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D&D 3.5 Sheet upgrade

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Eradan said: Edit: There's also an empty line that appears in the chat log every time I roll for damage only. No idea where that comes from. Sorry Eradan for taking so long to respond to you. I create a new game to check this problem, but I cannot reproduce it.  Could you post an image? If I understand when you click the button "Damage Roll" after the box there is an empty line, right?
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Rebecca R. said: How do you get domain spells to show on the "print Spell list" I click on the check mark and it doesn't seem to make a note if its Domain or not." Hi Rebecca I add the information if the spell is a domain spell
Is there any way to add the maneuvers to a macro? I am familiar with how to add macros by copying the macro for the button but I can't find the info to make one for Maneuvers. 
Hoyer said: Eradan said: Edit: There's also an empty line that appears in the chat log every time I roll for damage only. No idea where that comes from. Sorry Eradan for taking so long to respond to you. I create a new game to check this problem, but I cannot reproduce it.  Could you post an image? If I understand when you click the button "Damage Roll" after the box there is an empty line, right? No worries, life is more important than hobbies. I've made step-by-step screenshots: Here is what it looks like to the players: What about the crit calculation?
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Edited 1639060871
Hello, I'm new to the forum but I've been using the 3.5 sheet for some time and found some problems recently with crit damage calculation. I'll try to make it as understandable as possible, from the problem, to my not-perfect-solution, to the solution that should be changed in the sheet for it to work properly. The problem: My players don't have the correct crit damage calculation in their attacks. The weapon damage in the "extra damage" from the crit is not the same as the weapon, but instead, a strange calculation of:  [[ (@{weapon2critmult}-1) ]]d6  As per 3.5 rules, critical damage is: " A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together. Unless otherwise specified, the threat range for a critical hit on an  attack roll  is 20, and the multiplier is ×2." I've played with a bit of my interpretation all my life and I know this might be wrong but this is how I do it. There "could" be 2-3 ways of calculating crit damage: -Roll damage OF WEAPON a number times equal to crit of the weapon, add bonuses. (bonuses added once) -Roll damage OF WEAPON, add bonuses, multiply by crit of the weapon. (bonuses added twice, by effect of multiplication) -Roll damage OF WEAPON, add bonuses, and repeat the roll with bonuses as per weapon crit. (bonuses added twice) In any case, no matter how you do it, the WEAPON DAMAGE is the same in the normal attack damage and the crit damage. But for some strange reason, the 3.5 sheet has this "[[ (@{weapon2critmult}-1) ]]d6" as weapon crit damage. This is an attribute without box in the sheet, only visible in the attribute section. Second problem: As you can see in the images above, the crit damage has a multiplicator of 2, being that you should make a normal damage and 1 times crit damage. BUT this multiplication is only applied the de bonuses to damage. In the case that this were a 3x crit weapon, the "roll" wouldn't calculate it right, as it would leave the weapon damage out of the "2 times multiplication" for the extra damage from the crit. (instead of "2 times [weapon damage + bonuses]"; it is doing "weapon damage + 2 times [bonus damage]"  ) Hope this makes sense, image above to see example, but the image is a 2x weapon, so the multiplicator is of 1 How I fixed it: For example, in a character that uses a weapon with 2d6 damage, i had to put this line in the "  weapon1crit " attribute: [[ (@{weapon1critmult})-1 ]] *(2d6 + ( @{weapon1damagestat}[Weapon Dmg Ability] +@{weapon1enh}[Weapon Enh] +@{weapon1specialize}[Weapon Spec] +?{Power Attack Bonus?|0}[Pwr Attk] +?{Additional Damage Bonus?|0}[Ad'l Dmg Bon])) This line makes 2 things: -Establish the weapon damage in the crit damage part of the calculation as 2d6, the correct ammount. -Allow for the correct multiplication of all the damage+bonuses in case of a >2x crit, with the [[ (@{weapon1critmult})-1 ]] *(  at the start. Solution final: -Add a "weapon crit damage" box in the sheet, or make it "pre determined" that the crit damage calculation uses the correct weapon damage -Make sure that the crit calculation multiplies all the damage (or only the roll, as per the rules chosen), instead of only the bonuses to damage. So... yeah. I'm sorry if this is too much, but it's my first time reporting a "bug". Maybe the problem is mine and i would like to hear your opinions on it. UPDATE: I've edited the pages of all my players and results are.... good, but confusing. -Some of them didn't have the weapon1crit atribute in the atribute section. -Some of them had only the weapon1crit -One of them had weaponXcrit, being X the 1, 2, 3 and 4 of respective weapons. And this is being that, at least, each of them has 4-5 weapons.... I have no idea of what is happening anymore, but the fix I made works, so..... that's good?
