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[5e Shaped] 2.2.17+

March 23 (9 years ago)

Edited March 24 (9 years ago)
Kryx
Pro
Sheet Author
API Scripter
If you are updating an existing campaign I highly recommend you duplicate your campaign and use that to copy data over. I also recommend starting each character from a fresh sheet.

Release 2.2.17 Features:
  • High performance sheet without the lag of old versions (100% sheet workers)
  • Improved styling to match the 5e paper sheet
    • Nearly all elements clickable to output to chat
  • Compendium Integration for NPCs, Armor, Equipment, Spells, Weapons
  • NPCs
    • Drag & drop from Compendium
    • All actions and traits are parsed (even saving throws)
  • Customizable skills
    • Add or remove skills as desired
    • Change ability used on the fly
  • Translations (English, French). Looking for more translators.
  • Auto populated Class Features which include things like Lay on Hands or Sneak Attack
  • Repeating Spells

    • Filterable

    • Higher Level toggle

  • Customizable classes

    • Change Name, HD, or spellcasting level of the classes

    • Custom classes

    • Spell slots are calculated automatically and only show for the level for which is available (can be customized)

    • Hit Dice are calculated automatically and only show for the hit dice you have

  • Armor

    • Covers unarmored ability cases like monk, barbarian, etc.

    • Toggle armored or unarmored bonuses as desired (mage armor for example)

    • Automatically calculates

  • Equipment

    • Gold automatically calculated

    • Weight automatically calculated for Armor, Attacks, Equipment

    • Equipment items are clickable (potion of healing for example)

  • Attachers can be used to remind yourself to add to saving throws while within 10 feet of your paladin

  • Extra features: Jack of all trades, halfling luck, vision, movement, appearance.

  • Settings for how to output all rolls, death saves, initiative, etc

  • Roll settings to choose to always roll with advantage, disadvantage, or query for both

  • Optional bonuses to all skills, abilities, saving throws, etc.

Nice to have:

  • Handle using multiple ammo in 1 click (multiple the toggle by the amount of ammo used)
  • Meters instead of feet
  • Chat macros for Attacks, Actions, and Spells
  • Conditions. see https://app.roll20.net/forum/permalink/3124285/
  • Secondary inventory toggles. see https://app.roll20.net/forum/permalink/3106881/
  • Warlock automatically cast at higher level.
  • Add passive Perception
  • Add custom values for weight carrying (carrying capacity/push/encumbrance). Used for some class/race feature, as well as if you want to have weight listed in kg instead of having them in lbs (1kg=2lbs). A modifier is enough.
  • Parse translated words for spell filtering (Can you give me a full list here, Alzam?)
  • Attachers for melee, ranged, and other.
  • NPC
    • Automatically calculate challenge rating based on hp, damage per round, etc.
  • Spell Point values customizable
  • Elemental Adept
  • Pre-populate class stuff even after the first one (watch specifically for class change)
  • Madness
How to Update the sheet yourself (as a mentor):
  1. Copy the html from github
  2. In Roll20 go to campaign settings and choose a custom character sheet.
  3. Choose D&D 5e as the SRD
  4. In the HTML tab paste the HTML code
  5. Copy the css from github
  6. On Roll20 in the CSS tab paste the CSS code.
  7. Hit save.
Contribute: Since many have asked for it: If you appreciate what I do and want to compensate me for the countless hours that I have spent building this character sheet feel free to support me on Patreon or Paypal (mlenser@gmail.com). If you are in the EU you can email me (mlenser@gmail.com) and I will provide an IBAN number (easier for both of us). Thanks so much for your support.
This Patreon campaign is not affiliated with Roll20; as such, contributions are voluntary and Roll20 cannot provide support or refunds for contributions.

Please report any bugs in this thread. Please read over the TODO items before suggesting any features as converting from old versions is yet to come.

Special thanks to testers and contributors.

