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
This post has been closed. You can still view previous posts, but you can't post any new replies.

Announcing the New Character Sheet for D&D 2024

I'm excited for this also, although I'm not loving the format shown so far. I'm a fan of the "traditional" paper sheet layout, although I do have hopes that what they'll deliver will be more modular, and let people arrange the stuff they need where they need it. However, I was just re-reading a thread on the suggestions forum about auto-decementing ammo, and Gauss had suggested posting those to sheet threads, and I noticed nobody had done that here, so I will: It would be really useful if, for ammo-using-weapons, you could auto-decrement a supply in the inventory (and have some kind of pop-up to select which if, for example, someone had both normal and +1 arrows.  I really think this is simple and self-contained enough that it belongs on the sheet, and not implemented externally (eg in an API script). The pop-up could also say "that container is out of arrows" and block the roll if they ran out. Getting players to remember to buy ammo is one of my headaches as a DM.  It's a minor one, but still a pain point.
My main hope for the new sheet is the innate spells, domain spells or any spells that are always prepared but dont count to the total be done properly.  I hate the way it is now that even though you try to mark it as a domain spell or innate when you level up it allows you to take them off.  Also when you remove a spell and finish leveling up it doesnt stick to the sheet that you then have to manually remove. It used to work out well that at the bottom of the spell you could put under class and type things like ccleric and domain spell that when you level up using the charactermancer it would then block it out and note it as a domain spell but that seems to not work any more, maybe its due to the api being used but in the past even with the same api scripts it worked then when changes were made to the charactermancer due to more things coming it seems to delete it. Furthermore for things like the ranger and tashas and the optional rules if you choose one can it block out the optional rule or give you the choice of which set of rules you want to use.  Having both in the current charactermancer many players dont even bother looking and fill everything out as its in there not realizing oh  if you choose this it replaces that.
I think ammo counting would be useful, BUT, 5e has made wizards casting cantrips infinitely good and with as good a chance to hit as an archer, it has created a very unfair balance issue if you limit ammo.  If casters had some limited access to fire bolt for example, that would help.  Which won't happen except through a house rule.  Ken S. said: I'm excited for this also, although I'm not loving the format shown so far. I'm a fan of the "traditional" paper sheet layout, although I do have hopes that what they'll deliver will be more modular, and let people arrange the stuff they need where they need it. However, I was just re-reading a thread on the suggestions forum about auto-decementing ammo, and Gauss had suggested posting those to sheet threads, and I noticed nobody had done that here, so I will: It would be really useful if, for ammo-using-weapons, you could auto-decrement a supply in the inventory (and have some kind of pop-up to select which if, for example, someone had both normal and +1 arrows.  I really think this is simple and self-contained enough that it belongs on the sheet, and not implemented externally (eg in an API script). The pop-up could also say "that container is out of arrows" and block the roll if they ran out. Getting players to remember to buy ammo is one of my headaches as a DM.  It's a minor one, but still a pain point.
1715379870
Gauss
Forum Champion
JASON H. said: I think ammo counting would be useful, BUT, 5e has made wizards casting cantrips infinitely good and with as good a chance to hit as an archer, it has created a very unfair balance issue if you limit ammo.  If casters had some limited access to fire bolt for example, that would help.  Which won't happen except through a house rule.  Ken S. said: I'm excited for this also, although I'm not loving the format shown so far. I'm a fan of the "traditional" paper sheet layout, although I do have hopes that what they'll deliver will be more modular, and let people arrange the stuff they need where they need it. However, I was just re-reading a thread on the suggestions forum about auto-decementing ammo, and Gauss had suggested posting those to sheet threads, and I noticed nobody had done that here, so I will: It would be really useful if, for ammo-using-weapons, you could auto-decrement a supply in the inventory (and have some kind of pop-up to select which if, for example, someone had both normal and +1 arrows.  I really think this is simple and self-contained enough that it belongs on the sheet, and not implemented externally (eg in an API script). The pop-up could also say "that container is out of arrows" and block the roll if they ran out. Getting players to remember to buy ammo is one of my headaches as a DM.  It's a minor one, but still a pain point. My players keep track of ammunition for bows etc, it has never been a limitation. Especially since they can make 5 new ones as part of a short rest or 20 as part of a long rest. 
@Jason H.  It's a bit off-topic for this thread, but I actually make them worry about arrows as part of the larger encumbrance picture (I use variant encumbrance).  It's purely a matter of style, but I find play more interesting if you can't carry every tool / supply you might possibly need, and have to pick what you find is critical if you want to maintain mobility (and I run a campaign where mobility matters for tactical reasons).  So I make them count arrows so the difference between having one quiver or two on an extended mission, and remembering to scavange for expensed ammo or look it from enemies, matters. And my players seem to appreciate the "realism", or they humor me.  But I know not everyone wants to play 5E that way. It should certainly not be required.  But as with resource counters on the current sheet, something the player can turn on or off (and if they turn it off, they can know I'll be paying extra attention to their ammo status). @Gauss: I never thought of arrow-crafting on rests.  What a cool idea.  I'm definitely stealing that.
1715658377

Edited 1715658394
Gauss
Forum Champion
Ken S. said: @Gauss: I never thought of arrow-crafting on rests.  What a cool idea.  I'm definitely stealing that. Nothing to steal, it was published by WotC in Xanathar's Guide to Everything as part of Woodcarver's tools. 
1715979160
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Cool new blog post on upcoming features!
