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

March 18 (1 week ago)

Edited March 18 (1 week ago)

I'm curious, is there any essential feature of the sheet that required the Beacon framework to function? Because as far as I've seen, it really is nothing special, but at a heavy cost of player access and numerous issues. The times I've had to tell people something doesn't work because they're using this sheet are numerous, the times I've had the opportunity to tell that they should use this sheet to have access to the feature they want are none. It has never happened.

March 18 (1 week ago)

Not only that, but as I understand it, the Beacon system is incapable of handling multiple people opening and editing the same file at the same time. That means that, in order to make that functionality that existed with the old sheet work, Roll20 is going to have to find some kind of work-around, probably adding complexity to the process. If they can. Haven't used Beacon - just read about it, so there might be something hidden that I'm unaware of but, at least this is my current understanding.

Tuo said:

I'm curious, is there any essential feature of the sheet that required the Beacon framework to function? Because as far as I've seen, it really is nothing special, but at a heavy cost of player access and numerous issues. The times I've had to tell people something doesn't work because they're using this sheet are numerous, the times I've had the opportunity to tell that they should use this sheet to have access to the feature they want are none. It has never happened.




March 18 (1 week ago)

Edited March 18 (1 week ago)
Nic B.
Roll20 Team


Tuo said:

I'm curious, is there any essential feature of the sheet that required the Beacon framework to function? Because as far as I've seen, it really is nothing special, but at a heavy cost of player access and numerous issues. The times I've had to tell people something doesn't work because they're using this sheet are numerous, the times I've had the opportunity to tell that they should use this sheet to have access to the feature they want are none. It has never happened.


Hi Tuo,

I'm sorry that it feels this way. I will clarify: there are many functions of the sheet that are improved because of the transition to Beacon, but many of them are not immediately apparent. A really good example of functionality that would not be possible in the legacy sheet system is the modifier builder. The way that this worked previously (the modifier strings) was much less flexible, responsive and user-friendly.

Our intention is to expose more features like this to users as time progresses, making the value of using Beacon more apparent, but it's obviously our priority to get the sheet to match existing functionality before surpassing it.


Saul J. said:

Not only that, but as I understand it, the Beacon system is incapable of handling multiple people opening and editing the same file at the same time. That means that, in order to make that functionality that existed with the old sheet work, Roll20 is going to have to find some kind of work-around, probably adding complexity to the process. If they can. Haven't used Beacon - just read about it, so there might be something hidden that I'm unaware of but, at least this is my current understanding.

Hi Saul,

We've had a few bugs in this area, but there's nothing intrinsic about Beacon that prevents two users from editing the same sheet simultaneously. In fact, it should be a better experience than legacy; previously, if you changed the "tab" on the character sheet, you'd drag everyone viewing the sheet with you. Now a user's view of the sheet is local, but the data is global. 

That said, if you're still seeing issues, a bug report would be greatly appreciated.

March 18 (1 week ago)


Nic B. said:

Saul J. said:

Not only that, but as I understand it, the Beacon system is incapable of handling multiple people opening and editing the same file at the same time. That means that, in order to make that functionality that existed with the old sheet work, Roll20 is going to have to find some kind of work-around, probably adding complexity to the process. If they can. Haven't used Beacon - just read about it, so there might be something hidden that I'm unaware of but, at least this is my current understanding.

Hi Saul,

We've had a few bugs in this area, but there's nothing intrinsic about Beacon that prevents two users from editing the same sheet simultaneously. In fact, it should be a better experience than legacy; previously, if you changed the "tab" on the character sheet, you'd drag everyone viewing the sheet with you. Now a user's view of the sheet is local, but the data is global. 

That said, if you're still seeing issues, a bug report would be greatly appreciated.

Then you must be doing something internally (a work-around, as I said) for the fact that Beacon has problems with multiple people editing the same document. From the beacon website: "Be careful to avoid multiple users editing the document at once. If User A saves the document while User B is still working on it, when User B saves the document, User A's changes would be reset. Beacon is unable to merge changes made by users."