Previous Thread

2.2.12
  • Barbarian now works without switching classes
  • Classes now always auto-populate HD and spellcasting when the class name is changed.
  • Proficiency Bonus wasn't being set, this is fixed.
  • Ability check macros are now fixed
  • Unarmored Movement now correctly scales
  • Rage damage added to the description of rage
  • Added Warlock Mystic Arcanum and Eldritch Master
  • Show Wizard level on Arcane Recovery
  • German Translations updated (not for class features)
  • Paladin Improved divine smite somewhat improved (does d8, but still puts 8 as a bonus - need to fix the parsing here, but people shouldn't click this one much anyways)
  • Fixed Metamagic to actually show instead of Flexible Casting twice
  • Fixed Primeval awareness description
2.2.13
  • Pushed 2.2.12 as mentioned above
  • Paladin Channel Divinity now has 1 use
  • Multiclass now has a comma and space separator.
  • Relentless rage is no longer parsed by the traits parser as its DC actually changes and flat DCs aren't supported.
2.2.14
  • Fixed merge conflicts w/ Roll20's base and put in a pull request so versions should go live early next week.
  • Removed misc weight
  • Lots of code cleanup to prevent repeating fields errors and other optimizations
  • Put Traits below Damage Resistances & Exhaustion
  • Traits are now slightly smaller (11px)
2.2.15
  • Global bonuses now update NPC actions as expected.
  • Refactored roll options to the following:
    • Roll normally (roll 1)
    • Roll with Advantage
    • Roll with Disadvantage
    • Roll 2
      Query couldn't work with the kh1 and kl1 syntax so it is gone (also for initiative)
  • Added "advantage" or "disadvantage" to the roll template if you are rolling with advantage or disadvantage
  • Roll settings now applies to ability check & saving throw query macros! :D
2.2.16
  • Created some pseudo buttons that look like visible buttons (Generate Skills). Also useful for below.
  • Setup an overlay that will appear if the user has used the api to import data./ The overlay has 2 buttons that ask the user to cancel or import. (hopefully this is temporary when roll20 allows api to activate sheetworkers).
2.2.17
  • "roll_info" is now seton new characters (any existing characters can add that as an attribute to make the error go away).
  • I'll ask Roll20 to remerge my code, but it's unlikely to get in.
2.2.18
  • Deleting repeating items is no longer broken. Trash can button is now placed above the toggle button (z-index refactoring issue)
  • "only_roll_1" is removed from macros (refactoring issue)
  • "global_check_bonus" change now triggers all attributes to update
  • Duplicate class features should no longer happen (was a capitalization issue)

There are several known issues in 2.2.17 that have been fixed in 2.2.18, but that isn't the live version. See Page 4 of the previous thread to handle those issues appropriately. They will be fixed in 2.2.18+
March 23 (9 years ago)

Edited March 23 (9 years ago)
Bug Report: Traits & Features trash is acting as open/close toggle
http://screencast.com/t/PIjkIbwuYA
Firefox (Latest)
45.0.1