Except that it's not about the sheet, but about how they "validated the design" (plus a sidebar on visual effects, which still appears to be incomplete).  The actual example shown is the exact same one we saw on post 1 of this thread except that the central tile added "Bonus Action" and "Reaction" sub-headings. It's good that they're doing work to refine their ideas based on feedback. But there really isn't any new info on the actual sheet design here beyond the "effects" stuff. We still don't know if we get containers, or any of the other things mentioned on the previous pages of this thread, or when we might get a beta to play with. Visual effects look interesting and it sound like they're being integrated into the "actions" portion of the sheet, which would be good.  I've rarely used them because the current version is so laggy at times that they will sometimes go off when the next player is taking their turn, which gets confusing.  Coupled with the performance improvements from jumpgate, this could be really cool.
1716098413
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Ken S. said: The actual example shown is the exact same one we saw on post 1 of this thread except that the central tile added "Bonus Action" and "Reaction" sub-headings. It's good that they're doing work to refine their ideas based on feedback. But there really isn't any new info on the actual sheet design here beyond the "effects" stuff. I think I have to disagree. There was a lot of similarity between two of the images, but I don't think we were expecting a radically shifted design. But the initial two images on the blog post showed off a lot of the new Character Builder system, which it seems will replace charactermancer.
Im not sure if anyone has asked this, but will you be able to speed up the character sheets at higher level of play, mainly for casters, Should a caster add all of the spells they have''Mainly wizard with the spell books'' Because as is once a caster reaches a certain level and amount of spells the spells are to many and the character sheet will now never load.
I would love to see the ability to select a character/tokens Token Bar defined characteristics straight from the Character Sheet with perhaps a default of linking HP, AC, and Speed? with a simple interface to change with a radial button selection.   While I'm dreaming maybe also the ability to tie Status icons to abilities as well in some manner?  But I'm just learning about Roll20 capabilities, so this may be beyond the scope of a stock character sheet?
I would like to see a character sheet variation for a container. Similar to the Vehicle sheet it would allow players to have a sack, bag, box, or chest etc. that contains an inventory. It would be even better if this container could be added to the player characters inventory and reflect the weight of the container contents.
Does anyone have an ETA on this..I am thinking September but it would e nice to use this before then to get a handle on it before the new edition for DnD Arrives
1718464901
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hi Dwayne! My guess is that it will release Day and Date with the New PHB. There will almost certainly be features that would be covered under an NDA.
Hi,  i love it and I'm looking forward to use it.  however some of my player do not understand a word of english, so i alway translate manually all skill , spells and etc... I guess this sheet will get out in English first ?  how it will be done for the translation ? 
1718510195

Edited 1718510206
Same as every other Sheet out there I guess... It will be displayed in the language you use Roll20 in... (that is if a proper translation exists) owain l. said: Hi,  i love it and I'm looking forward to use it.  however some of my player do not understand a word of english, so i alway translate manually all skill , spells and etc... I guess this sheet will get out in English first ?  how it will be done for the translation ? 
I actually like the current sheet. I wish there was a section for notes instead of traits. 
1718741194

Edited 1718749351
So far, it looks like it's just an interface redesign but there are very few new features from what I can tell.   I'm going to repost this based on what I'm seeing in the Alpha preview along with comments: Feedback/Suggestions while the sheet is still being developed: A lot of these ideas are being repeated from the ' D&D 5th Edition by Roll20 ' thread in the Character Sheets forum. Consistency between roll templates Some of the templates still use {{desc}}, while others use {{description}} for example. Also, PLEASE adjust the roll templates so that they are not set to such a  small fixed width . Unknown at this time Attributes I'm guessing that a lot of the attributes are not going to change (there's no reason to change the 'experience' attribute that I can think of), but there is definitely a lot of bloat and unused 'legacy' attributes on the current character sheet.  For instance, there are a ton of 'npc_*****' attributes on the sheet, that may as well be the same as the non-NPC values and just have a single attribute that is used whether the sheet is set to PC or NPC. There are other issues, such as the 'class' versus 'multiclass1' attributes and they show on the sheet versus how they combine into ' class_display '. Unknown at this time Allow 'numerical' fields to accept non-numerical inputs or attribute calls That way features could accept a modifier, such as  Initiative adding Dex plus Proficiency Bonus . Unknown at this time Whisper Type Please include a ' GM only' whisper setting  into the  sheet/sheetworkers .  It sounds like that is included on the  Pathfinder 2E sheet now , so I'm guessing this is already on the roadmap, but I want to highlight it just in case it's not. I'm not seeing this... Standardized PC versus NPC layout There are currently some things that can only be done when a character is set to a PC, and some things that can only be done when set to NPC, even though there are times when those features should be available to either type of character.  One example is changing the critical range - it is only possible to set this on the PC sheet, but that should be available to NPCs. Another example is that NPC attacks are created in a static manner, but PC attacks are created dynamically using the character's stats for attack and damage calculations. Unknown at this time Output for all repeating items Spells currently have an 'output' roll, which is helpful for displaying the content of the spell information/description in chat.  It would be super helpful to have that for all other repeating items on the sheet, including inventory, PC traits, attacks, etc. Unknown at this time Item Mods The item mods are currently  very  limited  in what they can do.   