March 18 (1 week ago)
Nic B.
Roll20 Team

Then you must be doing something internally (a work-around, as I said) for the fact that Beacon has problems with multiple people editing the same document. From the beacon website: "Be careful to avoid multiple users editing the document at once. If User A saves the document while User B is still working on it, when User B saves the document, User A's changes would be reset. Beacon is unable to merge changes made by users."

This isn't from any Roll20 documentation, as far as I know, where did you find this?

March 18 (1 week ago)


Nic B. said:


Hi Tuo,

I'm sorry that it feels this way. I will clarify: there are many functions of the sheet that are improved because of the transition to Beacon, but many of them are not immediately apparent. A really good example of functionality that would not be possible in the legacy sheet system is the modifier builder. The way that this worked previously (the modifier strings) was much less flexible, responsive and user-friendly.

Our intention is to expose more features like this to users as time progresses, making the value of using Beacon more apparent, but it's obviously our priority to get the sheet to match existing functionality before surpassing it.


I don't see this- the old system is much easier to add modifiers, and the new one just cannot (yet) do it at all.  Maybe there's something relating to automation?

But automation is a rather a fools gold target, as in the old sheet it can be achieved with macros - as far as I'd ever want to go.  My worry is that Roll20 are trying to push everything to video game style with automation and animation. 


March 18 (1 week ago)
keithcurtis
Forum Champion
Marketplace Creator
API Scripter


Nic B. said:


Then you must be doing something internally (a work-around, as I said) for the fact that Beacon has problems with multiple people editing the same document. From the beacon website: "Be careful to avoid multiple users editing the document at once. If User A saves the document while User B is still working on it, when User B saves the document, User A's changes would be reset. Beacon is unable to merge changes made by users."

This isn't from any Roll20 documentation, as far as I know, where did you find this?


I believe it is from usebeacon.app: [link]

March 18 (1 week ago)

Will the new sheet track spells slots when a spell is cast

March 19 (1 week ago)

Edited March 19 (1 week ago)
keithcurtis
Forum Champion
Marketplace Creator
API Scripter

Not currently, But I think that's part of the spell upgrade in progress.

March 19 (1 week ago)

Thanks Keith this would be a great addition to the sheets currently running a 2024 game and have been using the sheets. I am liking them so far and aware that there is alot of work going on to improve them just didn't know if they had any plans on introducing this.

March 19 (1 week ago)

That's one place. 

I had done a Google search and it came up on several pages. I don't recall specifically which page I took that quote from but the link Keith provided looks right.

keithcurtis said:


Nic B. said:


Then you must be doing something internally (a work-around, as I said) for the fact that Beacon has problems with multiple people editing the same document. From the beacon website: "Be careful to avoid multiple users editing the document at once. If User A saves the document while User B is still working on it, when User B saves the document, User A's changes would be reset. Beacon is unable to merge changes made by users."

This isn't from any Roll20 documentation, as far as I know, where did you find this?


I believe it is from usebeacon.app: [link]




March 19 (1 week ago)

New issue, kind of, for the sheet, specifically for Warlocks who take Pact of the Blade invocation:

Currently, the sheet doesn't put any attack on the sheet for Pact of the Blade. I understand why - there's no way to know what weapon the warlock will summon, or what their "pact blade".

I suggest putting a generic attack on the sheet like is done with Monks. Monks get a "Martial Arts attack" that uses their Martial Arts die. I suggest putting a "Pact Blade attack" on the warlock sheet that is just a basic 1d20 + proficiency + Charisma modifier. The damage is the interesting part. There are a number of solutions:

1. Query the user for the damage roll

2. Query the user for the weapon conjured and take the damage roll from the compendium

3. Don't do anything and make the user roll the damage manually in the chat.

I'm sure there are other solutions that people can come up with. But, the basic thing is the user shouldn't have to do both the attack and the damage manually, when the attack, at least, is easily computed and easily automated. Just like the Monk's Martial Arts attack, it's always the same: 1d20 + proficiency + Charisma modifier.