Edit: Ignore, I see it's fixed in your 2.2.18 notes.

~~~~~~~~~~~~~~~~~~

Questions
What's difference between free text and free form on the sheet?

How do attachers work? I get that the idea is to serve as a reminder, but does that info get shown somewhere else besides bottom of sheet? For example, if my attacher is "Remember to use Hellish Rebuke and Entropic Ward when hit"
Edit: NM, figured it out.

Thanks!
March 23 (9 years ago)
Kryx
Pro
Sheet Author
API Scripter
Please see the bottom of the OP which addressed that issue. Freetext is to output text. Freeform is used to manipulate roll templates in some ways.
March 23 (9 years ago)
@Kryx: Conversion Scripts? Is this still on the docket? 
March 23 (9 years ago)

Edited March 23 (9 years ago)
Possible bug: Getting select error on init, but the token is selected and the roll works

http://screencast.com/t/AWgXq03ylywH

Edit: For attachers, it does not display (at least when attached to inititative) unless there's freeform text in addition to a name. In other words, if I just make one with a name, it will not display when I roll init.
March 23 (9 years ago)
Kryx
Pro
Sheet Author
API Scripter
@John: still in the list above. It's not a top priority, especially with Lucian's script within imminent release.
Assuming that goes well it'll likely be minimized to just name changes on basic things for PCs.

@TheWebCoder: Initiative hasn't changed in a while, but I can look at it tomorrow.
March 23 (9 years ago)
@Kryx: Sorry to be out of the loop but what is Lucian's script, exactly? Is it mentioned in this thread at some point?
March 23 (9 years ago)
Kryx
Pro
Sheet Author
API Scripter
Lucian is updating my old script that could import NPCs and spells. Importing NPCs should solve the "I have a large collection of old monsters problem"
March 23 (9 years ago)
Tim
Pro
Sheet Author
Compendium Curator
I've started the task of copying my campaign and recreating all the character sheets, and although it's a bit painful recreating everything, the new sheet is really really nice - kudos! You're a legend.

Can I make a feature request around Prepared Spells? My campaign has three players and two are a Cleric and a Wizard, so spell preparation is a big part of our game. And it's kind of a pain with the new sheet.



Correct me if I'm wrong, but the only way to see which spells you have prepared is to go into Edit mode and then pop open every single spell to see which are toggled Prepared or not. By the time a cleric hits 5th level, that's a boatload of spells to manage this way.

What I would absolutely love is if if the collapsed view had a small column, maybe even just the letter "P", that shows which spells are prepared - and if you could click them on/off from that view that would be even better. I realize there are filter buttons, but being able to see them at a glance and change them right there would make the process a lot easier!

Perhaps it only shows up if the caster has levels in Wizard or Cleric, since they're the only classes that prepare spells?

If I was going to get greedy I would ask for another column (perhaps "R") that shows which spells are rituals, since this is also really important information to have at your fingertips in terms of both prepared spells and spending spell slots. 

And if I was going to get really greedy, Clerics and Wizards would get a box in the right-hand column that shows how many spells they have prepared against their total.

Something like this:


Oh! One more thing - is it possible to have some kind of dividers or colour-coding to make it easier to differentiate between levels of spells in the collapsed view? Perhaps alternating shading stripes?



Sorry, I don't intend to be demanding - just some ideas that I think could be useful! 
March 23 (9 years ago)
Vanakoji
KS Backer
@Tim

You can use the spell filters at the top for this




Clicking on prepared only shows prepared spells, clicking on a level shows spells of that level.
March 23 (9 years ago)

Edited March 23 (9 years ago)
Tim
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Sheet Author
Compendium Curator
Yeah thanks Vanakoji - I'm aware of that. The trouble is that it's not a very intuitive experience when it's a Long Rest and the cleric and wizard want to shuffle their spells. They have to look at what they have prepared, try to remember that, turn off the Prepared filter, open up edit mode, toggle on/off spells, count them up... It's time consuming and fiddly. Being able to see all your spells at once, as well as which are Prepared and which are not, would be a much better experience I think. 

Clicking through loads of tabs (spell level, ritual, prepared/unprepared) in different combinations is not ideal.
@Tim I was hoping we'd get a compact / expanded toggle for the spells, like on the old sheet? That might solve it?
March 24 (9 years ago)
Tim
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Sheet Author
Compendium Curator

TheWebCoder said:

@Tim I was hoping we'd get a compact / expanded toggle for the spells, like on the old sheet? That might solve it?

Yeah the old sheet was a bit easier in that regard - being able to see and toggle the prepared spells in condensed view.



