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D&D 5E (2024) Character Sheet & Builder by Roll20

Bigfoot said: Nicole B. said: Bigfoot said: The 2024 sheet is not working with artificer. We're using the character builder because it makes things simpler and the artificer class just isn't working. Like, we literally can't continue on. We can pick it and have it come up, but it won't let us continue onto the next part. It just doesn't select. I'm not able to replicate this - I've taken a video where I've selected the artificer (assuming you mean from TCE, because that's the most common one by far), gone through, made a few more choices, and then built the character. When you say "it doesn't select", do you mean when you click "Select Class" or "Next" just nothing happens? If so, could you maybe take a look at your console log (by pressing f12) and let me know what it says? Maybe there's something I'm not replicating correctly here. Obviously artificer has to work, because who else are you gonna rely on to create gallons of mayonnaise on a moment's notice? Yeah no, I mean like we select it, and it comes up, but like... we literally can't click next. It won't select the class for building. I think... I've attached an image there.  I can click on artificer for the very beginning but trying to click select class just doesn't do anything. We've made multiple sheets trying this, we've tried reloading, we've also tried completely closing the browser and reopening it. It just... doesn't work.  The weird thing is, we were testing it a few days ago because I wasn't a fan of the sheet cause it was laggy. But... it seemed to be working a fair bit better than when we initially tested it. So we tried making mock character. It worked when we did artificer a few days ago, but it just won't work now. Forgive me if this is a very dumb question, but this looks like the class screen before clicking any class. When you click artificer on the left, is it not showing a preview on the right side of the class at all?
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Nicole B. said: Bigfoot said: Nicole B. said: Bigfoot said: The 2024 sheet is not working with artificer. We're using the character builder because it makes things simpler and the artificer class just isn't working. Like, we literally can't continue on. We can pick it and have it come up, but it won't let us continue onto the next part. It just doesn't select. I'm not able to replicate this - I've taken a video where I've selected the artificer (assuming you mean from TCE, because that's the most common one by far), gone through, made a few more choices, and then built the character. When you say "it doesn't select", do you mean when you click "Select Class" or "Next" just nothing happens? If so, could you maybe take a look at your console log (by pressing f12) and let me know what it says? Maybe there's something I'm not replicating correctly here. Obviously artificer has to work, because who else are you gonna rely on to create gallons of mayonnaise on a moment's notice? Yeah no, I mean like we select it, and it comes up, but like... we literally can't click next. It won't select the class for building. I think... I've attached an image there.  I can click on artificer for the very beginning but trying to click select class just doesn't do anything. We've made multiple sheets trying this, we've tried reloading, we've also tried completely closing the browser and reopening it. It just... doesn't work.  The weird thing is, we were testing it a few days ago because I wasn't a fan of the sheet cause it was laggy. But... it seemed to be working a fair bit better than when we initially tested it. So we tried making mock character. It worked when we did artificer a few days ago, but it just won't work now. Forgive me if this is a very dumb question, but this looks like the class screen before clicking any class. When you click artificer on the left, is it not showing a preview on the right side of the class at all? Oh, well I suppose the preview isn't showing up. But.. yeah no, no preview after click on artificer. It's just weirdly not working. I have tashas and it was working a few days ago, don't understand what's changed.
Bigfoot said: Oh, well I suppose the preview isn't showing up. But.. yeah no, no preview after click on artificer. It's just weirdly not working. I have tashas and it was working a few days ago, don't understand what's changed. Thanks for the report, the preview not showing up was really valuable information! We've pushed out a fix for this so your artificer can go back to its mayonnaise-soaked machinations.
Hi is there an option to add custom crit range for specific weapons? I do not see it, only for the overall crit range moodifier.
