Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Need 4E Sheet Help

Hi! I've been messing around with the 4th Ed D&D Sheet and I've run into a few odd spots: 1. What do you do about armor, as far as making an item that puts the Armor Value, Check Penalty, Speed Penalty and weight into the sheet? It doesn't seem like creating an item does anything. Am I missing something? 2. On certain powers, there are miss related things. How do you write the miss line? 3. Certain powers in the Player's Handbook have things like "1[W]+Strength modifier damage" or "1[W] damage" or "Half Strength modifier damage." How do you get the sheet to call those things (namely the modifiers)? What do you type and where? If these are stupid questions, I apologize. Not a coder and really trying to wrap my head around this. Is there a general guide to how to use the entire sheet, ins and outs, and everything? I was looking for a full tutorial on how to use the entire sheet "for dummies" and couldn't find a thing. Any help would be hugely appreciated!
1403143865

Edited 1403143954
Okay I'll try to go through this point by point. 1. Let's break this down using my Scale Armor wearing Cleric as an example. You can list the Armor in your inventory to account for weight and value: You would list the Armor Value bonus from said armor under the Armor section of your Defenses under the Stats tab: Your Check Penalty, if you have one, would be listed under Armor Penalty on the Skills section of your Stats tab: Your Speed Penalty would be recorded under the Armor field of the Movement section of your Stats tab: The next 2 points have to do with making macros for your powers and I'll address them both at once. For starters, under Settings check as many power boxes as you think you'll need, you can add more later. Then, under the powers tab, you'll see by default something like this: With a generic macro that looks like this: /me uses @{power-10-name} [[1d20+@{power-10-attack}]] vs @{power-10-def} Hit: [[(1*@{power-10-weapon-num-dice})d@{power-10-weapon-dice}+@{power-10-damage}]] Damage Hit: [[1d6+@{power-10-damage}]] Damage If you know 4e most of the information to fill in here should be obvious. If it's an At-Will, check At-will, Encounter check Encounter etc. If you're rolling a melee based attack make sure you've set up one or more weapons appropriately under the Inventory tab. I'll use my Morningstar swinging Cleric as an example, here's how I set up mine: I've got a +1 to hit from a feat, the weapon deals 1d10 with a +2 proficiency bonus, and it's not magical so the Enh field is 0. If you select this weapon as part of the Power, it will include itself in your to hit and damage rolls. I'll use your 3 examples and show you how to adjust the default macro that's generated. Once again, here's the default, and then I'll show the adjustments: /me uses @{power-10-name} [[1d20+@{power-10-attack}]] vs @{power-10-def} Hit: [[(1*@{power-10-weapon-num-dice})d@{power-10-weapon-dice}+@{power-10-damage}]] Damage Hit: [[1d6+@{power-10-damage}]] Damage For starters, in all of these examples we're using a melee weapon, so we can remove the last line. That is set up for Spells or Implement damage where you'd deal something like a flat 1d6+Appropriate Modifier. You'll only need one or the other, not both. "1[W]+Strength modifier damage" This would look pretty much as written: /me uses @{power-10-name} (this will show up as emote text of Charactername uses "Whatever you put in the Power Name field") [[1d20+@{power-10-attack}]] vs @{power-10-def} (This will output a d20 roll plus the number shown in the Attack field of the power card vs. Whatever you select as the Defence on the power card, in this case AC) Hit: [[(1*@{power-10-weapon-num-dice})d@{power-10-weapon-dice}+@{power-10-damage}]] Damage (This will output 1 damage die of the chosen weapon plus the chosen Ability modifier chosen from the dropdown field of the Power Card) "1[W] damage" Merely remove the section referring to the chosen Ability modifier damage, the +@{power-10-damage} "Half Strength modifier damage" Make the Hit line read: Hit: [[(@{power-10-damage})/2]] So this is the chosen Ability modifier damage divided by 2. So to demonstrate this, I'll show how I translated one of my Clerics At-Will attack powers into the Macro language used by the Character Sheet. Here's Weapon of Divine Protection: Here's what I put into the Power card fields: And here's what the adjusted Macro looks like: /me uses @{power-3-name} [[1d20+@{power-3-attack}]] vs @{power-3-def} Hit: [[(1*@{power-3-weapon-num-dice})d@{power-3-weapon-dice}+@{power-3-damage}+1d6]] Damage. Effect: Until the end of my next turn, my allies gain a +2 power bonus to all defenses while adjacent to me. So the first two lines we leave untouched. The Attack bonus is calculated by my choosing the Strength ability and using the appropriate bonuses from my choice of Weapon One, the Morningstar I showed you before. The Hit damage roll requires one adjustment. If you notice on the Weapon of Divine Protection power card from my character sheet, it deals an extra 1d6 if it's made with a simple weapon. A Morningstar is indeed simple so we'll need to put this extra damage into the macro to compensate. This is accomplished by simply adding that "+1d6" you see at the tailend of the in-line roll. The Effect section is written as a separate line because it activates even on a miss. For arguments sake, if this attack dealt half damage on a miss, I would just write a line underneath Hit that read "Miss: Half Damage" and calculate that from the previously rolled damage. Also for arguments sake if this attack dealt 2[W] instead of 1[W], all you would adjust is the number before "*@{power-3-weapon-num-dice})" so in that case the Hit line would read: Hit: [[( 2 *@{power-3-weapon-num-dice})d@{power-3-weapon-dice}+@{power-3-damage}+1d6]] Damage. When rolled it comes out like this: In general, this part of the Character sheet helps you generate some useful attributes and fill in some of the appropriate fields but it still requires some working knowledge of the Roll20 macro system.
This is fantastic, thank you so much! So it seems like certain things like armor you just carry over a few numbers from the book vs having a special spot for all the gear info. also I think I was also wondering about how feats work? I saw that there's a section for them but if I recall I was pretty wide open. What's the best way to tackle things like situational bonuses and whatnot when it's not a thing that can be generally applicable to the whole character all the time? Once again thank you so much for your help, this is brilliant !
1403146557