Spell management is probably one of the most pain-in-ass parts of D&D 5e so anything to make it easier for new players would be much appreciated. 
March 24 (9 years ago)
Vanakoji
KS Backer

TheWebCoder said:

Possible bug: Getting select error on init, but the token is selected and the roll works

http://screencast.com/t/AWgXq03ylywH

Edit: For attachers, it does not display (at least when attached to inititative) unless there's freeform text in addition to a name. In other words, if I just make one with a name, it will not display when I roll init.

I was able to get similar output for the selected token, however the reason was simple when I got it. The selected token does not represent a character and therefore shows the error. If the token represents a character sheet is does not happen, that is the cause.

As for attachers, it seems that the attacher is set to blank with no freetext or freeform which is why. To deal with this at this time enter only the name you want in the freeform field and no name or freetext to get just  name for the attacher if it is something you want soon for the current live version. ex {{Section Name}}



Some things from testing. 
I have tested the sheet more and many of the things I have seen so far are mostly just thoughts regarding quality of life improvements/things that felt off.


- Maybe have ability score not be editable in display mode and instead, the number is display mode be the added total of the ability score bonus and global bonus. THis is for things like jump or help seeing why "13 dex gives a +3 mod"

- Class features and traits section inconsistent on recharge. One is a drop down, the other a text field. Having class feature be a text field would help for example a conjuration wizards teleport that recharges on short rest or when a 1st level or higher conjuration spell is cast by them, having it a text field would allow this to appear on recharge for this class feature.

- Class features has the saving throw section below damage (when entering) while it appears above damage in the roll template as well as other sections that have both (such as attacks)

- Spell showing 0 instead of no or being blank feels odd at first

- Armor types can be a bit confusing at first, easy to understand once you mess with them but perhaps a tooltip here would help

- In equipment, the add button for the ammo section appears but the title does not. Meaning on a blank sheet is display mode in equipment, you see "Attack, Add, Add" in the column with no clear way to see at first that the second button is for ammo as the grey ammo title is hidden.

- May be a limitation, but there is not death save on saving throw query 



I wasn't able to find a way to consistantly cause it to happen yet as I noticed it towards the end of testing, but something seems to be causing the sheet to enter an odd state where things are not updating their display. For example, if you expand/collpase an attacher it works once then stops, so if I have an expanded attacher and click the gear to collapse it it collapses, but hitting the gear again to expand does not. The sheet remembers the state and will work when re-opening causing the display to work right but will still happen. Also when the sheet enters this state, a spells concentration seems to get stuck and not switch as well until an update happens.

As I found this at the end of testing, I did not have enough time to get a reproduction path yet but it has happened on 2 of 6 sheets is a short time but seems random at the moment at least.
@Tim; if you have the "prepared" filter selected, you can open the spells and then click on "prepared" and they will disappear. This makes it easier to go "unprepare" all the spells. The only trouble is that they're all "open" when you turn off the "prepared" filter, but this at least speeds up the changing over process.
Is there a way to add spell slots for NPC's?
Will there be a fix or an option for Draconic Sorcerer's Draconic Resilience?
March 24 (9 years ago)
Tim
Pro
Sheet Author
Compendium Curator

Joss G. said:

@Tim; if you have the "prepared" filter selected, you can open the spells and then click on "prepared" and they will disappear. This makes it easier to go "unprepare" all the spells. The only trouble is that they're all "open" when you turn off the "prepared" filter, but this at least speeds up the changing over process.

Yep that's one way to go. It's still fiddly though for something players might be doing once per game. My main issue is that the layout gets really intense when spells are open, and I'm hoping to spare my players that experience - I can load and edit the spells for them and all they have to worry about is whether they want to prepare them or not.
March 24 (9 years ago)
Tim
Pro
Sheet Author
Compendium Curator
Couple of random sheet questions:

Under weapon damage, what does the CRIT column refer to? Is it a dice range like the old sheet (e.g. 19-20) or the number of dice that get rolled on a crit (e.g. 1d8)? In a similar vein, what does STEALTH refer to under Armour? Ticking "Stealth" feels like it should mean that the item is stealth-friendly (i.e. yes, this armour is stealthy) but I'm guessing based on the old sheet that it means this armour gives disadvantage to stealth checks. Is that right?