March 19 (1 week ago)
Nicole B.
Roll20 Team


keithcurtis said:


Nic B. said:


Then you must be doing something internally (a work-around, as I said) for the fact that Beacon has problems with multiple people editing the same document. From the beacon website: "Be careful to avoid multiple users editing the document at once. If User A saves the document while User B is still working on it, when User B saves the document, User A's changes would be reset. Beacon is unable to merge changes made by users."

This isn't from any Roll20 documentation, as far as I know, where did you find this?


I believe it is from usebeacon.app: [link]


This is not associated with Roll20 and there's nothing in any Roll20 documentation recommending anyone avoid having the sheet open in two places at once. If anyone encounters any issues with editing both sheets at once, please report it to us so we can fix it.



David Q. said:

Will the new sheet track spells slots when a spell is cast


Yes! The most basic version of this is in QA right now.

March 19 (1 week ago)


Nicole B. said:


David Q. said:

Will the new sheet track spells slots when a spell is cast


Yes! The most basic version of this is in QA right now.


Thanks Nicole, ye are doing a great job.

March 19 (1 week ago)
keithcurtis
Forum Champion
Marketplace Creator
API Scripter


Saul J. said:

That's one place. 

I had done a Google search and it came up on several pages. I don't recall specifically which page I took that quote from but the link Keith provided looks right.

All I did was a google search on the quoted phrase, since you indicated you had pulled the spec verbatim.


Nicole B. said:

This is not associated with Roll20 and there's nothing in any Roll20 documentation recommending anyone avoid having the sheet open in two places at once. If anyone encounters any issues with editing both sheets at once, please report it to us so we can fix it.


Thanks Nicole. I have been cautious about this, since I wasn't sure if there had been an issue. I thought I remembered at least one anecdotal incident, but I could easily be misremembering.

March 19 (1 week ago)

The problem with multiple people having the sheet open has been reported several times, I believe. 

And Nic B referred to it in his post.

keithcurtis said:


Saul J. said:

That's one place. 

I had done a Google search and it came up on several pages. I don't recall specifically which page I took that quote from but the link Keith provided looks right.

All I did was a google search on the quoted phrase, since you indicated you had pulled the spec verbatim.


Nicole B. said:

This is not associated with Roll20 and there's nothing in any Roll20 documentation recommending anyone avoid having the sheet open in two places at once. If anyone encounters any issues with editing both sheets at once, please report it to us so we can fix it.


Thanks Nicole. I have been cautious about this, since I wasn't sure if there had been an issue. I thought I remembered at least one anecdotal incident, but I could easily be misremembering.




March 19 (1 week ago)
Nic B.
Roll20 Team

Saul J. said:

The problem with multiple people having the sheet open has been reported several times, I believe. 

And Nic B referred to it in his post.

Those issues have all been resolved to our understanding. Which is why we're asking users to report issues if they're seeing them so we can follow up.

March 20 (1 week ago)

FWIW, I continue to have problems when 2 people have the Spells tab open and changes are made. It's very important to me as I often help a specific player with their spells, but we've both been getting quite annoyed at changes not being saved because one of us didn't close the sheet before the other made changes. It doesn't happen with anything else as far as I've noticed, only with spells. 

Good point. Some random ideas that cross my mind concerning this:

On the damage part: Not a warlock specific thing but hence multiclassing will give access to weapon masteries, such as cleave, the pact of the blade player ends up in having to customized damage macros for his attack, anyways. e.g. For Green Flame blade I had to do this in the past, to have the splash damage on the second target called out in the chat window.

On the attack part: I will eventually not summon any weapons but will have access to a customized (magic) weapon in my inventory for which I might have attack mods e.g. +3AT). So, I guess I will have to setup my own attack action the same way I did it on 2014 sheets,  to have this covered. Certainly, I still can summon different weapon types for their masteries, if I like. In that case, dragging the wepaon from the compendium onto my sheet and thus getting the respective attack action (and the right damage type) might be even faster.

