GiGs said: Michael D. said: 1. Do you handle the difference between skilled and unskilled? I've never caught the current sheet making an error, but then again, I've never caught it being right. It it is possible to use skills when unskilled (as long as they don't require training and are bold in the skill list in the rule book). However, you only roll again and add on 10 and not on a 10 or a 20. Does your sheet handle the difference by somehow recognizing that there is not a skill add in the skill being rolled? I hadnt considered this. It should be possible to handle this with some tweaking of the roll, and rolltemplate. As with most special cases in roll20 dice rolls, it'll be a bit clunky on the coding side, but should be do-able. At present, it does allow you to roll skills that require training when you are untrained. I added the underlining of the name, so people would have a reminder that they shouldnt do that, but if I'm tweaking for the special rolls required, it'll also be possible to block those rolls So, a couple of comments here. First, at some point in time there has to be trust between the GM and players. Second, I don't know that I'd go all the way to preventing the players from rolling skills that require training unless you really want to put the effort in. I'm not a programmer, but it seems like a lot of work to me. If the skill is bold (just like in the book), they they should know. I'd appreciate it if you did, but not sure it is worth the effort. Aaaaannnnnddddd...while we are talking about the difference between skilled and unskilled...remember...that UP's work the same way. An UP allows a second skill roll, just like the first, rolling again on 10's and 20's (as appropriate, just like the first roll). Unlike a possibility, it does not guarantee a minimum of a 10. So a skilled character with an up making an attack roll, rolls a 7 on the first die, gets a 2nd die for the UP and rolls a 20, they are skilled so they roll and add getting a 5 for a total of 32 (7 + 20 + 5). If that same character were unskilled, the same event would be a roll of 7, followed by a 20, and that's it for 27 (7 + 20). Since the second roll allowed by the UP is a skill roll, and they are unskilled, no roll and add on a 20. I handled this in my game by making an "unskilled" macro that is a token action available to all players. When they want to make an unskilled test (and my mage keeps running around the Living Land making unskilled survival tests), they have to use the macro and do it the hard way. GiGs said: Michael D. said: 2. How do you handle disfavored or the loss of the first re-roll? Aysle just recently added the disfavored function in the roll mechanic, and in the past before disfavored came out I'd created some monsters for my homebrew that have a similar ability. When disfavored, the player (or villain as the case may be) looses there first re-roll. So, if they roll a 10, there is no second die, they have 10. They can then choose to spend a possibility and cards to get additional re-rolls if desired. The current sheet does not seem to deal with it at all, or if it does it's all in the background for unskilled and doesn't handle disfavored. I could see the roll mechanic asking the question if the test is disfavored and calling a different roll. So...if skilled would need to use Roll = [[1d20!10!!]], if unskilled would use Roll = [[1d20!=10]], and if disfavored would use Roll = [[1d20]]. I dont have the Aysle book and hadnt seen this ability. You're right the old sheet doesnt cover that (nor does it cover the untrained bit from q1). This one's a bit trickier. I'll think about how to handle this, if at all (I might leave it for the API script later). Does Disfavoured only affect 10s. Do you still get the reroll one 20s? Disfavored affects the first reroll, period, regardless of source. From the book: "Disfavored is a new game term referenced by multiple Ayslish spells and effects. When a character’s test is Disfavored, the first extra die that would be added to the total is ignored instead. Thus if the character rolled a 10 no extra die would be added, or if the character was Up no second die is rolled and added. Even if the character spends a Possibility, no die would be rolled or added. Only the first die is ignored, so if a Disfavored test rolled a 10, and then a Possibility is spent, a new die would be added normally for the possibility. Favored cancels out Disfavored completely, and vice-versa." From a character sheet / rolling tests standpoint, the only thing that you would have to worry about is the roll again on 10's (or 20's if the hero is skilled) when the initial test is made. Effectively, if the hero (or villain if you use character sheets for your villains like I do) is making a disfavored test, it is /roll 1d20...that's the call. If the hero has an up...well then they loose that and don't push the button on the screen. If they want to get a roll with a possibility they have to spend a possibility and a hero or drama card just to get one roll...but that's all after the fact and can be handled manually at the table by the players. Again, I'm not a programmer, but I think to account for this you have to insert a question into your call asking if the roll is disfavored, and if it is calling the /roll 1d20? Maybe not....maybe you can add a disfavored button to the character sheet?????? GiGs said: Michael D. said: 3. Do defenses pull values from the skills section? Are they linked? In some situations the attributes skills are based on change. It doesn't happen very often, but it does happen somewhat regularly in my game. So, if for some reason that makes good story sense I have a player temporally change the attribute their intimidation is based on for a particular situation, will the defenses section autocalculate? Defences pull values from the skill section automatically, and they have a mod box next to them so you can modify them independently of the skill its based on. There's no provision for changing the attribute its based on. The onlly way to do that wiould be to add the difference in the mod section. So if you have a DEX of 7 and a Spirit of 9, and for some bizarre reason this Dodge roll was based on Spirit, you'd stick 2 in the Dodge Mod box. Note that defences are never rolled directly, AFAIK, so you can do this kind of thing manually - just talking to each other - without having to adjust the stat. (Active Defence is a special case.) Toughness and Shock are not affected by temporary changes in their governing attributes, btw. Actually, it works the way I expected. Below find a screen shot with intimidate based on Spirit (like normal) and intimidate based on Strength (just for something to change). Both the skill value and defensive value changed. So, the answer to my question is yes, if for some reason as a game master I decide that the hero's in a specific situation need to base a defensive skill on a different attribute temporally, they can change the character sheet and the value updates automatically. GiGs said: Michael D. said: 4. I'm interested in what you think is going to go into the Mob's / Threats tab? I've actually created "players" for all my villains on the current character sheet and put copies of all of them in my game titled "Monster Manual", so I can use them again later. My workups for "mobs of mooks" is pretty basic, where named villains usually get the full treatment. But I'm not sure what would be different to need a Mob's / Threats tab. And by putting the front of the threat card as the avatar for the villain and placing the villain in the heroes journal they can see it and pull it up at any time without accessing the character sheet itself. And then I don't have threat cards as handouts wandering around everywhere. It's intended to be a stripped down listing so you can stat up a bunch of enemies quickly without needing a full character sheet. There are threat cards produced by Torg Eternity's publisher that will serve as the model, but that tab isn't designed yet so I'm open to suggestions on what people think should be included. Ok. Not sure I would use it then, but it could be good. Currently I either import the publishers threat cards, or, make my own (I created a simple word template that lets me do the same thing, then export as image, import into game). As many of my villains have miracles, spells, psi, etc I use the character sheet. While playing I can pull that sheet up as a separate window and make all the appropriate skill tests, attack rolls, etc. GiGs said: Question: on an Unskilled roll, when you use an UP or Possibility, do you get to reroll those on 10s? Absolutely! Basically, heroes and villains always reroll on 10's, whether unskilled or not. If they are skilled, they reroll on 20's. If a possibility is spent, the minimum roll with that possibility is always 10 (it doesn't matter if they are skilled or not). Thanks for the explanation again of how Roll20 handles the different roll methods. I kind of remembered it from a year ago when I wrote my unskilled macro set when I was a regular user. That what what I thought I remembered. But it's been so long that I wasn't sure. The refresher was appreciated.