March 24 (9 years ago)

Edited March 24 (9 years ago)
Kryx
Pro
Sheet Author
API Scripter
Prepared Spells: I'm going to swap prepared and concentration in the top bar. So prepared toggle will be present in both edit and presentation mode and concentration will be a normal toggle visible in the description area while in edit mode. A user can still filter for concentration above.
Concentration and Ritual will not be shown in the top bar as they are set once. Filtering is the best option for this.
Spell level coloring: This is again handled via filtering. Not all lists are sorted so if I make 1,3,5,7,9 a different background color it could be a zebra mess.

Initiative: looks like an issue with representing a character as Vanakoji said.

Ability score presentation mode will show the calculated total including bonuses.
Recharge for Class Features: The concern with making it a text field is that we plan to automatically reset things on a short rest. Making it a text field makes it much more difficult as we'd have to parse it. I'm not sure the best approach here - either all should be text or all should be a select though.
I'll move Saving Throw above damage for class features.
Spells showing "0" for concentration: to do this correctly just required more fields and more work. I've just simply removed it as per above.
If there are ways I can clarify the names for armor types please let me know.
Title for ammo: The way to solve this is to make all pages work like core and not have editable things until edit mode is on.
Death saving throw is purposefully left out of the saving throw query as it can have the option to whisper it.

I can't reproduce the expand toggles not working so if you can reliable reproduce it let me know.

@NinjaSheep: The best way to add spell slots for NPCs is to drag & drop them and it will auto populate it all. If you're creating your own monsters you can swap them to PC, go to the character sheet and change it there. I plan to make this available on both core and spells page while in edit more in the future.

@Arcane Dragon: Archetype features are not handled currently, nor is it likely that they will be. This is all up to the user. :)

@Tim: Crit range is under the attack section. "Crit" makes more sense when you view it as being under the "Damage" header. It adds bonus damage when you crit. Useful for things like Half-Orc.
Armor layout is based on the PHB/SRD layout. If you are confused by the labeling check that out. In this case Stealth is indeed meant to indicate there is disadvantage when checked. It doesn't apply it currently though.
March 24 (9 years ago)

Edited March 24 (9 years ago)
Jakob
Sheet Author
API Scripter

Tim said:

Couple of random sheet questions:

Under weapon damage, what does the CRIT column refer to? Is it a dice range like the old sheet (e.g. 19-20) or the number of dice that get rolled on a crit (e.g. 1d8)? In a similar vein, what does STEALTH refer to under Armour? Ticking "Stealth" feels like it should mean that the item is stealth-friendly (i.e. yes, this armour is stealthy) but I'm guessing based on the old sheet that it means this armour gives disadvantage to stealth checks. Is that right?

Crit refers to extra damage you do on the crit. Note that the normal weapon damage is already being rolled twice when critting; only damage on top of that (e.g. barbarian, half-orc) goes into this field, otherwise leave it blank (e.g. if you're a half-orc fighter with a greataxe, put d12 here, not 2d12). Crit range goes into the "crit range" field further up (under the Attack tick box).
You're right about the stealth part. It used to be the case that you would get an output about stealth disadvantage when outputting the armour to chat. Somehow that doesn't happen anymore...
March 24 (9 years ago)
Kryx
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Sheet Author
API Scripter

Jakob said:

It used to be the case that you would get an output about stealth disadvantage when outputting the armour to chat. Somehow that doesn't happen anymore...
That has never been the case on the redesigned sheet. I don't think it was the case on the old sheet either.
March 24 (9 years ago)
Jakob
Sheet Author
API Scripter

Kryx said:

Jakob said:

It used to be the case that you would get an output about stealth disadvantage when outputting the armour to chat. Somehow that doesn't happen anymore...
That has never been the case on the redesigned sheet. I don't think it was the case on the old sheet either.

I don't mean when rolling for stealth, but when actually clicking on the armour on the Core page. You obviously know better, but I seem to recall that it mentioned a checked stealth disadvantage at some point.
March 24 (9 years ago)
Kryx
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Oh, ya, clicking armor used to show that. It was removed because the information looks awful unless it's a heavy armor with stealth penalites and the effort to make it look good for all would require too much sheet workers for the result.

imo clicking armor is a SUPER rare case anyways so it isn't worth the effort.
March 24 (9 years ago)
Kryx
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Sheet Author
API Scripter