Saul J. said:

New issue, kind of, for the sheet, specifically for Warlocks who take Pact of the Blade invocation:

Currently, the sheet doesn't put any attack on the sheet for Pact of the Blade. I understand why - there's no way to know what weapon the warlock will summon, or what their "pact blade".

I suggest putting a generic attack on the sheet like is done with Monks. Monks get a "Martial Arts attack" that uses their Martial Arts die. I suggest putting a "Pact Blade attack" on the warlock sheet that is just a basic 1d20 + proficiency + Charisma modifier. The damage is the interesting part. There are a number of solutions:

1. Query the user for the damage roll

2. Query the user for the weapon conjured and take the damage roll from the compendium

3. Don't do anything and make the user roll the damage manually in the chat.

I'm sure there are other solutions that people can come up with. But, the basic thing is the user shouldn't have to do both the attack and the damage manually, when the attack, at least, is easily computed and easily automated. Just like the Monk's Martial Arts attack, it's always the same: 1d20 + proficiency + Charisma modifier.




March 20 (1 week ago)

Yes, there are exceptions and odd cases. The point of my post is to have a *base* attack on the sheet handling the Pact of the Blade attacks. Modifications can be made to that afterword, or separate attacks for other weapons, or spells. But, there should be a base entry on the sheet, placed automatically by the builder, the same way that the Martial Arts attack is put on the sheet for monks, sneak attack for rogues, etc. 

Der Arkanier said:

Good point. Some random ideas that cross my mind concerning this:

On the damage part: Not a warlock specific thing but hence multiclassing will give access to weapon masteries, such as cleave, the pact of the blade player ends up in having to customized damage macros for his attack, anyways. e.g. For Green Flame blade I had to do this in the past, to have the splash damage on the second target called out in the chat window.

On the attack part: I will eventually not summon any weapons but will have access to a customized (magic) weapon in my inventory for which I might have attack mods e.g. +3AT). So, I guess I will have to setup my own attack action the same way I did it on 2014 sheets,  to have this covered. Certainly, I still can summon different weapon types for their masteries, if I like. In that case, dragging the wepaon from the compendium onto my sheet and thus getting the respective attack action (and the right damage type) might be even faster.

Saul J. said:

New issue, kind of, for the sheet, specifically for Warlocks who take Pact of the Blade invocation:

Currently, the sheet doesn't put any attack on the sheet for Pact of the Blade. I understand why - there's no way to know what weapon the warlock will summon, or what their "pact blade".

I suggest putting a generic attack on the sheet like is done with Monks. Monks get a "Martial Arts attack" that uses their Martial Arts die. I suggest putting a "Pact Blade attack" on the warlock sheet that is just a basic 1d20 + proficiency + Charisma modifier. The damage is the interesting part. There are a number of solutions:

1. Query the user for the damage roll

2. Query the user for the weapon conjured and take the damage roll from the compendium

3. Don't do anything and make the user roll the damage manually in the chat.

I'm sure there are other solutions that people can come up with. But, the basic thing is the user shouldn't have to do both the attack and the damage manually, when the attack, at least, is easily computed and easily automated. Just like the Monk's Martial Arts attack, it's always the same: 1d20 + proficiency + Charisma modifier.







March 20 (1 week ago)

Edited March 20 (1 week ago)

Choosing masteries as a fighter appears to be broken in the builder: 

Fighter Masteries broken

(Hopefully video is viewable)

This is in a jumpgate game using the 2024 sheet.

Edit: Several hours later, I tried again, and it seemed to be working. Something is flaky.