I'm not seeing this... I only see options for Weapon, Armor, or Shield modifications, but nothing that can adjust the character's AC (such as a Ring of Protection) or any other stats, so currently it looks like it has less  features than the current 'D&D 5E by Roll20' sheet. Custom skill rolls / Alternate Skill Checks Currently there is no way to temporarily adjust a skill roll , such as creating a Strength (Persuasion) check (as outlined in the DMG for alternate skill checks). Instead a custom skill has to be created, and then it's listed with tools and proficiencies instead of skill checks. Also, for any custom skills, there are only options for 'Proficient', 'Expertise', or 'Jack of all Trades'   but no way to add a custom skill that is 'Not Proficient' . Yes! I’m seeing this but… However, the interface for rolling a custom skill check is very clunky at first glance.  I hope this gets cleaned up and made easier.  If I want to roll a Strength (Acrobatics) check then I would like to quickly click on the 'Dex' button that is listed as the Mod for a quick one-off or to make the change, instead of going through the Settings Cog to the right. There is still no way to create a custom skill that is “not proficient” Vision & speed settings A separate attribute for vision and speed types would be helpful.  That way it could be used by scripts (such as TokenMod) to quickly set up a token.  Vision for PCs (such as Darkvision) is currently listed as a Trait, and is only available in text form, but it would be more useful if there were vision attributes that can be set to numerical values.  For NPCs, darkvision is part of the 'npc_senses' attribute, and also cannot easily be used in macros or scripts. Currently for PCs there is only a single 'speed' attribute which is assumed to be walking speed, that does not account for flying, climbing, burrow, or swim speeds. This could also include  'jump' distance . Yes! I'm seeing this but... Speed is listed under 'Defenses', and there is a pulldown menu where you can list 'Climb', 'Fly,' or 'Swim' speeds, but they are still not displayed anywhere else except the hidden portion of the pulldown.  'Burrow' is not listed anywhere, but it looks like there's an option for a custom speed. I would recommend moving 'Speed' to it's own 'Movement' area similar to the 'Senses' box, and including things like 'Jump Distance' and specifically showing 'Climb', 'Swim', and 'Fly' speeds listed out separately. Name options I would love it if there was a field for a 'true name' or 'nickname' so that PCs could have their full name listed in one place, but a shortened name referenced elsewhere.  Similarly, for named NPCs, it would be possible to have the nickname display show 'Nobleman' until the players meet the NPC and learn his name is  Lord Leremon III. I'm not seeing this... Conditions / Spell effects I see there is a 'Conditions' section shown on the sheet.  I hope that can automatically adjust other fields and take custom entries, such as spell effects.  It would be much easier to have 'Bless' listed as a condition that automatically adjusts attack rolls and saving throws, instead of using two Global Modifiers.  This would also be useful for resistances and immunities. It could also be used with Heavy Armor to impose disadvantage on Stealth checks. Yes!  I'm seeing this but... It looks like there is the option to add custom Conditions, and Modifiers. But the Modifiers are limited to 'Ability Score Total', Ability Score Modifier', 'Armor Class Modifier', and 'Saving Throw Modifier'. But it would be nice to have others, e.g. it would be cool if the 'Blinded' condition could adjust the 'Vision' stat automatically. Vehicles Vehicles  are not  currently supported  in any meaningful way.   I'm not seeing this... But I'm not surprised as we're only seeing the PC sheet at the moment. Colored indicators/tags for spells, traits, etc. This idea  for different colored 'prepared' icons for spells, and likewise for  traits or other repeating items . Or some other way of identifying/distinguishing items in these lists.  That would be easier than modifying each one individually with emojis. It would also be really nice to have some kind of indication if a spell is 'always prepared' due to a clas/subclass feature (e.g. a Paladin Oath spell) or if the item is on the sheet due to an item, etc. I'm not seeing this... And even in List view, the Spells tab takes up way too much space. There really needs to be a 'Compact' view. Attunement Attunement is not currently included/supported on the sheet . Yes! DM-Only fields within description fields for spells, attacks, etc. It would be really nice to have a DM-only section of descriptions for pretty much everything.  A good example is a Giant Spider's Web feature.  If the description is shown, then players will see in chat when the attack is rolled what they have to do to get out of the Web. I'm not seeing this... Inventory 'Containers' Please include a way for inventory to be 'placed' inside another item, such as a sack, or a Bag of Holding, and allow for the weight to be modified automatically as needed.  I'm not seeing this... List Ordering for Language Translation Please ensure that  list ordering according to language  is implemented. I'm not seeing this... But as users we likely won't ever see this directly because it will be embedded into the code itself. Alternative Critical Damage Calculations Many tables allow for  alternative critical rules , such as 'brutal criticals'. It would be great if there was an option for that. I'm not seeing this...
1718743777
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Dwayne Morash said: Does anyone have an ETA on this..I am thinking September but it would e nice to use this before then to get a handle on it before the new edition for DnD Arrives keithcurtis  said: Hi Dwayne! My  guess  is that it will release Day and Date with the New PHB. There will almost certainly be features that would be covered under an NDA. Well, I was dead wrong on this. :D. You can see the announcement here .
But cant be used in games yet ? keithcurtis said: Dwayne Morash said: Does anyone have an ETA on this..I am thinking September but it would e nice to use this before then to get a handle on it before the new edition for DnD Arrives keithcurtis  said: Hi Dwayne! My  guess  is that it will release Day and Date with the New PHB. There will almost certainly be features that would be covered under an NDA. Well, I was dead wrong on this. :D. You can see the announcement here .
Please enable thumbnails for equipment like the Pathfinder 2e sheet. It adds a lot of flavor and cuts down on the wall of text..other than that the sheet is great!!!!
1718809692
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Dwayne Morash said: But cant be used in games yet ? keithcurtis said: Dwayne Morash said: Does anyone have an ETA on this..I am thinking September but it would e nice to use this before then to get a handle on it before the new edition for DnD Arrives keithcurtis  said: Hi Dwayne! My  guess  is that it will release Day and Date with the New PHB. There will almost certainly be features that would be covered under an NDA. Well, I was dead wrong on this. :D. You can see the announcement here . Not in its alpha state apparently. You also cannot really build a character from scratch, hence the pre-builds to test with.