Actually ignore my spell screenshot above - I'm going to revamp it
March 24 (9 years ago)

Edited March 24 (9 years ago)
If I had characters created with the old version (2.1.13), with the changes on the new version, do you recommend recreating them from scratch? Or do they update ok?

Sad to see that the sheet now uses a smaller font in several places. I have really bad eyesight, so the bigger font was a plus. Well, I'll just add something to the custom css for me. Out of curiosity, is there a reason you use fonts with px instead of em? If a user has a global font size set bigger in the browser because they need it, with em/rem it would scale up... Nobody ever thinks about accessibility XD

ETA: +1 to add a toggle for preparing spells out of the edit mode. Last session 3 players needed to change their list and it was a pain

ETA2: How do you handle multiple thrown weapons, like daggers or javelins? With "uses" on the equipment tab?
March 24 (9 years ago)

Edited March 24 (9 years ago)
Kryx
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@Yadira: I actually take accessibility quite importantly. My sheet is designed to work at all zoom levels without breaking. It is designed to expand if the user makes it wider as well.
If you change your browser zoom level the font sizes should all increase.
I am unaware where the sheet has chosen smaller sizes. If you can point these out hopefully I can clarify.
The sheet uses pxs because roll20 has font sizes that can't be overwritten. I can't use rems without a clean slate.

Old version characters will continuously stay up to date with some very short processing time when they open for the first time.

Thrown weapons should likely use ammo.
March 24 (9 years ago)
Vanakoji
KS Backer
In particular, you can notice smaller text in the features and traits section than it was before. You can really notice it if you compare the size of the fields (such as the text "Saving Throw") compared the the same in say the attack section. I thought this was just to deal with the larger amount of text when it happened though.
March 24 (9 years ago)

Edited March 24 (9 years ago)
Kryx
Pro
Sheet Author
API Scripter
Features & traits were .95em (so 95% of 12px) in the old textarea. They are now size 11px which is nearly the exact same. This was to remove code to keep 11px consistent as the small sized text.

Now the actual controls and edit mode items being smaller isn't purposeful - it was only meant to be on the presentation mode.

To the point at hand: If you have trouble reading small font then increase your zoom level (Ctrl + mouse scroll). If there are other ways I can satisfy accessibility please let me know. (I believe I cannot do rems or ems as a result of roll20's coding).

Arcane Dragon said:

Will there be a fix or an option for Draconic Sorcerer's Draconic Resilience?

If you Add an Armor, the correct type for Draconic Resilience is "Armor + Dex" with the AC field set to "13" (see image below for an example - this is for a sorcerer with +1 dex)

In the older version, whenever I (as GM) dragged monsters out to the playing field, the tokens would have separate HP values, but this is no longer the case - say, one monster takes damage and I modify the HP value on the token, it changes it for them all. Is this intended?
March 24 (9 years ago)
Kryx
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@NearNihil: that was part of the script and will return when it is complete.
March 24 (9 years ago)

Edited March 24 (9 years ago)
Vanakoji
KS Backer

NearNihil said:

In the older version, whenever I (as GM) dragged monsters out to the playing field, the tokens would have separate HP values, but this is no longer the case - say, one monster takes damage and I modify the HP value on the token, it changes it for them all. Is this intended?

You have always had to set the token bar to NOT represent HP to not update all of them. If you select the bar to represent HP and then none you can set that as the token for the sheet as it will fill in the value and not affect the sheet hp, but if the bar represents HP then it will affect the HP on the sheet which does them all.

EDIT: Seems it may have been the script, and I had the wrong idea here.
March 24 (9 years ago)

Edited March 24 (9 years ago)
Kryx
Pro
Sheet Author
API Scripter
2.2.19
  • Spells have been revamped. I now show the basic details and include a prepared button and a condense toggle.
  • Spell slot bonuses can now be edited on the core page, the character page, or the spells page (with the ability to see all levels). I know the titles are all smushed - not sure exactly what to do there.
  • Abilities now show the calculated score in presentation mode (so 14 strength score plus 2 bonus shows as 16)
  • Features & Traits edit mode details are no longer smaller text
  • Added an edit mode button in the nav for NPCs as well
  • French translations for Class Features are now in (thanks Alzam!)
  • Edit mode yellow is a bit less yellow now (25% transparency instead of 41%)
  • Saving throws now appear above damage for Features & Traits
March 24 (9 years ago)
Falcon
Pro
Sheet Author
Kryx wrote:

I haven't seen "advantaged" showing for attacks without advantage. Can you try changing the roll settings and then changing it back?