March 20 (1 week ago)

Built a multi-class Fighter (1)/Warlock (2)

When I built the fighter at level 1, I chose the Fighter Equipment Choice A. The background was Noble, and I selected the gold (option B). When I added in the Warlock level, in addition to Fighter Equipment Choice A, the builder gave me Fighter Equipment Choice B. And, in addition to the gold from the background, it gave me Choice A. There was no way in the builder to remove the wrong choices; it was only after the character was created that I could go into the inventory and make the corrections.

March 20 (1 week ago)


Saul J. said:

Built a multi-class Fighter (1)/Warlock (2)

When I built the fighter at level 1, I chose the Fighter Equipment Choice A. The background was Noble, and I selected the gold (option B). When I added in the Warlock level, in addition to Fighter Equipment Choice A, the builder gave me Fighter Equipment Choice B. And, in addition to the gold from the background, it gave me Choice A. There was no way in the builder to remove the wrong choices; it was only after the character was created that I could go into the inventory and make the corrections.

I saw that on a warlock bard multiclass too. So definitely a bug.


Also wondering if there is an update on the Pact of the Tome bug being fixed?

-X

March 21 (1 week ago)

Heya, I was making a Kobold using the 2024 sheet, and it appears my darling kobold knows no languages lol.
Using the Mordenkainen's (however you spell the name) kobold. Which should have two if I'm not mistaken.

March 21 (1 week ago)
Nicole B.
Roll20 Team


ErrantX said:


Saul J. said:

Built a multi-class Fighter (1)/Warlock (2)

When I built the fighter at level 1, I chose the Fighter Equipment Choice A. The background was Noble, and I selected the gold (option B). When I added in the Warlock level, in addition to Fighter Equipment Choice A, the builder gave me Fighter Equipment Choice B. And, in addition to the gold from the background, it gave me Choice A. There was no way in the builder to remove the wrong choices; it was only after the character was created that I could go into the inventory and make the corrections.

I saw that on a warlock bard multiclass too. So definitely a bug.


Also wondering if there is an update on the Pact of the Tome bug being fixed?

-X


The multiclass equipment bug is approved, will probably be released on Monday! Pact of the Tome is still working through QA, we've run into a bit of weirdness with Magical Secrets from Bards (which uses the same mechanics) so we're making sure we hit both at once.



Bigfoot said:

Heya, I was making a Kobold using the 2024 sheet, and it appears my darling kobold knows no languages lol.
Using the Mordenkainen's (however you spell the name) kobold. Which should have two if I'm not mistaken.


I'm seeing this too. I'll look into it - looks like the updated data is relying on a set of default language choices that the builder is only applying on 2024 species, so the combination of "advanced data" and "2014" is causing some weirdness here. I'll make sure there's a ticket for this today.

March 21 (1 week ago)
Joe
Pro

+4 yes please! This keeps catching me out as a DM trying to parse what my players have already rolled.

Saul J. said:

+3

keithcurtis said:


Sero Sen said:

Tim S. said:

Also, can you format the damage results box to look slightly different (color) so rolling damage doesn't look like rolling attack and vice versa 

+1. It would be very helpful if damage rolls were styled differently from attack rolls.


+ 2. I have made this request many times since the sheet was introduced.







Hi

some feedback on the few last sessions.

  • Performance is still the most critical issue in allowing us to play a smooth game night. the sheet takes 90-95% of a Cpu a it goes worse with time. Also some sheets are slower than others (the druid seems especially slow). there is any timeline about improvements on this side? it is really bothering everyone in my group.
  • for 3 of the 4 players yesterday, pressing the damage in the chat after an attack did not trigger anything, for me as DM and for one of the players it did trigger BUT at some moments during the night it was very slow to react (10-15 seconds) causing a lot of double clicking.
  • where in the sheet are the recording of the death save? have they been removed or it is just me that I can find them?
  • In the spell list the number of prepared spell is now on top. but the global flag to select if you want to use all of them or just the prepared ones is now where?
  • as for spell prepared by the book a 13th level druid should have 17 spell prepared the prepared marked is 19/23. I do count 19 prepared excluding those that are not selectable like cantrips but I have no idea where 23 comes from
  • all combat weapons are set to automatic but with automatic proficiency never sets in I have to force proficient


as usual I am available if you need more details


thanks

Andrea




March 22 (1 week ago)

The 23 prepared spells come from the spells that you get from your subclass, which are always prepared and don't count against the spells prepared according to the table. See p. 235 of the PHB. So, you get 6 spells from your subclass, added to the 17 according to the table gives 23.