I have a couple questions about the new sheet. It looks like there isn't an Attributes and Abilities tab on it which seems similar to the way the Marvel sheet is. Does that mean that adding new attributes or abilities will only be available via the API? Also in the current 5e sheet you can do a browser inspect to find a lot of the underlying information, particularly which attribute is being used for a field, but with the new sheet that seems gone and I see a lot of Javascript object style [Object, object] in their place. Will there be a way to map the underlying objects and properties used for a field somehow even if it's no longer possible via browser inspection?
Joshua N. said: I have a couple questions about the new sheet. It looks like there isn't an Attributes and Abilities tab on it which seems similar to the way the Marvel sheet is. Does that mean that adding new attributes or abilities will only be available via the API? Also in the current 5e sheet you can do a browser inspect to find a lot of the underlying information, particularly which attribute is being used for a field, but with the new sheet that seems gone and I see a lot of Javascript object style [Object, object] in their place. Will there be a way to map the underlying objects and properties used for a field somehow even if it's no longer possible via browser inspection? This is a great question and I'd love to hear an answer as well!
I am desperately hoping there's an option to keep the classic sheet as well. I utterly detest DDB's sheet layout, which is why I exclusively use roll20, and this new design is quite similar. As other people have mentioned, it will be a nightmare to play spellcasters above a certain level since there will no longer be one simple page with spells in compact order. Even with a line option the expanded look will create a TON of scrolling. I really like the current layout because of its simplicity. Please keep a classic option for those of us who want it.
Joshua N. said: I have a couple questions about the new sheet. It looks like there isn't an Attributes and Abilities tab on it which seems similar to the way the Marvel sheet is. Does that mean that adding new attributes or abilities will only be available via the API? Also in the current 5e sheet you can do a browser inspect to find a lot of the underlying information, particularly which attribute is being used for a field, but with the new sheet that seems gone and I see a lot of Javascript object style [Object, object] in their place. Will there be a way to map the underlying objects and properties used for a field somehow even if it's no longer possible via browser inspection? Ditto!
I second this, and for the same reasons. The only things about the current sheet that I have a problem with is the lack of support for feats and the font/font contrast in dark mode. Amarise said: I am desperately hoping there's an option to keep the classic sheet as well. I utterly detest DDB's sheet layout, which is why I exclusively use roll20, and this new design is quite similar. As other people have mentioned, it will be a nightmare to play spellcasters above a certain level since there will no longer be one simple page with spells in compact order. Even with a line option the expanded look will create a TON of scrolling. I really like the current layout because of its simplicity. Please keep a classic option for those of us who want it.
Amarise said: I am desperately hoping there's an option to keep the classic sheet as well. I utterly detest DDB's sheet layout, which is why I exclusively use roll20, and this new design is quite similar. As other people have mentioned, it will be a nightmare to play spellcasters above a certain level since there will no longer be one simple page with spells in compact order. Even with a line option the expanded look will create a TON of scrolling. I really like the current layout because of its simplicity. Please keep a classic option for those of us who want it. This has been asked a bunch of times. <a href="https://app.roll20.net/forum/permalink/11795105/" rel="nofollow">https://app.roll20.net/forum/permalink/11795105/</a> <a href="https://app.roll20.net/forum/permalink/11797400/" rel="nofollow">https://app.roll20.net/forum/permalink/11797400/</a> <a href="https://app.roll20.net/forum/permalink/11797673/" rel="nofollow">https://app.roll20.net/forum/permalink/11797673/</a> <a href="https://app.roll20.net/forum/permalink/11801548/" rel="nofollow">https://app.roll20.net/forum/permalink/11801548/</a> <a href="https://app.roll20.net/forum/permalink/11822174/" rel="nofollow">https://app.roll20.net/forum/permalink/11822174/</a> <a href="https://app.roll20.net/forum/permalink/11829684/" rel="nofollow">https://app.roll20.net/forum/permalink/11829684/</a> But there hasn't been an official answer here in this thread. On Reddit, Riley (Roll20 co-founder) said that the 'D&amp;D 5E by Roll20' sheet would remain: <a href="https://app.roll20.net/forum/permalink/11833035/" rel="nofollow">https://app.roll20.net/forum/permalink/11833035/</a> However, it likely won't support some "D&amp;D 2024" updates (such as tracking 10 levels of exhaustion), and my guess is it won't have as many updates in general and will become functionally deprecated after a long enough time.
1718825513
Gauss
Forum Champion
Jarren said: However, it likely won't support some "D&amp;D 2024" updates (such as tracking 10 levels of exhaustion), and my guess is it won't have as many updates in general and will become functionally deprecated after a long enough time. Just a note, it can already support 10 levels of exhaustion.&nbsp; Go to the settings tab on the sheet, third column near the top where it says "Core Die Roll". Change 1d20 to @{other_resource} +1d20&nbsp; Next, in the other resource section of the resources put 0 as the current value. When you get a level of exhaustion put -1, two levels -2, and so on.&nbsp; It will modify all d20 rolls with your exhaustion.&nbsp; Note: 1d20 - @{other_resource} will not work. 1d20 must be last in the line.&nbsp;
Gauss said: Jarren said: However, it likely won't support some "D&amp;D 2024" updates (such as tracking 10 levels of exhaustion), and my guess is it won't have as many updates in general and will become functionally deprecated after a long enough time. Just a note, it can already support 10 levels of exhaustion.&nbsp; Go to the settings tab on the sheet, third column near the top where it says "Core Die Roll". Change 1d20 to @{other_resource} +1d20&nbsp; Next, in the other resource section of the resources put 0 as the current value. When you get a level of exhaustion put -1, two levels -2, and so on.&nbsp; It will modify all d20 rolls with your exhaustion.&nbsp; Note: 1d20 - @{other_resource} will not work. 1d20 must be last in the line.&nbsp; Ah yep. I was referring to the Exhaustion Level portion of the PC sheet 'Core' tab.&nbsp; There is an up/down toggle but it is hard-coded to be a value between 0 and 6.&nbsp; You can type in a different number, but the built-in values are limited.&nbsp;&nbsp; In comparison, I'm guessing that the 2024 D&amp;D Sheet will allow for 1-10 levels of Exhaustion, and will automatically adjust all d20 rolls based on that value, without having to do any kind of workaround or customized Core Die Roll.&nbsp;&nbsp; So I didn't mean to imply that it wasn't possible to track 10 levels of exhaustion with the current 'D&amp;D 5E by Roll20 'sheet; it's just not a feature that is built-in to the sheet and not likely to be included as a built-in 'native' feature in the future.