Black Falcon:

Never mind.  I didn't get that it is making two rolls but only showing one.

Kryx said:

To the point at hand: If you have trouble reading small font then increase your zoom level (Ctrl + mouse scroll). If there are other ways I can satisfy accessibility please let me know. (I believe I cannot do rems or ems as a result of roll20's coding).
The problem with zoom is that, at least in chrome, it also changes the width of the right sidebar and reduces the available space for the battlemap. I guess I could hide the sidebar when I don't need it.

I guessed that there was some reason you use px. It's ok, I'm using custom CSS for the gm_info anyway, so adding one rule to make the font bigger is not a big deal (12px was readable for me, 11px is too small, it's amazing the difference that 1px makes). I understand that the features and traits box is a wall of text and a smaller font is preferable for the majority of people.  I'm glad you are taking accessibility into account, when possible :D

Love the screenshot of the new spell tab. Can't wait for it to go live.

March 24 (9 years ago)
Tim
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Sheet Author
Compendium Curator
The new spell tab is perfect, thanks man! The best.
One thing I noticed. V 2.2.17 has the Extras for attacks and spells unchecked by default, so if you created your characters with the old version you need to check all the attacks and spells and activate the extras if you are using them
I've said it before, but again -- great work!  I've been watching this post, and now building my next campaign with these sheets!

Do other's have the problem of clicking on "Modify" in certain areas, and when they try to click the trash can to delete, the settings toggle on and off?  I'm assuming it's because the trash can 'overlays' on top of the gear icon for settings.  If it's not expected at this point, I can provide browser & OS details.  Thanks!

(I checked Kryx's latest rundown of features & nice-to-haves to see if it was a known bug -- sorry if I missed a mention of it.)
March 25 (9 years ago)

Edited March 25 (9 years ago)
So I was playing with the genterated Triats and based upon previous threads, a 10% change should prevent the Auto-update from changing the trait. But that doesn't seems to happen.

reproduction path per the reshaped campain.
1: Create new sheet.
2: set Class to Fighter 1
3: use Fighting Style Class Trait - outputs full fighting style details
4: Change Fighting Style Class Trait Freetext to Two-Weapon Fighting
5: 3: use Fighting Style Class Trait - outputs 'Two-Weapon Fighting'
6: change Fighter class level to 2
7: use Fighting Style Class Trait - outputs full fighting style details


Based upon your post :
@Callahan: 10% difference is currently from the length (number of characters) of the freetext field. So if you previously had 10 characters and now have 9 it'll change, but if you previously had "hello" and change it to "water" it will get overwritten next time.
I have hopes to change this, but it would require a sizable effort to track it better (including which ones were deleted).
The title is always changed, though I could implement the same 10% check.
The fields are found by a hidden field, not the name, as the name will change when translating.

I will likely implement racial features in the future, yes. Though those will be a one time thing as they do not scale (except dragonborn breath I think).
The Output of the freetext from the Fighting Style should have been 'Two-Weapon Fighting'

It seems that the freetext is not following the difference method you stated. The Display text is correct.

Edit: this is using the 2.2.19 update.

Edit 2: Pic:
 Edit 3: Pic taken from the Shaped champain 2/24 11:30ish CST
March 25 (9 years ago)

Edited March 28 (9 years ago)
i would like to apologize for my crass behavior. This post was unneeded.
March 25 (9 years ago)
Oh something else!!!
For NPCs if a spell casting trait. They are getting double the spells listed. Looks like the bonus spells are getting filled in with the spells per day in addition to the caster level spells per day. So a Mage shows 8 level 1 spell slots instead of 4.

Also is there a way to set the spell caster lever an npc with entering in the proper freetext for a spellcaster? IE: If I create a new NPC, how do I set it's spell caster level? I can change the casting stat, but I don't see a way to set the casting level.
Truly Minor Request (as in priority):  Can you add the Bard class to spellcaster help text, under the class level in the character section?
March 25 (9 years ago)

Edited March 25 (9 years ago)
Kryx
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Yadira said:

One thing I noticed. V 2.2.17 has the Extras for attacks and spells unchecked by default, so if you created your characters with the old version you need to check all the attacks and spells and activate the extras if you are using them
Extras have always been unchecked by default. The js sets it to checked if certain conditions are met when dragging & dropping.

@Brett as called out in the OP:
There are several known issues in 2.2.17 that have been fixed in 2.2.18, but that isn't the live version. See Page 4 of the previous thread to handle those issues appropriately. They will be fixed in 2.2.18+