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Tried to use the Far Traveler Background (2014 character on the 2024 sheet) and it neither grants me skill proficiencies nor let’s me choose some… Edit: Seems to be adding them now, but won’t let me change the per Tasha’s Cauldron of Everything…
Nicole B. said: 2. I took the equipment choices labelled "A" in the builder for the Monk equipment choice, and the background choice. I should have gotten: a spear, 5 Daggers, Artisan's Tools (I chose Jeweler's Tools),  an Explorer Pack, and 11 GP from the Monk starting equipment, and a dagger, Navigator's Tools, Rope, Traveler's Clothes and 20 GP from the background equipment. What I actually received was the rope, the two tools, 1 dagger, the Traveler's Clothes and 31 GP but none of the other stuff: Yeah, the equipment slide definitely needs work. It's getting a lot of attention behind the scenes right now. It looks like what you didn't get is the first choice of Class stuff (rope/dagger/clothes/navigator's from background, artisan's tools from subchoice), which I was able to replicate if I skipped around slides. I'll make sure that the bug fixes they're doing now includes this info. I didn't skip any slides when building the character. 3. The "Martial Arts Attack" and the "Tavern Brawler Unarmed Strike" are listed as two separate things. If the die re-roll for the Tavern Brawler strike gets implemented (the re-roll of a 1 on damage die) and it's implemented only for the "Tavern Brawler Unarmed Strike", it won't affect the "Martial Arts Strike" because they are two different things on the sheet. Yet, I should be able to re-roll a 1 when rolling damage for the Martial Arts Attack. The monk has a lot of features that we really struggled to cleanly automate in data. That's why these are special unarmed attacks and not just modifying the existing one. The Monk class doesn't know that Sailor has an unarmed strike, and vice versa, so you may need to update one of those special unarmed strikes to handle both of them. How? The sheet is so badly designed that doing something like this is not obvious!! 4. The ability to push a creature 5 ft due to the Tavern Brawler background, isn't listed anywhere on the sheet as an ability, except in the description of the Tavern Brawler background. A monk should be able to use that push ability with the Martial Arts Attack too, but it's hidden away, and not obvious.  Shove is listed as one of the "Actions in Combat" but with the Tavern Brawler background feat, it's not a separate action, it can be used when you do damage once per turn.   This has been handled in the data as an on hit display - if you roll the tavern brawler unarmed attack, you can see a description in chat of what happens on a hit. I don't believe it triggers on "do damage once per turn", it triggers on hitting a creature with an unarmed attack, so it's tagged onto the unarmed attack that comes with the feat. Manually adding and editing this field is on our board right now, so very soon you'll be able to just copy that text over to the relevant monk attack. Until then, since you have to combine the two attacks anyway, I would recommend consolidating around the Tavern Brawler one to preserve that on hit display for you. But if I merge the Monk attack into the Tavern Brawler attack, don't I lose the Monk's Martial Arts die and functionality? Wouldn't I then have to modify it yet again when the Martial Arts die increases? This is all something that ahould be automated  by the sheet. 
Nicole B. said: Stephen N. said: 2 requests related to missing features... 1) mass whisper/hidden roll settings within "apply default settings" section of "miscellaneous" ...this used to be a great way to insta-hide all monster rolls, now it doesn't exist...please bring it back 2) (super priority for my group) We LOVE the token actions API...as a DM, this is critical for quickly running combat without having all the monster character sheets up.  However, the 2024 5e character sheet doesn't work with this, neither for PC, NPCs, or monsters, therefore I have to run both the 2024 sheet (for players) and the 2014 sheet (for monsters) as a stop gap.  I implore you to consult with the Token Action modder to keep this essential QoL feature possible for 2024 sheets, particularly for monsters. 1. Agree, mass-applying settings is definitely on the list. When you say insta-hide, are you referring to retroactively making a message a whisper, or updating all the NPCs to only whisper from then on? 2. Token actions are next up on the list. To get that going, first we need to re-implement roll templates for this sheet, which we're doing now. Look forward to the first one sometime next week! Thanks for the reply!  NPCs to only whisper from then on...between jumpgate and the new character sheet, there simply is no option to have everything whisper-rolled, and I definitely can't have my players getting that much intel! :)
Saul J. said: Nicole B. said: 2. I took the equipment choices labelled "A" in the builder for the Monk equipment choice, and the background choice. I should have gotten: a spear, 5 Daggers, Artisan's Tools (I chose Jeweler's Tools),  an Explorer Pack, and 11 GP from the Monk starting equipment, and a dagger, Navigator's Tools, Rope, Traveler's Clothes and 20 GP from the background equipment. What I actually received was the rope, the two tools, 1 dagger, the Traveler's Clothes and 31 GP but none of the other stuff: Yeah, the equipment slide definitely needs work. It's getting a lot of attention behind the scenes right now. It looks like what you didn't get is the first choice of Class stuff (rope/dagger/clothes/navigator's from background, artisan's tools from subchoice), which I was able to replicate if I skipped around slides. I'll make sure that the bug fixes they're doing now includes this info. I didn't skip any slides when building the character. 3. The "Martial Arts Attack" and the "Tavern Brawler Unarmed Strike" are listed as two separate things. If the die re-roll for the Tavern Brawler strike gets implemented (the re-roll of a 1 on damage die) and it's implemented only for the "Tavern Brawler Unarmed Strike", it won't affect the "Martial Arts Strike" because they are two different things on the sheet. Yet, I should be able to re-roll a 1 when rolling damage for the Martial Arts Attack. The monk has a lot of features that we really struggled to cleanly automate in data. That's why these are special unarmed attacks and not just modifying the existing one. The Monk class doesn't know that Sailor has an unarmed strike, and vice versa, so you may need to update one of those special unarmed strikes to handle both of them. How? The sheet is so badly designed that doing something like this is not obvious!! 4. The ability to push a creature 5 ft due to the Tavern Brawler background, isn't listed anywhere on the sheet as an ability, except in the description of the Tavern Brawler background. A monk should be able to use that push ability with the Martial Arts Attack too, but it's hidden away, and not obvious.  Shove is listed as one of the "Actions in Combat" but with the Tavern Brawler background feat, it's not a separate action, it can be used when you do damage once per turn.   This has been handled in the data as an on hit display - if you roll the tavern brawler unarmed attack, you can see a description in chat of what happens on a hit. I don't believe it triggers on "do damage once per turn", it triggers on hitting a creature with an unarmed attack, so it's tagged onto the unarmed attack that comes with the feat. Manually adding and editing this field is on our board right now, so very soon you'll be able to just copy that text over to the relevant monk attack. Until then, since you have to combine the two attacks anyway, I would recommend consolidating around the Tavern Brawler one to preserve that on hit display for you. But if I merge the Monk attack into the Tavern Brawler attack, don't I lose the Monk's Martial Arts die and functionality? Wouldn't I then have to modify it yet again when the Martial Arts die increases? This is all something that ahould be automated  by the sheet.  1. They're not suggesting that you skipped any steps or that there was any user error. Simply that going from one page to another and back again (skipping around) seems to cause the error which you brought up, and has been flagged.  2. You lose the martial arts die auto-updating functionality yes. Fortunately, it's been noted by Nicole in that message that the ability to move the text from Brawler to Martial Arts attacks is currently being worked on, so that makes life easier. Hopefully it'll be implemented before your dice upgrade so it never becomes a problem. 