This is a copy-paste of my recent feedback submission, with a few modifications for clarity. That said, I've read Jarren's post here <a href="https://app.roll20.net/forum/permalink/11942473/" rel="nofollow">https://app.roll20.net/forum/permalink/11942473/</a> and I agree with all of it, in fact there are a lot of points I wrote that he has also gone through. I'd give more weight to Jarren's voice than mine, though, his macromule is a living wonder of how much you can do with the current system and that means he has had to learn it TO THE CORE. If you don't want to read my post, read Jarren's twice, mine has things he doesn't mention, but it'll be more worth-it over all. 1. UX - LOOKS AND CLICKS It looks great, but when it comes to building on it rather than using the character builder, it's less easily editable and requires more clicks to do the same things. For example, if i want to edit my strength score, with the new sheet i have to click cogwheel &gt; expand the collapsed strength field &gt; either fill out the Other bonus or the Override spaces ( not being able to change the actual base score, which is another point to discuss ). I like having a Conditions field, but it is very incomplete. For instance, i can read the condition properties if i uncolapse their name in the cogwheel selection pane, but it would be much better to have a hover tooltip where it would show the effects of the condition. Moreover, it could auto-apply the pertinent effects to the character (for example, if you're blinded, give you disadv on attacks). 2. FOR MACRO AND API DEVS - ENABLE FUNCTIONS THAT DON'T WORK WITH PREVIOUS (this one's is basically Jarren's post) The previous dnd5esheet (ogl is i think the name) works fine for most applications, but there are some brick walls that feel arbitrary and that i wouldn't want a new sheet to keep having: - I cannot add a roll formula, not even a die roll, to skills and other stats. If i have a mark of shadows elf (from Eberron) i cannot have roll20's sheet add 1d4 to my stealth checks, for example. The roll attribute can be modified, but that self-updates back to the usual form (without the 1d4 after a while). --&gt; please make it so bonuses can have roll formulas (as in allowing them to also be based on attributes). - I cannot customize AC as i would want (maybe i need to base my AC to some other stat, like exhaustion, or a resource). Things that would be doable with attribute interactions don't work at all currently. - I cannot set a certain specific roll to be always made with adv or disadv. 3. FOR MACRO AND API DEVS - MACRO INTERACTIONS This one's a child of the one before. It's just my plea for ensuring that all macro + attribute building functionalities persist, that nothing is removed and just added. 4. INCONSISTENCIES/REDUNDANCIES - SPELL DESCRIPTION / SPELL DETAILS / ACTUAL SPELL It is confusing to have 4 different outputs for a spell to chat. I've taken Lucia Lozoya's sheet and i'm trying out Blight. Something different gets posted on each of these interactions: - Click the red, damage die section (Combat and Spell windows)--&gt; damage is rolled. - Click the spell/the name (Combat and Spell window) --&gt; shows up type of save + dc + summarized description. It adds a "Spell description" you can unfold... which doesn't do anything. - Click the chat bubble (Combat window): it posts the spell's name to chat, with the option to unfold it by clicking "Details". I don't see why this step is needed, if i'm clicking the chat bubble is to see the details of the spell in chat. --&gt; Additionally, this fails to post all the Details of the spell, doing so with its stats but not the actual description. - Click the chat bubble (Spell window): it posts the OTHER bit of information that was lacking in the previous post-to-chat click, the Description but not all of the Details. And again, it forces you do do 2 clicks (initial + Details), when it really shouldn't because if you're clicking the chat bubble icon it's because you WANT the details. --&gt; This experience can be smoother. It's obvious that the chat bubbles should behave the same way no matter what window you're on and they should post ALL the Details of the spell without requiring a second click. 5. UI - SORTING ACTIONS It looks like there's a kind of type-of-action labeling system, but that goes mostly to waste without a sorting sytem: a way to easily see the sort of actions, reactions, bonus actions and other stuff that you can roll from the Combat window but classified by type of action, not so much caring about something being a spell or an attack or any other ability (that could be indicated maybe through some icon within each space). 6. UX - VTT INTERACTION It looks like you've set up a field for AOE size and shape. Does this mean that there will be the possibility of posting/dragging an aoe from the sheet or the chat to the map? It needen't be anything fancy, that's what marketplace stuff is for, but a simple drawing of a pre-measured square or circle would go a long way and be greatly appreciated. 7. UI - SKILL SIZES The skill rolls column is too big for my taste. The font is as big as section names in the sheet and that isn't the proper hierarchy, the column is a part of the sheet, but the skills are subpart of it. There's a lot of space between each thing, which does improve readability, but forces you to scroll considerably to get to stealth and survival. A version with defined borders or table alternating row colors would work great and fit within a screen, or at least reduce scrolling. Also, collapsing it to make it smaller horizontally increases the space between lines and doesn't really help that much. 8. UI - FEATURES AND TRAITS I wonder if these ones should show up simultaneously (to a side) of the combat window. This part usually involves really important information that is good to have in front of you to remember or quickly post to chat. I don't like it being relegated to another window, although I understand sheet sizes are what they can be. 9. UI - DEFENSES, CONDITIONS, SENSES, PROFICIENCIES AND LANGUAGES All of those sections feel like they could maybe be somewhere else in such a way that in combination with my 7 and 8 points it could leave space for Features and Traits. 9. UI - TOO MANY DECIMALS Lucia Lozoya has 49.900000000000006 lb of weight in her Inventory. Could those decimals can be reduced a bit? 10. UX/FEATURES - RESOURCES I wouldn't want to lose on custom resources for tracking all sorts of stuff. I get that you're adding ways to indicate if a trait has a resource, but i like seeing them in the main page, to keep visual track of all the resources I have available. 11. UI - NOTES It's cool that there's a Notes window. However, make it so the "+" sign to add something to an already existing category IS INSIDE OR NEXT TO that category's name. For example, if I want to add an ally, put the + sign there. You can make it subtler than a big round red button if that's the case. 12. UI - THE i ICON I get it's the same one the previous sheet has had, but it feels inconsistent that to edit most things in the sheet you use a cogwheel icon, but to edit those with an "i" icon you have to first click that one and then Edit. I'm ok with Edit... I think, but maybe the i icon could have a visual clue that that's also the way to get to edit/configure it, maybe make it so the icon has a cogwheel exterior with no whole in the middle and instead the i? 13. UI - WHY THE SPARKLES? This one is just curiosity. What do the sparkles in the Combat window mean?
