Chris A. 
said: Likes The editable macro fields for melee attacks, special
	abilities, non-weapon proficiencies, & spells.    
	  I like to give access to as much of the roll as possible
	to allow customization.  One of the changes I am planning to make is
	to make these areas hidden by default, but expose them with a simple
	click for editing. 
	     The choice of using either an editable To-Hit AC
	table or THAC0 for attack rolls. 
	 
	 I was initially against including THAC0 on the 1e
	sheet.., but I know a lot of people like it and use it. My goal is
	to keep these types of features optional if possible to appease
	“by-the-book” players/dm’s as well as those that like some of the most common variants/alternative mechanics introduced in some of the
	expansion books. (UA, WS, DSG, OA) 
	   OSRIC rules offer Specialization and Double
	Specialization for weapons (Fighters only) which increases to-hit,
	damage, and # of attacks/round which I am currently applying using
	the ToHitBonus and AttackDmgBonus fields within the Weapons section.
	I am also using an early Dragon magazine article about exceptional
	quality, non-magical weapons which may add a bonus to hit or to
	damage. The aforementioned fields will accept either a single number
	or a number+number combo which is helpful in keeping track of
	stacking bonuses. 
	 I will be increasing the size of these inputs to
	accommodate longer formulas. 
	   Not having pull-down menus for Armor: and Shield:
	fields allows many possible name entries instead of a limited few. 
	 I really dislike selects with X amount of options unless
	they are clearly the better choice than an empty input. 
	 
   Observations  
	  There is an entry for Backstab in the Thief Skills
	section, with a default value of 2 (damage multiplier, I assume). Is
	there an intent/need for a roll button and an editable macro field
	located beside this? 
	 This was a field that was added to simply indicate a
	Thief’s current back stabbing damage multiplier but it’s not
	currently being applied to attacks.  I’ll need to think of how
	this can best be applied given it should only apply for a
	Thief/Assassin and on a backstabbing attack…  This might be best
	handled with an optional backstab query checkbox.  If checked, each
	attack would generate a backstab query. ie
	“?{Backstab?|no,1|yes,@{backstab}}” where all damage rolls would
	be multiplied by 1 for a normal attack or the backstab attribute
	value if a backstab. 
	   Entering a negative modifier in the
	@{MentalSaveBonus} field (WIS) results in a "1" for all
	MentalSave-roll button presses; positive values for the Bonus field
	work as expected. 
	 Another field that was added onto the original sheet,
	but I’m not sure it’s really part of 1e raw (quick view of my PH
	and DMG)...  Maybe for psionics?  I know the attribute has “Bonus”
	in its name, but I think this is supposed to be a target number to
	beat, same as the standard saving throws.  Thoughts? 
	   KnowSpell-roll seems to have its cs/cf values
	reversed in the rolling equation. This chance is supposed to get
	better as INT increases but it shows up as more failures (red-boxed
	rolls) as this value goes up. 
	 Bug.  It’s fixed in beta. 
	   Armour cost is counted twice, once from up near the
	AC box and once from the Equipment list. It would be better if the
	cost were entered only within the Equipment list and populated to
	other boxes from there if required. 
	 Only enter armor/shield wt/cost in the AC section.
	Weapon entries should be similarly handled.  No need to duplicate in
	the equipment list.  
	 
	   Armour weight is counted twice if the "carried"
	box is checked in the Equipment list with a "Wt" value
	present (but in the Equipment weight subtotal field), if it's also
	entered up near the AC box (again, better if the weight is entered
	in the Equipment list and populated elsewhere as required, like
	armour cost above). If you remove the entry from up near the AC box,
	the Armour weight subtotal field in the Equipment list goes blank. 
	 Armor/Shield and Weapons should be kept separate from
	the equipment list.  You can enter those items on the equipment list
	but to prevent duplicate wt/cost them at 0. 
	 Just noticed a bug though... the items cost isn’t
	included unless the “carried” box is checked…  Logged. 
	   Some spells' AoE, range, and damage vary by level of
	caster. Using @{level} value for these spell effects within my own
	macros seems to create a naming conflict with another, similarly
	named (likely repeating) variable. Referencing and altering the
	level value in the pulldown menu from inside the spell entry itself
	works, but that also moves the spell to a different tab in the Spell
	section. I assume that this will be fixed as a result of the next
	big sheet update as it's possibly related to "repeating"
	variable names. 
	 Correct. This was one of the attribute naming issues I’m
	fixing by creating all new, uniquely named repeating attributes on
	the sheet. Currently, @{level} within a repeating spell row only
	refers to the spell’s level.  The new attribute is “spell_level”
	more specifically, “@{repeating_spells_$X_spell_level}”  If you
	need to refer to you caster level, @{level}, @{level_2} and
	@{level_3} as applicable, should work. 
   Questions/Wish List  
	  How difficult would it be to create a 1e Compendium
	for spells, magic items, and monsters? I presume the OGL allows for
	use of the content in this manner. Is the biggest hurdle to overcome
	"just" the physical data entry? 
	 Roll20 doesn’t allow or have a means to create custom
	compendiums…  It’s a popular suggestion/request, but currently
	only a handful of gaming systems on roll20 have a compendium
	integration. I think most of those have some type of licensing
	contract between with the game’s manufacturer and roll20.  Some
	things might be able to be included within the sheet, but I’m not
	sure of the legalities in doing so. 
	   Would it be feasible to "only" create a
	Monster version of the Character Sheet in the interim? 
	 