As for the Death Saves, when your Current HP becomes 0, the Death Saves automatically appear.

Andrea L. said:

Hi

some feedback on the few last sessions.

  • Performance is still the most critical issue in allowing us to play a smooth game night. the sheet takes 90-95% of a Cpu a it goes worse with time. Also some sheets are slower than others (the druid seems especially slow). there is any timeline about improvements on this side? it is really bothering everyone in my group.
  • for 3 of the 4 players yesterday, pressing the damage in the chat after an attack did not trigger anything, for me as DM and for one of the players it did trigger BUT at some moments during the night it was very slow to react (10-15 seconds) causing a lot of double clicking.
  • where in the sheet are the recording of the death save? have they been removed or it is just me that I can find them?
  • In the spell list the number of prepared spell is now on top. but the global flag to select if you want to use all of them or just the prepared ones is now where?
  • as for spell prepared by the book a 13th level druid should have 17 spell prepared the prepared marked is 19/23. I do count 19 prepared excluding those that are not selectable like cantrips but I have no idea where 23 comes from
  • all combat weapons are set to automatic but with automatic proficiency never sets in I have to force proficient


as usual I am available if you need more details


thanks

Andrea








Saul J. said:

The 23 prepared spells come from the spells that you get from your subclass, which are always prepared and don't count against the spells prepared according to the table. See p. 235 of the PHB. So, you get 6 spells from your subclass, added to the 17 according to the table gives 23.

OK but then it becomes painful to check because it is difficult to check them as the grey prepared is the same as the cantrips that are not counted instead AND are not counted in the prepared (just in the total to be prepared ) so the bug is there just different


As for the Death Saves, when your Current HP becomes 0, the Death Saves automatically appear.

Cool. then there is a bug because it did not appear




March 22 (1 week ago)

I didn't say the sheet was without bugs. :-) I was just trying to explain things as best as I understand them.

 And, yes, the way the sheet deals with spells is extremely kludgy, non-intuitive in many ways, and difficult to use. 

Andrea L. said:


Saul J. said:

The 23 prepared spells come from the spells that you get from your subclass, which are always prepared and don't count against the spells prepared according to the table. See p. 235 of the PHB. So, you get 6 spells from your subclass, added to the 17 according to the table gives 23.

OK but then it becomes painful to check because it is difficult to check them as the grey prepared is the same as the cantrips that are not counted instead AND are not counted in the prepared (just in the total to be prepared ) so the bug is there just different


As for the Death Saves, when your Current HP becomes 0, the Death Saves automatically appear.

Cool. then there is a bug because it did not appear







Hi all,


This is a long thread, do apologies if this exists somewhere in it, or even if this is the right place to ask this.


Is there any way (preferably game wide) to set it so the attack box and subsequent damage box are different colors?  Even better would for them to be in the same box (breaking them into 2 personally in our group I think is considered one of, if not the biggest downgrades between 2014 and 224 character sheets), but if that is the way it is going to be, some way to quickly glace at the numbers without checking the words on each.  Not that reading is hard, but because roll damage on attack can't be a default yet for monsters (please correct me if I am wrong on this), and not all players use it, it is a real mess when there are multiple attacks a round going on.  If there isn't I don't mind submitting a feedback request, but if this has been asked for a bunch of times I will not bother.


Also, since I am posting, the sheet settings message says game wide sheet defaults like damage always on attacks is 'coming soon'.  The roadmap seems a little outdated when I looked this up (I assumed if it was important enough to make a note in the sheet itself it would be on the roadmap).  Any idea when this may be implemented?