Stephen N. said: Thanks for the reply!  NPCs to only whisper from then on...between jumpgate and the new character sheet, there simply is no option to have everything whisper-rolled, and I definitely can't have my players getting that much intel! :) Thanks for the clarification! I'll make sure this gets prioritized. Ganesh said: Hi is there an option to add custom crit range for specific weapons? I do not see it, only for the overall crit range moodifier. This isn't something we have yet, but we're working towards adding custom dice syntax so this will be possible! RPGeezer said: Tried to use the Far Traveler Background (2014 character on the 2024 sheet) and it neither grants me skill proficiencies nor let’s me choose some… Edit: Seems to be adding them now, but won’t let me change the per Tasha’s Cauldron of Everything… Yeah, I'm seeing these rules in both the old PHB and the new DMG. Customizing backgrounds (as well as making custom species/classes) is next up on the builder team once the bug fixing has settled a bit. In the meantime, you can manually set proficiencies on the sheet to update it, although I know that's not the ideal workflow.
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timmaugh
Pro
API Scripter
Nicole B. said: Ganesh said: Hi is there an option to add custom crit range for specific weapons? I do not see it, only for the overall crit range moodifier. This isn't something we have yet, but we're working towards adding custom dice syntax so this will be possible! Curious if this means "the same syntax structures that are available on all other sheets" or "different syntax structures written specifically for this sheet"?
timmaugh said: Nicole B. said: Ganesh said: Hi is there an option to add custom crit range for specific weapons? I do not see it, only for the overall crit range moodifier. This isn't something we have yet, but we're working towards adding custom dice syntax so this will be possible! Curious if this means "the same syntax structures that are available on all other sheets" or "different syntax structures written specifically for this sheet"? The first one - we have to go through a few rounds of tickets to make it possible technically, because of the way dice rolls are processed, but I'm saying we're working to unblock the original dice syntax that already existed technically, not create a new one.
Nicole B. said: timmaugh said: Nicole B. said: Ganesh said: Hi is there an option to add custom crit range for specific weapons? I do not see it, only for the overall crit range moodifier. This isn't something we have yet, but we're working towards adding custom dice syntax so this will be possible! Curious if this means "the same syntax structures that are available on all other sheets" or "different syntax structures written specifically for this sheet"? The first one - we have to go through a few rounds of tickets to make it possible technically, because of the way dice rolls are processed, but I'm saying we're working to unblock the original dice syntax that already existed technically, not create a new one. Does that mean that we'll be able to write dice rolls using the syntax as described in  Dice-Reference , or is it going to be using menus, and sub-menus and all the other constraints that exist now on the 2024 sheet for other things like adding different damage types?
Saul J. said: Does that mean that we'll be able to write dice rolls using the syntax as described in  Dice-Reference , or is it going to be using menus, and sub-menus and all the other constraints that exist now on the 2024 sheet for other things like adding different damage types? It means that we will be supporting the existing dice syntax, as described in our documentation. We aren't going to invent entirely new roll command syntax, there's just a bit of work that needs to go into Beacon to expose all of the information to the sheet when commands like that are used. Using the custom crit range as an example, the sheet needs to know when a die result is within that range in order to mark that result as a critical in the template sent to chat.
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Feedback after today's session: Ice Knife's Explosion attack doesn't seem to correctly tag which Class the character is, when dragging it into the sheet and when populated from the Character Builder. This causes the Save DC to be wrong. Specifically this happened to our Orc Druid (level 2), if that helps. I have a problem sometimes when closing a player's sheet and then I can't ever reopen it until I refresh. It's usually if I've opened and closed that sheet multiple times, and made recent changes. Sometimes some players, on jumpgate, can't hear any music until both a page refresh and music being turned off and on. Not sure how to replicate this, but it happens mostly to one specific player, and rarely for others. The Blanket item is meant to give a Situational Bonus to Saving Throws against Extreme Cold - as explained by the DMG, this is just a DC10 Con Save. Instead of only applying to Con Saves, it applies to ALL Saves with Query Mode toggled on. There's 1 character sheet in my campaign which I can't delete, no matter how hard I try. It's an unused sheet so there's no reason to keep it, but it refuses to die. I had it in the past with other sheets in this campaign but they all eventually fell to my delete button, but this one refuses.