	 I’m planning on adding a monster/npc tab. 
	   Can roll buttons be dragged from the sheet down onto
	the macro bar? I can't seem to make it work. 
	 All roll buttons should allow drag/drop to the macrobar.
	 Make sure your sheet isn’t popped out into it’s own window,
	otherwise drag/drop doesn’t function. 
	   Should the "init-roll" feed the Turn Order
	tracker? I saw this question elsewhere in the threads. AD&D
	surprise and initiative seemed to be rarely handled correctly
	back-in-the-day, and I don't want to implement the 20-page ADDICT
	summary. But having the turn order visible to all players would be
	convenient. I've implemented it through a Token Action but, in
	OSRIC, the player's roll is the segment their opponent acts in, and
	vice versa. I added a Macro Bar button for a simultaneous
	party/opposition Surprise roll, with a cf<2. 
	 
	 There may be a way to make adding tokens to the turn
	tracker after rolling the init button optional.  At a minimum, I can
	probably expose the Init roll macro-text for customization. I’ll
	need to revisit/investigate. 
	   Is there value in adding an on-sheet Bless/Curse
	checkbox to apply +1/-1 to hit and +5%/-5% to morale respectively? 
	 Might be too niche…?  I’m open to discussion. ;-) 
	   Is there value in adding an Infravision button with
	a field for its range value? Would this help at all when using 
	Dynamic Lighting or Fog of War effects? 
	 Doing so would probably only be for reference purposes.
	Sheet-Token integration is rather limited. Token’s can be set to
	use the character_name(automatic when using “represents”) and
	the 3 token bars current and max fields.  The API(pro feature) could
	probably be used to set token settings based on the sheet’s
	attributes, but a sheet cannot to that on it’s own. 
	   Is there value in adding a checkbox or simple Y/N
	toggle to indicate that the XP Bonus is applicable? 
	 XP is tracked manually.  So that would simply be a
	visual indicator/reminder when XP was awarded. I’m fine with that. 
	   Can the size of the DamageSmallMedium and
	DamageLarge fields be increased by 1 or 2 characters? Entries such
	as 1d6+1 are truncated visually. 
	 Absolutely. 
	   Is there value in adding another space for an AC
	entry without DEX bonus (while spellcasting, unawares, etc.)? 
	 Flat-footed? 
	   Is there value in adding a field/button for other
	forms of Protection (ring, cloak, etc.) because these can affect
	Saving Throws as well as AC? 
	 Maybe a “misc_ac” that’s included with AC total? 
	   Is there value in adding buttons for conditions like
	Haste or Slow that can affect movement & RateOfFire? 
	 Conditions/Buffs might be a nice feature.  Might be
	above my scriptor level to implement (definitely js/sheetworker
	territory).  Could be something added down the road just because I have a feeling it may be "complicated". :-| 
	   I am of two minds with respect to the AC field being
	non-auto-calculating. I could argue for either side. Once that can
	of worms was open, would people also expect automatic calcs for
	without shield, without DEX, from behind, without their +4 Defender
	sword, etc.? 
	 KISS 
	   It may be nice to have a field for the to-hit
	penalty value when using a weapon with which you are not proficient.
	This could be combined with a checkbox in each repeating weapon
	entry to denote "Proficient" that could auto-apply the
	penalty to an attack roll if it's not checked. I wonder, though, how
	often PCs use weapons that they are not proficient with, that they
	would actually bother creating an entry for. At the very least, have
	a field somewhere near the Weapons section to contain the
	non-proficient penalty value as a reminder to the player. 
	 Probably worthwhile.  Un-checking a “Proficient” box
	would uncover a penalty field which would be included with the
	attack roll. 
	   Seeing which spells are memorized requires a lot of
	clicking on each tab in the Spell section. Is there a non API-script
	method to create a macro that parses the entire list and displays
	only those spells which have a non-zero
	@{repeating_spells_$X_memorized} entry (i.e. your daily list)? When
	each casting buttons is pushed, can their #Mem counter be
	decremented and, at zero, the spell disappears from the daily list?
	This may be too far too awkward to create given Rolls20's
	limitations or, indeed, totally unwanted by any players. 
	 
	 I don’t think there’s a non-API method for
	automatically manipulating attribute data (ie decrement/increment
	values).  There is probably an on-sheet method(using css and a
	checkbox) to show only the memorized spells.  I might be able to
	create a whispered chat-based menu of spells(complete list or just
	memorized) as well... 
   My last big question: Is there a repository somewhere of
1e specific macros that I can eventually contribute to?  Not that I know of. Some of the other sheets/systems on
roll20 have shared their macros on/off the forums.  Most definitely a
beneficial asset.  Unfortunately, any 1e macros that used the old
repeating names will need to be edited/updated after the migration
update is live.  I’ll probably need to add an announcement at the
top of the sheet before going live.  Only a small number of users
ever come to the forums.  best regards, Chris  That took a while.  lol