding were to edit this.   I am using the new character sheet if that makes a difference.   Thanks!
Scott said: I am not finding were to edit this. The OGL by Roll20 Character Sheet —which is located on the Character Sheet tab of a Character Window —has four tabs: The rightmost tab is the Settings tab.
Thank you!
When you hit Submit Post for this thread, a pop-up should appear before the message is posted.  It should state: The 5th Edition SRD Compendium can only contain the information (such as race and class options, feats and spells, treasure and monsters, etc.) that are located within WoTC's recently-released SRD . If WoTC releases more SRD content under an Open Gaming License, you can count on that being added to the Compendium. The Roll20 Dev Team is looking into adding the capacity for players to add new content to and customize their own personal version of the Compendium. Sorry for the inconvenience! Does this answer your question?  If yes, hit Cancel.  If no, then hit Post.
The more I try to learn about the new sheet, the more impressed I am with all its features, especially all the calculations. I wonder if it makes sense to add a "Mods" area to the sheet, where its purpose is to display the effects on the character made by items in the Equipment list? It could function like the Weapons area, where it's simply outputting information input from other areas of the sheet. What I would like to see is the name of the item causing the affect, and the value of the modification being applied. Whereas the Weapons area shows columns for Atk and Damage/Type, this Mods display area could output any mod value/names currently being applied to the character sheet from the Equipment template. If all the area does is to highlight the item as "active," I think the area is useful. A Mods area could be added either under Settings or as its own "Mods" tab, to accompany the Core, Bio & Spells tabs. If it makes more sense to add it to a separate sheet Tab, then there would be space for other types of effects being applied to the character, for example spell effects or class abilities (like a Rage Bonus).
Hi guys, I have noticed that if I enter a spell in a character sheet as a GM the player can't see it unless they hover over the cog. However if the player enters the spell then I can't see it unless I hover over the cog. The spell name is not there and it has a white rather than a red dot. Can I fix this?
Sorry when the player goes back in to the game after leaving it they only see the white dot and must hover over the cog to see the spell?
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Jon J. said: Sorry when the player goes back in to the game after leaving it they only see the white dot and must hover over the cog to see the spell? Can you provide a screen shot of what you're seeing?
Hope this helps. 
1455206881
Stephen Koontz
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It looks like the sheet workers aren't firing. If you open the console log, does it show errors?
Do you forsee adding an additional damage type?  ie damage3?
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Hi  Scott - thanks for you question, as we have stated above: The 5th Edition SRD Compendium & Character Sheet can only contain the information (such as race and class options, feats and spells, treasure and monsters, etc.) that are located within WoTC's recently-released SRD . If WoTC releases more SRD content under an Open Gaming License, we will likely add it to the Compendium or update the Sheet. We have no plans at this time to add additional damage.
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Also thank you  Three of Swords for the wording, I used it above ^^ :)
I have found that when linking a token to an NPC sheet the hp attribute will only fill in the max value and leaves the base value empty in the bubble.
1455229150
Stephen Koontz
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Ed, I'm not having that issue. Are you sure you have both the current and max HP set?
Avacyn said: Also thank you  Three of Swords for the wording, I used it above ^^ :) I stole most of the wording from one of  Silvyre 's many posts on the subject.  So it's all good.  :)
I tried to find the answer but couldnt, how may I create custom spells? everytime I need to place a spell that is no in the compendium, I must first drag a random one, than change it, If I create a spell even if everything is there, nothing happens, it just prints a blank space
Steve K. said: Ed, I'm not having that issue. Are you sure you have both the current and max HP set? This is on an NPC that was dragged from the compendium. 
I would guess it is because the NPC sheet doesn't have current hit points so it only gets the number once. Also looking at Incubus/Succubus shows "Not Found" when looking at the compndium
Just wanted to post thank you guys for this as I have been able to successfully add OGL support to my custom sheets quite easily.  I used the original 5E sheet (not shaped) and customized it...adding the logo for each campaign, adding Honor and Sanity, Madness level and text box for permanent effects, and also a section/page for house rules containing rolls for tumble, overrun, climb-on-creature, fear, horror, disarm, shove-aside, etc. etc.   Now I was able to attach the code and with some magic wand waving, able to have it import the correct data to each correct line and output how I wanted it...like the original sheet.  SO thank you guys for this, my players are seriously happy being able to drag and drop their spells with ease :)  I am having issues with the Items, but thats okay as i use the Item Manager script in a different campaign for our Item management/weight/etc. Awesome Job and if you need any help maintaining it moving forward, I would definitely be interested in lending my helping hand!