Noodle said: Feedback after today's session: Ice Knife's Explosion attack doesn't seem to correctly tag which Class the character is, when dragging it into the sheet and when populated from the Character Builder. This causes the Save DC to be wrong. Specifically this happened to our Orc Druid (level 2), if that helps. Thanks for the report! Looks like the data is a bit weird on that one which made it hard to find the spell. I'll pass that off to the data team to fix and put out a new version of the spell. I have a problem sometimes when closing a player's sheet and then I can't ever reopen it until I refresh. It's usually if I've opened and closed that sheet multiple times, and made recent changes. I'll see if we can reproduce this with multiple people in a game. Sometimes some players, on jumpgate, can't hear any music until both a page refresh and music being turned off and on. Not sure how to replicate this, but it happens mostly to one specific player, and rarely for others. Passing this on to the jumpgate team! The Blanket item is meant to give a Situational Bonus to Saving Throws against Extreme Cold - as explained by the DMG, this is just a DC10 Con Save. Instead of only applying to Con Saves, it applies to ALL Saves with Query Mode toggled on. Thanks for the update, this item was created before the DMG came out and didn't reference which saves specifically so now it does need to be updated. There's 1 character sheet in my campaign which I can't delete, no matter how hard I try. It's an unused sheet so there's no reason to keep it, but it refuses to die. I had it in the past with other sheets in this campaign but they all eventually fell to my delete button, but this one refuses.  This has happened to me too, I believe it's a Jumpgate/VTT issue. I ended up archiving the Undying Hjonk to get it out of my game, which is an okay workaround while they work on this.
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Pact of the Tome doesn't give access to all level 1 spells with ritual (such as detect magic)
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Notes from yesterday (feb 12) session: 1) Performance was critical one of the player needed minutes to open the sheet and It went worse with time in the session. He is playing on a PC with 8GB of Ram and I5 processor. Chrome was constantly using 2-3 GB of memory We checked the other and the edge process of a player was at 5 GB firefox for another player was at 2.5 GB Mine was as in the image below (Firefox on a Mac MINI M2)  where these are just 2 of the 5 firefox processes (only one window with roll 20 was open in firefox)  Sure it seems that roll 20 eats A LOT of memory and processing power! and it worsens with time. (the programmer in the team was wondering if there was a memory release issue on the sheets instead of thinking how to approach the modified Bone Golem with extra immunities that was pouncing them). 2) Monk issue with martial attack. The monk had the audacity to do a nat 20 against my NPC that wanted nothing else than destroy them. The output was weird here is the attack and the following damages obtained by pressing the first and second buttons Incidentally can you modify the structure of the 2 dice rolls (I remember you were saying you were working on that)? at quick glance is difficult to see which is the to hit and which the damage ...at least add Damage in the title (martial arts attack - Damage) it is not clear what the 2 different buttons want to accomplish the first is the regular damage the second is not the critical to add as it is 2 dices but is not the full critical as it does not include dexterity (and if this wanted be the approach - preferred for me- why have the first button?) 3) circle of the moon druid taking the form still adds one level to regular hit points instead of 3*level as temporary. Andrea
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
The odd thing about that crit roll is that even though the formula is incomplete, the total is correct: 7 + 6 + 5 = 18 As for the reason for the two buttons for damage, that's essential. Many, many folks leave on Always use Advantage for convenience sake, taking the left-hand roll unless adv/disadv is involved, and then using the appropriate one. Always having both damage results makes this practice simpler.
SupaCoo said: Pact of the Tome doesn't give access to all level 1 spells with ritual (such as detect magic) Ty for the report! This is a known issue that we're working to resolve right now (along with a few other spell-choice-related issues) Andrea L. said: Notes from yesterday (feb 12) session: 1) Performance was critical one of the player needed minutes to open the sheet and It went worse with time in the session. He is playing on a PC with 8GB of Ram and I5 processor. Chrome was constantly using 2-3 GB of memory We checked the other and the edge process of a player was at 5 GB firefox for another player was at 2.5 GB Mine was as in the image below (Firefox on a Mac MINI M2)  where these are just 2 of the 5 firefox processes (only one window with roll 20 was open in firefox)  Sure it seems that roll 20 eats A LOT of memory and processing power! and it worsens with time. (the programmer in the team was wondering if there was a memory release issue on the sheets instead of thinking how to approach the modified Bone Golem with extra immunities that was pouncing them). We're putting a lot of energy into trying to find ways to make the sheet run faster right now. 2) Monk issue with martial attack. The monk had the audacity to do a nat 20 against my NPC that wanted nothing else than destroy them. The output was weird here is the attack and the following damages obtained by pressing the first and second buttons Incidentally can you modify the structure of the 2 dice rolls (I remember you were saying you were working on that)? at quick glance is difficult to see which is the to hit and which the damage ...at least add Damage in the title (martial arts attack - Damage) it is not clear what the 2 different buttons want to accomplish the first is the regular damage the second is not the critical to add as it is 2 dices but is not the full critical as it does not include dexterity (and if this wanted be the approach - preferred for me- why have the first button?) The crit calculation is a little messed up right now for sure. I'm currently working on a ticket to unblock "max damage one die, roll another die" homebrew crit functionality, so I'll also see if I can dig into why it's not adding all the relevant bonuses. You are intended to click Crit Damage if you want to roll a crit, but as Keith mentioned, a lot of people on Roll20 like to just roll with advantage all the time, so I'd rather keep the normal damage button. Maybe we can change the label to make it more clear, or the coloring, to make the critical one more obvious that you should click that one. Adding "Damage" to the damage roll title as a stopgap is on our board right now, since us restyling roll templates to be slicker and more readable is still a bit off. 3) circle of the moon druid taking the form still adds one level to regular hit points instead of 3*level as temporary. Andrea Looks like this data for this heal is a little malformed. I'll bring this back to the data team and make sure it's rewritten.