Edited 1403146611
Some things like Weapon Expertise bonuses have appropriate fields listed under the Weapon stat block on the inventory screen, but some are a lot more fiddly than that. For example on my cleric my Battle Cleric lore gives a +2 power bonus to hit rolls for a turn after I use a surge expending healing power on an ally. I either have to remember this or in my case I just wrote it in to the Effect line of the relevant abilities. For things like situation modifiers, it depends. If you want in the inline roll to hit you can add something like "?{Combat Advantage?|0}" so: [[1d20+@{power-10-attack+?{Combat Advantage?|0}}]] This would put up a prompt window every time you rolled the macro where you can input any sort of bonus you like: Personally I find having a window pop up every time I roll a macro kind of irritating. If I'm flanking and have to add +2 or add a +1 for charging I just make the roll and tell the DM my 27 is really a 29 or what have you.
1403151845
Lithl
Pro
Sheet Author
API Scripter
notBowen said: "Half Strength modifier damage" Make the Hit line read: Hit: [[(@{power-10-damage})/2]] So this is the chosen Ability modifier damage divided by 2. This should be @{strength-mod}, not @{power-10-damage}, since you might have feats increasing your damage with a morningstar, but "half strength" isn't a morningstar. It's half of your strength modifier. (It's also unlikely to be a weapon attack, so it wouldn't use the morningstar's attack bonus either, but that would require knowing more about the power in question.)
Yeah, that's right. I hadn't messed with the Enhancement field so I didn't realize that scaled.
This is fantastic, you guys. Thanks! I'd also be super interested in any other tips you guys know off the top of your head; rules of thumb, things that make it easier to understand, etc. I've got a group who, including myself, have never used roll20 apart from watching the into video so anything to make a game run relatively smoothly would be amazing. Thanks again!
1403176833
Alex L.
Pro
Sheet Author
Andrew G. said: This is fantastic, you guys. Thanks! I'd also be super interested in any other tips you guys know off the top of your head; rules of thumb, things that make it easier to understand, etc. I've got a group who, including myself, have never used roll20 apart from watching the into video so anything to make a game run relatively smoothly would be amazing. Thanks again! You should always use the floor command when dividing any value in 4e, and there is an error in the AC where if you don't change it the ability mod and armor will be added in when it is ment to be one or the other. Other than that the sheet is as simple as it will ever get.
One more question that popped up: So we're looking at the sheet, got powers figured out, and now want to try to make them macros on the tabletop so we can do the rolls without going into the sheet itself. Is this possible? We tried making the macro and copy-pasting the power macro information into the table-top macro and it wasn't correct. Is there a way to do this?
This is actually mentioned in the sheet in the third info box for "Power Examples". The basic method is to create a new ability in the attribute and abilties tab, name it for the power you want off the sheet, and copy the following into the macro box: %{charName|-power-[number]} Replace charName with the name of the character, and number with the number seen in the bottom left when you click on the settings for the relevant power on the character sheet. Finally, check the box to make the power a 'token action'.
Oh cool, thanks Martin! I remember reading it but not really understanding what they meant, then forgot about it. Perfect!