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Edited 1639181225
Hi Sandman, your post it's very clear and you said something similar to Eradan.   I try to respond to you and Erand. I'm pretty sure there is a box in the DM Guid that says that you can calculate the critic by multiplying the damage... may be I'm wrong. In the sheet there are two box: Damage (dmg): the standard damage, for example longsword 1d8 Var Damage (vDmg): this field should be used for variable damage, for example flaming longsword 1d6 The total damage i calculate with this macro: @{weapon1statdamage}[Dmg]           - the field Damage + @{weapon1damagestat}[Weapon Dmg Ability] + @{weapon1enh}[Weapon Enh] + @{weapon1specialize}[Weapon Spec]    - all constants bonus + @{weapon1vardamage}[Var Dmg]     - the variable damage + ?{Additional Damage Bonus?|0}[Ad'l Dmg Bon]    - other bonus For flaming longsword: 1d8 (Dmg) + constants + 1d6 (var Damage) If you must calculate the critic damage you should multiply only the first two elements: 2* (1d8 (Dmg) + constants) + 1d6 (var Damage) Or you can calculate the standard damage and the standard damage without the variable damage: 1d8 (Dmg) + constants + 1d6 (var Damage)      - standard damage + 1d8 (Dmg) + constants                                    - standard damage without the variable damage If you use ad flaming axe instead a longsword, you must multiply the damage three times: 1d8 (Dmg) + constants + 1d6 (var Damage)      - standard damage +(3-1)* (1d8 (Dmg) + constants)                         - standard damage without the variable damage This is "almost the same" as multiply the damage three times:  3*(1d8 + constants) +1d6 Am I clear? Do you agree? Tell me if I'm wrong so we can find a solution
Hoyer said: Hi Sandman, your post it's very clear and you said something similar to Eradan.   I try to respond to you and Erand. I'm pretty sure there is a box in the DM Guid that says that you can calculate the critic by multiplying the damage... may be I'm wrong. DMG Critical Hits paragraph: DMG Critical Hits sidebar 1: DMG Critical Hits sidebar 2: None of them mentions doubling the result of one dice instead of rolling more dice. As you can see here  (the math isn't tied to a specific edition, so it applies to 3.5), the crit calculation currently used is more dangerous to the PCs.
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Hoyer said: Am I clear? Do you agree? Tell me if I'm wrong so we can find a solution I agree with this. I just had some troubles with the actual sheets.  By more trying and failing, my group and I came to the conclusion that "having touched some things from the previous versions", and now having a box for the weapon damage, the macros of some characters got a little mixed up. We got it all fixed and called it a day. Eradan said: None of them mentions doubling the result of one dice instead of rolling more dice. As you can see here  (the math isn't tied to a specific edition, so it applies to 3.5), the crit calculation currently used is more dangerous to the PCs. I believe this is true. But there is also the thing that different tables have different rules for criticals. Many people use different methods, as it brings different results. I find fine the one of doubling the result of 1 dice throw, but i also acknowledge that it tends to bring more "extreme" results. Just to sum up all options: -Throwing dice THAT many times (results are more balanced toward mean, gauss distribution) -Throwing dice of weapon, and multiplying THAT many times. (more extreme results, even distribution all damages) -Throwing dice of weapon X times, and adding THE MAX of the dice that you would throw normally. (A nifty one for always having "significant" criticals.) Explained in numbers, these would be something like this for a Bow, which is a 1d8/x3 weapon. -You roll a crit. 3d8 is the number of dice rolled -You roll a crit. 1d8 is the number of dice rolled, multiply by 3 the result. -You roll a crit. 1d8 would be the normal damage, so you take 8. And now roll 2d8. (8+2d8) I think making the sheet to be able to select for different kind of critical would be too much work for you all, so i would just stay with what we have now, which is good. I'm just saying this to give some options, but if you want to take it by the book, this is the rules of the d20srd.org : Critical Hits When you make an  attack roll  and get a natural 20 (the d20 shows 20), you hit regardless of your target’s Armor Class, and you have scored a threat. The hit might be a critical hit (or "crit"). To find out if it’s a critical hit, you immediately make a critical roll—another attack roll with all the same modifiers as the attack roll you just made. If the critical roll also results in a hit against the target’s AC, your original hit is a critical hit. (The critical roll just needs to hit to give you a crit. It doesn’t need to come up 20 again.) If the critical roll is a miss, then your hit is just a regular hit. A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together. Unless otherwise specified, the threat range for a critical hit on an  attack roll  is 20, and the multiplier is ×2. Exception:  Extra damage dice over and above a weapon’s normal damage is not multiplied when you score a critical hit.