The Crit Damage button is a little weird but it works. If you press Details, it'll show that it is actually adding the bonuses (and like Keith said, you can tell just by looking at the total number). It's been a few weeks at least, if not forever, that it hasn't shown the modifiers and only the core dice rolls. Very odd, but at least still functional.
keithcurtis said: The odd thing about that crit roll is that even though the formula is incomplete, the total is correct: 7 + 6 + 5 = 18 As for the reason for the two buttons for damage, that's essential. Many, many folks leave on Always use Advantage for convenience sake, taking the left-hand roll unless adv/disadv is involved, and then using the appropriate one. Always having both damage results makes this practice simpler. oh I did not notice the right total and yes keeping the two makes perfect sense
Hello there, long time lurker, first time poster. I cannot get the roll20 character sheet app on my iphone to show the 24' character sheet as anything other than blank.  It will accurately show the 14' sheets.  Not the 24' ones.  Does this not work yet?   James Hyfield
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hi James! This looks to be the case. I get nothing but black as well. There is a spalsh screen saying that some things might not work on that sheet, but I wasn't expecting total blackness.
James H. said: Hello there, long time lurker, first time poster. I cannot get the roll20 character sheet app on my iphone to show the 24' character sheet as anything other than blank.  It will accurately show the 14' sheets.  Not the 24' ones.  Does this not work yet?   James Hyfield The app doesn't have updates that are required for advanced sheets like D&D2024 - I recommend using Roll20Characters in the browser. The sheet isn't perfect on phones, but I use sometimes especially when the browser tab is in desktop mode so I can zoom in and out as needed.
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Hi nicole, can you provide more detail on this point expressed in the log? Preliminary support for roll templates is now available! Simple roll template is now available for use in macros and token actions. Keep an eye out for future roll templates and enhancements to allow you to turn your own attacks and basic rolls into templates there is a place where we can understand what works and what does not yet etc etc? thanks Andrea
Andrea L. said: Hi nicole, can you provide more detail on this point expressed in the log? Preliminary support for roll templates is now available! Simple roll template is now available for use in macros and token actions. Keep an eye out for future roll templates and enhancements to allow you to turn your own attacks and basic rolls into templates there a place where we can understand what works and what does not yet etc etc? thanks Andrea Indeed, a template is not very useful without the knowledge of what fields it accepts. On a quick test, rname, charname, mod and r1 print out, with r1 only accepting inline rolls. r2 does not function, trying to send the template with a r2 field prevents the whole template from posting.
Andrea L. said: Hi nicole, can you provide more detail on this point expressed in the log? Preliminary support for roll templates is now available! Simple roll template is now available for use in macros and token actions. Keep an eye out for future roll templates and enhancements to allow you to turn your own attacks and basic rolls into templates there is a place where we can understand what works and what does not yet etc etc? thanks Andrea This is a nearly 1 to 1 copy of the simple roll template from the 2014 sheet. The documentation is here:&nbsp; <a href="https://wiki.roll20.net/D%26D_5e_by_Roll20_Roll_Templates#Simple" rel="nofollow">https://wiki.roll20.net/D%26D_5e_by_Roll20_Roll_Templates#Simple</a> I say nearly for two reasons: the first reason is that, in the original implementation of this roll template, passing in both normal=1 and always=1 would result in the results showing in two different ways stacked on top of each other, which we haven't implemented in this template at this point. The second reason is that roll templates are especially complicated and I'm fairly confident that on releasing it we're going to get a host of complicated examples that need work. This is a first step towards backwards compatibility on 2014 roll templates, and we'll be working through the most basic versions of all of the templates on that page one by one. Tuo said: Indeed, a template is not very useful without the knowledge of what fields it accepts. On a quick test, rname, charname, mod and r1 print out, with r1 only accepting inline rolls. r2 does not function, trying to send the template with a r2 field prevents the whole template from posting. Can you expand on this? If I pass in an r2 with either no normal/adv/disadv/always or just normal=1, it rolls the first roll. If I pass in any of adv/disadv/always, it's showing me both rolls and their results.