Agree with the comments that certain sections are taking up too much space (e.g. Skills). Maybe font size / margins / spacing should be configurable items so that people can customize to their liking. Not sure if the following has been reported / catered for. 1. Spells need to be markable as castable X times per day and are tracked independently from spell slots. When they are cast their count should be decremented by 1. When a long rest is taken their count should go back up, either to full or by a configurable dice roll. 2. Spells need separate casting and attack buttons. Casting should decrement the appropriate spell slot count (providing they are bound to spell slots). Using the attack should not decrement the spell slot count. Looking at spells like Spiritual Weapon for this one. 3. Spell filtering needs to include an option to show "Available Spells". This should remove any spells that are not castable for the day or do not have any uses or spell slots left. 4. Resource recovery on short / long rest needs to be either full (as it is now) or by a configurable dice roll. A lot of items recover charges based on dice rolls.&nbsp;
My problem with commenting on the new character sheet is that I don't yet know what's going to be changing in the new 2024 rules. For example, I've heard (but not confirmed) that many things are going to reset on short rests that use to reset on long rests. Another example: masteries. How are they going to be supported? The new rules, and the changes that are coming, are going to change how I view the new sheet. I also don't want to put a lot of time and effort into "fixing" a sheet that's going to be obsolete in a few months.
1718850214
Gauss
Forum Champion
Saul J. said: My problem with commenting on the new character sheet is that I don't yet know what's going to be changing in the new 2024 rules. For example, I've heard (but not confirmed) that many things are going to reset on short rests that use to reset on long rests. Another example: masteries. How are they going to be supported? The new rules, and the changes that are coming, are going to change how I view the new sheet. I also don't want to put a lot of time and effort into "fixing" a sheet that's going to be obsolete in a few months. I would take it from the point of view of general use.&nbsp; Does it function as is? Are there pain points? Visibility issues? Inability to accept variables that it should be able to accept? Etc.&nbsp;
That's all well and good but, depending on what's in the new rules, there could be massive changes that are going to cause massive changes on the sheet, and experience has shown probably break what's already there. It just seems to me that, at the moment, the sheet is only 1/2 - 3/4 done and we're pretty much just wasting time because it's all going to change in a few months. Visibility issues? Well, that's going to change when they try to squeeze new things on there. Are there pain points? Again, that will change when the new rules come out and changes are made to the sheet to accommodate them. Does it accept variables and other things that it should be able to accept? Well, some of that can be checked now but are those variables still all going to be there or needed when the new rules come out? What new ones will be needed? How much is going to change on the sheet, and what are they going to break making those changes? At the moment, I'm extremely disappointed in jumpgate. I expected something better given the hype and the length of time they've been working on it. But, there are still issues with the Compendium, there are still issues with Dynamic Lighting and mapping... there are pages of bugs, complaints, etc. Sure, they are being fixed as fast as Roll20 can fix them but, as far as I'm concerned, it's still not usable. I'm just not willing to spend time and effort to test out a new character sheet that is potentially going to undergo another overhaul in a few months. Show me what will be the finished product to beta test. Then I'll give feedback. Don't show me something that's only 1/2 or maybe 3/4 done, especially when I don't know what will be needed in the final product. Gauss said: Saul J. said: My problem with commenting on the new character sheet is that I don't yet know what's going to be changing in the new 2024 rules. For example, I've heard (but not confirmed) that many things are going to reset on short rests that use to reset on long rests. Another example: masteries. How are they going to be supported? The new rules, and the changes that are coming, are going to change how I view the new sheet. I also don't want to put a lot of time and effort into "fixing" a sheet that's going to be obsolete in a few months. I would take it from the point of view of general use.&nbsp; Does it function as is? Are there pain points? Visibility issues? Inability to accept variables that it should be able to accept? Etc.&nbsp;
1718892148
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hi Saul! Rest assured that the team has access to the new rulebook (like several influencers and partners) and is designing accordingly. As a counterpoint, since the sheet is still in alpha, this is the perfect time for feedback, as very little is set in stone, and changes are easier to make. Yes the changes may be dramatic as the sheet develops, but user feedback can help guide those changes in a positive direction. At this point, I would suggest high-level criticism (ex. "skill section has usage or display problems"), rather than fine mechanical ones ("Fighting Styles are missing"), although the latter is still a good guide to make sure nothing is missed. The Beta phase will be the time for refinement and real bug fixing. That might be a time when you'd feel more strongly about commenting, but I think the Alpha has value as well. Ditto for Jumpgate. It is in beta right now, and bug fixing is apparently the order of the day.