@BP: 10% will apply to freetext, name, and display text in the next version. It currently only applies to display_text.
Not sure why the link is relevant as you discussed the issue in the post above.
caster_level is currently only set via the spellcasting trait. I can expose it for NPCs on the spells page though.

@Modnar: Bard will be added on the next version
March 25 (9 years ago)
I am trying to confirm the "correct" usage/differentiation between "Class Features" and "Features and Traits".

My objective is to ensure that players that are new to the system can see core class information on the sheet without having to go elsewhere, so I am going to enter more than the "minimum" level of information.

Based purely on mechanics correct usage appears to be:

(1) Class Features - if there are charges/uses per day (could include racial traits, for example when have spells that can cast X per day)
(2) Features and Traits - everything else

Is this the correct differentiation?

*****
As an example: iIf my assumption is correct then when setting up a Wizard the following class features would go into "Features and Traits":

- Spellcasting ability - Prepared Spells, save DC & attack modifier (description and values)
- Ritual casting (description)
- Spellcasting focus (description)
- Arcane tradition abilities without max. per day (descriptions and values)

My apologies if the question is too finicky (ultimately I could do it any way), however I am trying to "future proof" my set-up as much as possible.



Kryx said:

@Brett as called out in the OP:
There are several known issues in 2.2.17 that have been fixed in 2.2.18, but that isn't the live version. See Page 4 of the previous thread to handle those issues appropriately. They will be fixed in 2.2.18+
Thanks Kryx -- sorry for missing that.
March 25 (9 years ago)

Edited March 25 (9 years ago)
This probably seems like a silly question, but I was looking for some advice on using the new class features stuff. I'm currently swapping my players characters over, and I'm tackling my fighter. Previously he had the +2 from his fighting style (dueling) just added to each weapons damage as a bonus. Is this the correct/best way to do it, or am I missing some sort of feature baked in to the Fighting Style Options? Also I see a few people showing the output of the fighting styles text outputted into the text, presumably from clicking or dragging and dropping? Like you would when you press the weapon you want to attack with. I can't for the life of me figure out how to do this, the Fighting Styles option just doesn't seem to be draggable/clickable only editable.
March 25 (9 years ago)
Vanakoji
KS Backer
@Francesco
My take on it has been "If the player actively uses the ability, and its from the class. It's a class feature" and "If its a bonus, passive, or activates in response to something, it goes in feature's and traits" thought maybe I am not 100% on this, just what I see after looking at how the different classes are.

@Xiavn
The best way to deal with Fighting Style (Dueling) is to go to the settings tab (the tab with the gear icon) and in the middle left of the page there is a "Bonuses and Penalties" section. Here if you put 2 in the damage bonus for melee weapons, then any attack on the core page that is a melee attack will add this to the damage.

I am unsure as to what you mean about output. If you just mean the text itself alone, then when you add fighter levels to your sheet, fighting style is added in for you in the features and traits section. If you just click that (in display mode, click the pencil to enter/exit. Yellow fields/Pencil = edit mode, No yellow fields/Pencil - display mode) it will output to chat as many things on the sheet do automatically.

If you want it added to attacks, then you could either enable the extra field on an attack and enter the text, or use attachers on the settings tab for all attack.
March 25 (9 years ago)
Kryx
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Vanakoji said:

@Francesco
My take on it has been "If the player actively uses the ability, and its from the class. It's a class feature" and "If its a bonus, passive, or activates in response to something, it goes in feature's and traits" thought maybe I am not 100% on this, just what I see after looking at how the different classes are.
The standard I use is almost this. Class Features = active ability. Traits = passive ability.

@Brett: No worries. My mistake for having the issues in the first place. :(
Is there a way to add your proficiency bonus to Death saving throws? Per the PHB on Death Saving throws, "Unlike other saving throws, this one isn’t tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw"

That means the Monk's Diamond Soul should give it its proficiency bonus on Death Saving throws.

Confirmed here: http://www.sageadvice.eu/2016/02/25/is-monks-diamond-soul-feature-intended-to-grant-proficiency-in-death-saves/
March 25 (9 years ago)
Kryx
Pro
Sheet Author
API Scripter
The current way would be to add @{pb} to global saving throw bonus and uncheck all saving throws.

I'll need to add a checkbox for proficiency for saving throws for this feature.