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Edited 1639606104
Eradan said: As you can see here  (the math isn't tied to a specific edition, so it applies to 3.5), the crit calculation currently used is more dangerous to the PCs. For sure, it's a simple probability problem.
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Eradan said: None of them mentions doubling the result of one dice instead of rolling more dice.  sandman said: if you want to take it by the book, this is the rules of the d20srd.org : Critical Hits When you make an  attack roll  and get a natural 20 (the d20 shows 20), you hit regardless of your target’s Armor Class, and you have scored a threat. The hit might be a critical hit (or "crit"). To find out if it’s a critical hit, you immediately make a critical roll—another attack roll with all the same modifiers as the attack roll you just made. If the critical roll also results in a hit against the target’s AC, your original hit is a critical hit. (The critical roll just needs to hit to give you a crit. It doesn’t need to come up 20 again.) If the critical roll is a miss, then your hit is just a regular hit. A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together. Unless otherwise specified, the threat range for a critical hit on an  attack roll  is 20, and the multiplier is ×2. Exception:  Extra damage dice over and above a weapon’s normal damage is not multiplied when you score a critical hit. Ok, I may have been wrong, but the real problem is to define the number of dice. If you write 1d8, it's quite easy, but you can write 1d8+2, or 2+1d8. I can try to create a specific macro to analyze the damage filed and than extract the number before the 'd'.
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I don't think you'd need to analyze the damage that way, since both the dice and the static modifiers are doubled.  you could simply have an expression that rolls the damage line twice (or three times, in case of triple crit weapons), and adds them together. so if for example, a sheet had an attribute called "damage_roll" that was maybe set to "2d6+5", then the expression [[@{damage_roll}+{@{damage_roll}]] is going to give the equivalent of 4d6+10.
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Yes, this is a great idea!!!!
Alan S. said: "so if for example, a sheet had an attribute called "damage_roll" that was maybe set to "2d6+5", then the expression [[@{damage_roll}+{@{damage_roll}]] is going to give the equivalent of 4d6+10." I suggested this months ago but Hoyer does not seem to get it.  Compartmentalize the modifiers in one area, then, draw off those areas for a singular macro.  Add in "new attack/damage" section.  Put a place to add your modifiers/damage/critical range etc.  Put a *SINGLE BUTTON* that rolls everything at once, deriving from what you added to the new section.  Do that instead of working with the existing macro sheet - just leave it alone.
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No Beardymagics, i didn't forgot your suggestion!!!   But is very complecated, but I'm working on this feature.
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Hello guys, one question. How do I input, inside a macro, the function that occurs when i press the "Grant Maneuvers" button? (It's in the Sheet>Spells>Maneuvers) I can't find the line that makes it work. Thanks in advance
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Hey, I got into your test game, but as I am not a GM I cannot check out the new ideas for the sheet. I particularly wanted to check out the turn undead macros, but as it is I just have the old updates, and the macro for the Turning Check doesn't seem to be working right.  Also, I didn't see anyone mention it, though I might have missed it, but could you put in an auto-calculation for cross-class skills? As it is there is a box that you can check to indicate they are class skills, but it doesn't have cross-class skill needing 2 points to raise the rank. Not sure it is possible, but it would be nice if it could be done.
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Hi Sandman, all buttons of this section are different from the other ones (for example the attack macro), you cannot change the macro. This action is created for crusader, and read the three field "Maneuvers Known": Maneuvers Known - first filed Maneuvers readied - second field Maneuvers granted at the begin of the combat - third field All these fields must be fulfilled, and you must check the third (on the right) check box for all readied maneuvers you choose. When you press the button the first time (at the begin of the combat), the macro enable some maneuvers (depending of the valued of the third filed) (check the second check box) and you can use only these maneuvers, the second time it enable only one maneuver.   When you use a maneuver you should check the first check box.
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Shem A. said: Hey, I got into your test game, but as I am not a GM I cannot check out the new ideas for the sheet. I particularly wanted to check out the turn undead macros, but as it is I just have the old updates, and the macro for the Turning Check doesn't seem to be working right.  Also, I didn't see anyone mention it, though I might have missed it, but could you put in an auto-calculation for cross-class skills? As it is there is a box that you can check to indicate they are class skills, but it doesn't have cross-class skill needing 2 points to raise the rank. Not sure it is possible, but it would be nice if it could be done. Hi Shem I promoted you to GM, however, at this moment this sheet is equal to the official sheet because I'm working on some feature but they are not completed.
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Hoyer First I wanted to thank you for taking on updating this sheet. I feel like 3.X rarely gets any love these days. Second, regarding the NPC side of the character sheet, I'm curious: is there any reason why the ability modifiers would not be able to be calculated the way the PC sheet does? Perhaps I'm overlooking something.
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Thanks Esto, there a no reason.... But it's add this change