1718899619

Edited 1718899735
Gauss
Forum Champion
Saul J. said: That's all well and good but, depending on what's in the new rules, there could be massive changes that are going to cause massive changes on the sheet, and experience has shown probably break what's already there. It just seems to me that, at the moment, the sheet is only 1/2 - 3/4 done and we're pretty much just wasting time because it's all going to change in a few months. Visibility issues? Well, that's going to change when they try to squeeze new things on there. Are there pain points? Again, that will change when the new rules come out and changes are made to the sheet to accommodate them. Does it accept variables and other things that it should be able to accept? Well, some of that can be checked now but are those variables still all going to be there or needed when the new rules come out? What new ones will be needed? How much is going to change on the sheet, and what are they going to break making those changes? At the moment, I'm extremely disappointed in jumpgate. I expected something better given the hype and the length of time they've been working on it. But, there are still issues with the Compendium, there are still issues with Dynamic Lighting and mapping... there are pages of bugs, complaints, etc. Sure, they are being fixed as fast as Roll20 can fix them but, as far as I'm concerned, it's still not usable. I'm just not willing to spend time and effort to test out a new character sheet that is potentially going to undergo another overhaul in a few months. Show me what will be the finished product to beta test. Then I'll give feedback. Don't show me something that's only 1/2 or maybe 3/4 done, especially when I don't know what will be needed in the final product. Have you looked at the playtest material? That is a good indicator of the new rules. There isn't anything there that would make me concerned about how the new sheet will handle it. It is mostly data stuff.&nbsp; Put another way, this is the time to get the early answers back to them about what we don't like. Before it goes live. After it goes live it'll be worse. But, you can evaluate it or not as you see fit.&nbsp;
I LOVE the look of the Alpha sheet. Nice and clean and a huge improvement.&nbsp; The one thing that I would like that would make it even better is to have the ability to add other types of storage to a sheet. If I have a bag of holding and am storing party stuff in there, it would be nice to have a place to put it without it affecting my encumbrance. Likewise, if I have something in the bag of holding and take it out and start using it, it would be a simple drag and drop or a move button or something of that sort.&nbsp; If I have a ring attuned and put it into the bag of holding, should it then un-attune that ring? I would vote for yes.&nbsp; Anyway, just my 2 cents worth.
I kinda get all that. Spent years as a computer programmer and I'm familiar with alpha vs beta vs production... it's just that, well, I've spent my entire life testing things and commenting on things and... well, most all of what I say falls on deaf ears. You'd be surprised.&nbsp; My disappointment with the jumpgate beta has me wary of doing or saying anything with regard to the new D&amp;D character sheet. I've been stalled for over a week on my jumpgate game, in part, because fixes for some issues haven't happened.&nbsp; I just don't have the time or energy right now in testing an alpha version of something that I *know* is going to have lots of changes in about 3 months. Nor do I see any value in it, especially when I don't feel as though the staff at Roll20 is listening. And that's even more true when the new Roll20 D&amp;D character sheet doesn't look anything at all like the "official" new sheet, and lacks many of the changes. For example, I don't see attunement slots anywhere on the new Roll20 sheet but they exist on the "official" sheet. Attunement slots have been around for years so it's not something new to D&amp;D. But, it is new to the sheet because so many people have said it was needed. Where are they on the Roll20 sheet? I didn't see them.&nbsp; I haven't been able to create a game to look at the new sheet. Haven't found any instructions, and I'm really not interested in going digging and searching for them, especially since I'm not that interested in testing out an alpha version of something. But, I don't see any way of marking attunement items... and that's just ONE of the things I've noticed from the graphics I've seen. Other things: I don't see support for differing dice for multi-classing, death saves, a way to differentiate between spells known and spells memorized, a way to differentiate spells known because of race vs class, spells that don't count toward class limits, spell slots look like circles you fill in instead of a number and I HATE that...&nbsp; keithcurtis said: Hi Saul! Rest assured that the team has access to the new rulebook (like several influencers and partners) and is designing accordingly. As a counterpoint, since the sheet is still in alpha, this is the perfect time for feedback, as very little is set in stone, and changes are easier to make. Yes the changes may be dramatic as the sheet develops, but user feedback can help guide those changes in a positive direction. At this point, I would suggest high-level criticism (ex. "skill section has usage or display problems"), rather than fine mechanical ones ("Fighting Styles are missing"), although the latter is still a good guide to make sure nothing is missed. The Beta phase will be the time for refinement and real bug fixing. That might be a time when you'd feel more strongly about commenting, but I think the Alpha has value as well. Ditto for Jumpgate. It is in beta right now, and bug fixing is apparently the order of the day.