Day Walker said: I would guess it is because the NPC sheet doesn't have current hit points so it only gets the number once. The base hp field should be populated with hp_max value on import or by default when creating an NPC. A change needs to be made to the sheet or the compendium data or both.
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I am not sure that this post belongs here exactly, but will start here, if it needs moved or relocated please let me know. Using the 5e OGL sheet by Roll20, newly added repeating attacks don't seem to make all of the attributes available to the API, specifically via getAttrByName(). Basically I add a line to inventory, drag a new weapon into the inventory slot, this automatically generates the attack.  All good so far, the attacks work perfectly. If I grab the repeating fields _id in order to get the attributes via chat, this works perfect, and I get the output I would expect from the "atkflag" attribute as shown below: However, here is where the problem appears, if I use getAttrByName() to get this property it doesn't work: Here is where it gets even stranger... If I go into the repeating attack and toggle the "atkflag" and run the same getAttrByName() call, you get the information you would expect rather than it coming back undefined. So this problem only happens for newly created objects in the Attacks & Spellcasting section as far as I can tell.
Is there a clear character sheet button?
Day Walker said: Also looking at Incubus/Succubus shows "Not Found" when looking at the compndium It's currently named " Succubus (Incubus) " within the Compendium. Robert Z. said: Is there a clear character sheet button? What do you mean, Robert Z. ? Demetrio J. said: I tried to find the answer but couldnt, how may I create custom spells? Like this (click the image to play the .gif):
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I can confirm what  Demetrio J. was saying. Making an attack spell from scratch is buggy. He knows how to add the spell but it is not rolling correctly.  I believe it's related to the attack page not updating changes in the spell page. Be sure to check the Attacks and Spellcasting section on the CORE tab of the sheet and make sure the Damage checkbox is checked.
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Well, I tryed but some thing still not worked, like the Higher Level option, it spawned instead a textbox instead of a dropmenu. I'm still using the "get a premade spell and change it" thing, until the custom creation gets the same as the premade ones. Are there any way to Improve the spell casting details? like instead of rolling just the hit dices and the damage, it could show also the spell components, casting time, school, etc? Or just pop the spellcard with the spell rolls like the other sheet I was using for D&D 5e.
You might be aware of this one already, but I found a possible bug on the Spells tab: Situation Create a character and add a spell in the Spell tab (toggled for ATTACK), in the repeating spells area. I added were Cure Wounds and Healing Word to Level 1 spells, from the compendium. Then change the Character Name. Outcome The sheet did not update the Spell row with the new Character Name, so if I attempt to roll the spell off of the Spells list by clicking the linked name, the spell will not roll properly. The old character name remains in the Spell's Attack roll template. The problem does not show up on the Core page in the Attacks & Spellcasting section. That area is updating the spell template with the new Character Name. I had to delete the spell and recreate it to populate the new Character Name in the Spell list.
Hi, love the new sheet. It's made my life easier (aside from the occasional odd glitch). I was wondering if you could make some of the text fields on the NPC sheet longer or larger or scroll-able or something. I'm losing info on some monsters, especially ones with a lot of resistances. Couple of screenshots showing what I'm talking about. Also, I've noticed that the spells Eldritch Blast, Firebolt, Poison Spray, and Witch Bolt are not in the Compendium.
Thanks for the screenshots, Neil ! Neil said: Also, I've noticed that the spells Eldritch Blast, Firebolt, Poison Spray, and Witch Bolt are not in the Compendium. The 5th Edition SRD Compendium can only contain the information (such as race and class options, feats and spells, treasure and monsters, etc.) that are located within WoTC's recently-released SRD . If WoTC releases more SRD content under an Open Gaming License, you can count on that being added to the Compendium.
From another thread: Chris H. said: What really needs mentioning here is this: The sheet really needs a "Character modifiers" section where you can input things like Rage damage to be calculated alongside damagerolls but not be integrated into the final number and rather displayed besides it. Having to create a new weapon with the +2 for each weapon is a tedious hassle. Same goes for sneak attack, various feats that modify combat. It doesn't need to do calculations if that is a pain, but atleast allow players to hook "memo" style notes to their attack or save rolls. Like having the barbarian danger sense talent, a nice extra bit of text when rolling a dex save pointing it out, or barbarian example again with having Feral Instinct. Make it a modifier or tickbox to roll initiative twice for it. All in all there's several points of "versatility" I think this sheet needs aswell as crutches for new players that tend to forget new level perks or talents.