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Nicole B. said: Tuo said: Indeed, a template is not very useful without the knowledge of what fields it accepts. On a quick test, rname, charname, mod and r1 print out, with r1 only accepting inline rolls. r2 does not function, trying to send the template with a r2 field prevents the whole template from posting. Can you expand on this? If I pass in an r2 with either no normal/adv/disadv/always or just normal=1, it rolls the first roll. If I pass in any of adv/disadv/always, it's showing me both rolls and their results. My bad, I had missed a single bracket in r1, which broke the template completely (because as I mentioned, unlike the simple template of the 2014 sheet, this one only accepts inline rolls in that field). That's on me not being thorough enough. One thing I'll note, though, is that neither the roll tooltips nor the critical highlights being shown is a serious shortcoming.
Tuo &nbsp;said: Nicole B. &nbsp;said: Tuo &nbsp;said: Indeed, a template is not very useful without the knowledge of what fields it accepts. On a quick test, rname, charname, mod and r1 print out, with r1 only accepting inline rolls. r2 does not function, trying to send the template with a r2 field prevents the whole template from posting. Can you expand on this? If I pass in an r2 with either no normal/adv/disadv/always or just normal=1, it rolls the first roll. If I pass in any of adv/disadv/always, it's showing me both rolls and their results. My bad, I had missed a single bracket in r1, which broke the template completely. That's on me not being thorough enough. One thing I'll note, though, is that neither the roll tooltips nor the critical highlights being shown is a serious shortcoming. Bringing back the quantum rolling hover states both for standard roll templates from the sheet and any roll template usage is on the roadmap. It's going to require a few different pieces to work together on frontend and backend, though, so it's not going to be an immediate change.
Hey all, something strange happening with one of my players and their character sheet, when using the new 2024 character sheet builder they were prompted with these items as starting equipment (see picture)&nbsp; Luckily they thought to ask me about it instead of just adding it to their sheet.&nbsp; they were making a level 11 character, warlock with the acolyte background I own the 2024 content as well the Dungeon of the Mad Mage through roll20.&nbsp; Please let me know what to do to fix!&nbsp;
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Nicole B.
Roll20 Team
IYABUG said: Hey all, something strange happening with one of my players and their character sheet, when using the new 2024 character sheet builder they were prompted with these items as starting equipment (see picture)&nbsp; Luckily they thought to ask me about it instead of just adding it to their sheet.&nbsp; they were making a level 11 character, warlock with the acolyte background I own the 2024 content as well the Dungeon of the Mad Mage through roll20.&nbsp; Please let me know what to do to fix!&nbsp; Hello! It looks like your player might be clicking the dropdown behind all the options, based on the red outline - because it's hidden, this makes it difficult to identify where this decision is coming from. Could you please take a screenshot of the page with the dropdown closed? (if they've already finished the builder, you can click level up, skip to the page, and then exit out and it won't change anything)
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When trying to create a battle master fighter in 2024, the maneuvers no longer show up to be chosen from. Combat superiority is completely missing. Is this a known bug?
Update: I believe this is now working correctly for a normal shield but not for a magic shield. Here's what I'm seeing: Character with plate and shield: AC 20, AC atrribute shown on token: 20 Character with plate and +1 shield: AC 21, AC attribute shown on token: 19 The AC attribute seems to be ignoring the +2 AC adjustment for a +1 shield. Nic B. said: Jay W. said: Here's a new one, at least for me. A character has AC 18, wearing chainmail and shield. The AC is displayed correctly on the character sheet. But the token, set to display AC, shows that it's 16. I checked the attributes under "advanced tools" on the character sheet and, sure enough, the AC attribute's value is 16. The character had an AC 16 when first created, but later bought new armor. Somehow the sheet is showing the correct AC even though the attribute is the incorrect old value. Huh, interesting. I was able to reproduce, and I've created a ticket to get this addressed.
MindlessCalm said: When trying to create a battle master fighter in 2024, the maneuvers no longer show up to be chosen from. Combat superiority is completely missing. Is this a known bug? Thanks for the report! We've made a ticket for this. Jay W. said: Update: I believe this is now working correctly for a normal shield but not for a magic shield. Here's what I'm seeing: Character with plate and shield: AC 20, AC atrribute shown on token: 20 Character with plate and +1 shield: AC 21, AC attribute shown on token: 19 The AC attribute seems to be ignoring the +2 AC adjustment for a +1 shield. This is happening inconsistently because it's an issue between what attributes are on the sheet and what attributes are passed into the token data. We're still working through figuring out why this is affecting shields so specifically.
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JD
Pro
Monk defensive strike roll is flat d10, missing monk_level and dex_mod Think i saw this earlier in the thread, but still missing the mods as of this morning. Could not find doco for adding something like " + @{dexterity_mod} " manually in the "roll" section.
JD said: Monk defensive strike roll is flat d10, missing monk_level and dex_mod Think i saw this earlier in the thread, but still missing the mods as of this morning. Could not find doco for adding something like " + @{dexterity_mod} " manually in the "roll" section. I'm going to guess you meant Deflect Attacks here? That roll should update automatically with monk level, but the dexterity mod is missing right now, yeah. This will most likely come with advanced dice syntax, allowing you to add dexterity mod exactly as you're describing - there are a few things that still need to be done to fully enable that, but we wanted to have the roll on your sheet to manually edit until that's ready.