Saul J. said: I just don't have the time or energy right now in testing an alpha version of something that I *know* is going to have lots of changes in about 3 months. Nor do I see any value in it, especially when I don't feel as though the staff at Roll20 is listening. And that's even more true when the new Roll20 D&amp;D character sheet doesn't look anything at all like the "official" new sheet, and lacks many of the changes. For example, I don't see attunement slots anywhere on the new Roll20 sheet but they exist on the "official" sheet. Attunement slots have been around for years so it's not something new to D&amp;D. But, it is new to the sheet because so many people have said it was needed. Where are they on the Roll20 sheet? I didn't see them.&nbsp; Attunement slots are definitely there (that's the only item on my list that looks like it is completely fulfilled!): But I also agree that it's a shame the current 'D&amp;D 5E by Roll20' sheet doesn't already have that feature built-in, as D&amp;D 5th edition is now 10 years old. I haven't been able to create a game to look at the new sheet. Haven't found any instructions, and I'm really not interested in going digging and searching for them, especially since I'm not that interested in testing out an alpha version of something. But, I don't see any way of marking attunement items... and that's just ONE of the things I've noticed from the graphics I've seen. Other things: I don't see support for differing dice for multi-classing, death saves, a way to differentiate between spells known and spells memorized, a way to differentiate spells known because of race vs class, spells that don't count toward class limits, spell slots look like circles you fill in instead of a number and I HATE that...&nbsp; You're not supposed to be able to actually use the new character sheet in a game yet.&nbsp; It's just a preview of what it will look like in the 'Characters' page, with some limited functionality (such as making rolls, adjusting hit points, etc.) and doesn't have all of the functionality that will eventually be included. E.g. Exhaustion still shows levels 1-6 - I'm assuming that the playtest 'Exhausted' levels 1-10 are going to be included, as that had overwhelming support during the playtest... but I haven't seen that in any of the previews yet.&nbsp; If you do want to take a look at the preview, you can click on this link:&nbsp;<a href="https://app.roll20.net/characters/create/dnd2024alpha" rel="nofollow">https://app.roll20.net/characters/create/dnd2024alpha</a> I've posted my feedback... hopefully it's been looked at and considered.&nbsp;
1718913150
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
I know my assurance doesn't carry any particular weight, but the developers are absolutely looking at all feedback. The forum is only one source of this. Giving feedback however is not the same as development. Devs use feedback to gauge opinion, get the temperature, realize errors, implement features, and more. But they have internal teams and sprints and goals to manage. For example, I know from responses I have gotten that they are very aware of many requests for removing "dead space". They just haven't arrived at the right point of the development cycle to do anything with that feedback. Individual opinions vary of course, but I think this is the best time to give feedback.
I may have missed the answer somewhere, but would someone tell me what the "Automatic" button next to Advantage/Disadvantage is for?
a little bit of positivity goes a long way.... Saul J. said: That's all well and good but, depending on what's in the new rules, there could be massive changes that are going to cause massive changes on the sheet, and experience has shown probably break what's already there. It just seems to me that, at the moment, the sheet is only 1/2 - 3/4 done and we're pretty much just wasting time because it's all going to change in a few months. Visibility issues? Well, that's going to change when they try to squeeze new things on there. Are there pain points? Again, that will change when the new rules come out and changes are made to the sheet to accommodate them. Does it accept variables and other things that it should be able to accept? Well, some of that can be checked now but are those variables still all going to be there or needed when the new rules come out? What new ones will be needed? How much is going to change on the sheet, and what are they going to break making those changes? At the moment, I'm extremely disappointed in jumpgate. I expected something better given the hype and the length of time they've been working on it. But, there are still issues with the Compendium, there are still issues with Dynamic Lighting and mapping... there are pages of bugs, complaints, etc. Sure, they are being fixed as fast as Roll20 can fix them but, as far as I'm concerned, it's still not usable. I'm just not willing to spend time and effort to test out a new character sheet that is potentially going to undergo another overhaul in a few months. Show me what will be the finished product to beta test. Then I'll give feedback. Don't show me something that's only 1/2 or maybe 3/4 done, especially when I don't know what will be needed in the final product. Gauss said: Saul J. said: My problem with commenting on the new character sheet is that I don't yet know what's going to be changing in the new 2024 rules. For example, I've heard (but not confirmed) that many things are going to reset on short rests that use to reset on long rests. Another example: masteries. How are they going to be supported? The new rules, and the changes that are coming, are going to change how I view the new sheet. I also don't want to put a lot of time and effort into "fixing" a sheet that's going to be obsolete in a few months. I would take it from the point of view of general use.&nbsp; Does it function as is? Are there pain points? Visibility issues? Inability to accept variables that it should be able to accept? Etc.&nbsp;
I hope I don't get banned for posting this but here is a video I made explaining a different point of view , from a visual learner POV. I think its important to realize that the DEVS need to balance technical needs with how the information is presented for new and players who need more visual ques to organize information. <a href="https://www.youtube.com/watch?v=5WgneN3E3CM&amp;lc=UgynhtXZaEp1jjDZVb54AaABAg.A4xmlTT9QX1A4ykiUhr39q" rel="nofollow">https://www.youtube.com/watch?v=5WgneN3E3CM&amp;lc=UgynhtXZaEp1jjDZVb54AaABAg.A4xmlTT9QX1A4ykiUhr39q</a>
1719037691
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Dwayne Morash said: I hope I don't get banned for posting this but here is a video I made explaining a different point of view , from a visual learner POV. I think its important to realize that the DEVS need to balance technical needs with how the information is presented for new and players who need more visual ques to organize information. <a href="https://www.youtube.com/watch?v=5WgneN3E3CM&amp;lc=UgynhtXZaEp1jjDZVb54AaABAg.A4xmlTT9QX1A4ykiUhr39q" rel="nofollow">https://www.youtube.com/watch?v=5WgneN3E3CM&amp;lc=UgynhtXZaEp1jjDZVb54AaABAg.A4xmlTT9QX1A4ykiUhr39q</a> Hi Dwayne! Why in the world would that get you banned? That was an excellent overview.
Will the new sheet allow drag-and-drop from the compendium if the sheet is popped out in its own window? I know that the reason we can't do this with the current D&amp;D 5e by Roll20 sheet is a browser and not a Roll20 issue, but has that been solved with the new sheet? Currently, if a character sheet is popped out, if I want to add something from the compendium I need to close the sheet, exit the game, then re-enter and open the sheet without popping it out. This is more of a pain as a GM than as a player since as GM I usually have a lot more sheets and handouts open at once.