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JD
Pro
Nicole B. said: JD said: Monk defensive strike roll is flat d10, missing monk_level and dex_mod Think i saw this earlier in the thread, but still missing the mods as of this morning. Could not find doco for adding something like " + @{dexterity_mod} " manually in the "roll" section. I'm going to guess you meant Deflect Attacks here? That roll should update automatically with monk level, but the dexterity mod is missing right now, yeah. This will most likely come with advanced dice syntax, allowing you to add dexterity mod exactly as you're describing - there are a few things that still need to be done to fully enable that, but we wanted to have the roll on your sheet to manually edit until that's ready. Thanks yep Deflect Attacks oops. So... just i should hard code the actual numeral for the dex mod and monk level for now&nbsp; e.g. Roll = 1d10+4+4 (for a 4th level monk with 18 dex) Can do! tyvm
I might have missed it if there is a solution to this issue, I am having an issue where adding 2024 char sheets to an existing Jumpgate game broke all of my NPC char sheets.&nbsp;&nbsp; I am playing Eve of Ruin and I have al of the 2014 core books in Roll20 plus several others WOTC books that came out before the 2024 books.&nbsp; I have the Eve of Ruin campaign in Roll20.&nbsp; I created a game in Jumpgate with 2014 rules using the Eve of Ruin campaign.&nbsp; I added the 2024 char sheets after, since the sheets were nicer so that my players could use those.&nbsp; After I did that, all of the NPC sheets broke.&nbsp; If I click on the NPC char sheet it just shows the blank 2024 builder.&nbsp; If I click on one of the NPC skills that show up on the upper left while they are selected, I get a message like this: TypeError: Cannot read properties of undefined (reading 'repeating_npcbonusaction_-NwBpzNCrzib9myRYaLI_rollbase') My current solution is to run a second game that is just using the 2014 rules and roll the monster and NPC actions in that game and tell the players the results.&nbsp; It works, but it slows things down considerably shifting between the different games. Is there any way to fix this issue?
Due to the information posted on the blog in September, I expected light mode to be right around the corner, but a conversation on the Roll20 discord server confirmed that it is not the case.&nbsp;&nbsp; To my great disappointment, I have just learned that while light mode is still "on the roadmap", there are no set plans for or current work on it. I have accessibility issues that makes the dark mode unreadable to me, and have given feedback on this. Are we really that few that have trouble with the dark mode?
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Gauss
Forum Champion
I am also unable to use&nbsp;the 2024 sheets due to the dark mode. Unfortunately there is a wide perception (not just in Roll20) that dark mode is the universal fix for accessibility when in fact it is not.&nbsp;
Jeremy K. said: I might have missed it if there is a solution to this issue, I am having an issue where adding 2024 char sheets to an existing Jumpgate game broke all of my NPC char sheets.&nbsp;&nbsp; I am playing Eve of Ruin and I have al of the 2014 core books in Roll20 plus several others WOTC books that came out before the 2024 books.&nbsp; I have the Eve of Ruin campaign in Roll20.&nbsp; I created a game in Jumpgate with 2014 rules using the Eve of Ruin campaign.&nbsp; I added the 2024 char sheets after, since the sheets were nicer so that my players could use those.&nbsp; After I did that, all of the NPC sheets broke.&nbsp; If I click on the NPC char sheet it just shows the blank 2024 builder.&nbsp; If I click on one of the NPC skills that show up on the upper left while they are selected, I get a message like this: TypeError: Cannot read properties of undefined (reading 'repeating_npcbonusaction_-NwBpzNCrzib9myRYaLI_rollbase') My current solution is to run a second game that is just using the 2014 rules and roll the monster and NPC actions in that game and tell the players the results.&nbsp; It works, but it slows things down considerably shifting between the different games. Is there any way to fix this issue? It sounds like your NPCs are turning into 2024 NPCs, but I'm not able to replicate it. The steps I took was: 1. Made a fresh 2014 game using Vecna: Eve of Ruin and 2014 sheets 2. Opened game 3. Added 2024 sheets via sheet settings 4. Clicked on all the NPCs They all seem to still be 2014 NPCs. Am I missing a step somewhere? (Not ignoring the light mode feedback - replied in Discord previously so not rehashing here, just noting the feedback)
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
I would not go so far as to say that the perception in Roll20 is " that dark mode is the universal fix for accessibility". I would go so far as to say that there is a common perception that dark mode causes problems for a smaller subset of people than light mode, so it gets the primary development. I have to confess that although I do advocate for at least three interface modes (dark-medium-light) for most interfaces , I cannot claim to have a dog in the show, since none of them make that much difference to me. My personal guess is that so much of the sheet interface is still under development (requested new spell view, for instance), that maintaining multiple modes during this time would probably slow development. I'm guessing that an alternative mode will probably appear once the interface is pretty much settled. Unfortunately, this seems to be taking a while.
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Gauss
Forum Champion
keithcurtis said: I would not go so far as to say that the perception in Roll20 is " that dark mode is the universal fix for accessibility". Apparently I didn't differentiate enough. I was illustrating a general feeling I have that is not just a Roll20 thing. Everywhere I go online "Dark Mode" seems to be the answer to the accessibility question, when for me (and a non-small number of other folks) it is actually worse than light mode + my screen darkener.&nbsp;
My disappointment is just as much in that I thought it was still scheduled for "Winter 24/25", which in my opinion is "very soon now"(tm).&nbsp; It is still "on the roadmap" and lifted because it is an accessibility issue rather than preference, but with nothing being looked at yet I don't see it happening soon enough for me to enjoy the games ahead. Even if the monster stats works with readable sheets, the players have upgraded and as a DM that is again a problem for me. So, no dming, and beyond20 for games on Roll20 for me onwards.
Weekly Post-session issue report: - Stat Block view is good but still a ways off being usable. Every NPC sheet from MM2025 has +2 higher AC in Stat Block than Standard/Compact. This is also true if assigning AC to a token (14 for a Wolf) instead of npc_ac (12 for a Wolf). It seems they're both ING information from different, conflicting, places.&nbsp; - Most creatures now have on-hit effects which aren't shown on the Stat Block view, even though for a lot of cases it's vital info. I'd like to see this shown on the view, even if it's a toggle. - the Wolf from MM2025 is missing Pack Tactics, even though the Wolf from PHB2024 has it, and d&amp;dbeyond also has it.&nbsp; - Cleric's Thaumaturgy feature acts the same as Druid's Magician feature in that the bonus doubles in Query mode.&nbsp;
Noodle said: Weekly Post-session issue report: - Stat Block view is good but still a ways off being usable. Every NPC sheet from MM2025 has +2 higher AC in Stat Block than Standard/Compact. This is also true if assigning AC to a token (14 for a Wolf) instead of npc_ac (12 for a Wolf). It seems they're both ING information from different, conflicting, places.&nbsp; Looks like the dex of the creature is being added to this in stat block view. I've made a high-priority bug ticket for this, thanks for the report! - Most creatures now have on-hit effects which aren't shown on the Stat Block view, even though for a lot of cases it's vital info. I'd like to see this shown on the view, even if it's a toggle. Feedback noted, thanks! The NPC compendium data is much less advanced than the other data in the compendium, so it's a bit hard to suss out details of attacks like "on hit" vs "general description", but I'll see if that's something we can do. - the Wolf from MM2025 is missing Pack Tactics, even though the Wolf from PHB2024 has it, and d&amp;dbeyond also has it.&nbsp; - Cleric's Thaumaturgy feature acts the same as Druid's Magician feature in that the bonus doubles in Query mode.&nbsp; Thanks for these reports! I've made tickets for both of them.
There is&nbsp;a general perception out in the programmer community that "dark mode" is a fix for accessibility issues, and it has been merged into several of the so-called "standards" that have been written and are being used, even by big companies that will remain nameless (but if you know which company is "big blue", you'll get it). This myth has been debunked in a lot of places but no one reads the debunking articles, and many simply ignore the debunking, assuming they are right, and the debunkers are wrong. For an example of a debunking article:&nbsp; Debunking the dark mode myth &nbsp;. As that guide says, and as it says in many of the formal standards (such as those developed for government websites to comply with the ADA), "dark mode" should always be a choice and should not be the sole option, or forced. I personally prefer dark mode. I play with a group where some don't care, and at least one person hates it and prefers light mode. Fortunately, at the moment, we're playing a legacy non-5E game so that person has the choice. And I strongly agree with keithcurtis that there should be three modes: dark, medium, light. But, I'd also like to suggest that there should be different settings for different sections. For example, someone might want the map area to be in "dark mode" but the chat area to be in "light mode". keithcurtis said: I would not go so far as to say that the perception in Roll20 is " that dark mode is the universal fix for accessibility". I would go so far as to say that there is a common perception that dark mode causes problems for a smaller subset of people than light mode, so it gets the primary development. I have to confess that although I do advocate for at least three interface modes (dark-medium-light) for most interfaces , I cannot claim to have a dog in the show, since none of them make that much difference to me. My personal guess is that so much of the sheet interface is still under development (requested new spell view, for instance), that maintaining multiple modes during this time would probably slow development. I'm guessing that an alternative mode will probably appear once the interface is pretty much settled. Unfortunately, this seems to be taking a while.
Besides the dark mode/light mode issue, there is also a concern about using color to distinguish between statuses or to bring attention to items: red/green is the most common form of color blindness (1 in 12 biological males; 1 in 200 biological females). My wife, for instance, cannot at all see red text or symbols on a black background. When using color to denote a status or to highlight something, a symbol or outline in a contrasting color (black on light, or white on dark) should be included.
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Saul J. said: &nbsp;But, I'd also like to suggest that there should be different settings for different sections. For example, someone might want the map area to be in "dark mode" but the chat area to be in "light mode". If it would help anyone, I have a&nbsp; stylus style that forces light mode on the Compendium , whether in the VTT or the web interface. I prefer dark mode on the forums, light mode on the compendium (it's very pretty), and don't much care on the character sheet or VTT interface.