Thanks



March 23 (1 week ago)

Recently subbed to roll20 so me and my friends could take advantage of the character builder and such to make it easier to make and manage characters for DnD...

Just spent 15 minutes looking for the "print" button only to find that such a thing doesn't even exist for the new character builder...

This is a _massive_ hole in functionality as far as I'm concerned...

A roadmap I found after some googling said printable pdf support would be coming in "Winter 2024/25" but we're now in Spring and this still doesn't appear to have arrived.

Any update on this? Me and my friends prefer to play in-person when able and I definitely don't have the space for everyone to have a laptop or something out on the table so they can see their character sheet when playing

March 23 (1 week ago)

Edited March 24 (1 week ago)


Nicole B. said:

Der Arkanier said:
Hi everyone,
I was on a desperate search for a centralized feedback and communication channel for bugs and changes with the new (2024) character sheet and character builder and I hope I found it with that thread. If there is a different feedback channel or an overview of already reported problems with the new 2024 sheets, that would help me to keep track of the planned fixes vs the reported problems, it would be very helpful for me if someone has a post.
My DM just bought the new rulebooks and upgraded to pro account because he wants to share rule books in several games, in order to be able to keep on playing with 2014 sheets while also trying out the 2024 sheets and builder. I'm the one of my group to do some testing of the 2024 sheet and builder by trying to replicate a 2014 hexblade with a 2024 fighter/warlock multiclass.
However, I found the character builder to be lackluster if not to say borderline unusable for that purpose and run into these problems and bugs:
- Generally, I cannot customize the race or the background by any means, nor can I select old 2014 backgrounds or races. I have no idea if that's planned in the future. So, I picked 2024 background and races and tried to change them manually by deleting some of their feats and professions. Problem ist when levelling further up, the deleted feats would be back in again in the builder, so that I have to delete them again.


You should be able to choose 2014 backgrounds and races. Maybe you don't have content sharing set up to allow that? I was also able to confirm that if you delete a background from the sheet, even though it looks like it's readding it in the builder, it is not. You can also finish the builder and drag & drop a background, or add a custom one, although you'll have to manually make any choices for it.


- I cannot select the Edritch Invocation Lessons of the First Ones more than once, although the rules say, I could. It's just not available in the respective dropdown menu. I haven't tried but I assume that goes for other invocations, too.


The fix for Lessons of the First Ones is in code review now, so may be out this week dependent on review speeds, QA speeds, and what else is moving through.


- When swapping out Invocations when levelling up, the dropdown menu to select the invocation that I want to change shows all invocations that I already replaced at earlier levels. So, at the next level, I can swap an already replaced invocationn against a new one again. The dropdown eventually grows by any invocation I had picked ever and that I already replaced, so that I can add a new invocation at every character level without actually replacing any.


We made a ticket for this, thanks. This is due to the builder's ability to move backwards and forwards in levels, in that specific dropdown it has a little trouble distinguishing "had this last level" and "have this in the current level".


- The spell list in the character builder is categorized in sections by spell level. So, when I level up (e.g. at warlock level 4) and want to replace let's say a level 1 spell (such as hex) against a level 2 spell (such as invisibility), the menu for replacement spells offers only level 1 spells as replacement. I don't see invisibility on that menu. In the section for level 2 spells I can learn invisibility as a new spell, though. That might make sense for other classes but is just wrong for the warlock whose spell slots are all levelling up. I would expect that the menu for replacements for level 1 spells at warlock level 4 shows the same level 2 spells as a replacement that the menu for new level 2 spells contain.


This is part of the larger spells work that we're doing right now!


At that point I gave up and my group decided to stick with 2014 rules and 2014 character sheet. But we are considering to leave the platform which would force us to the buy the 2024 rule books again which atm is the only reason not to leave.
Thanks!
EDIT:
- The 1st level spell Detect Magic is not selectable as a spell for my Warlock


This is a data issue, someone missed the addition of Warlock to this spell in the new edition. I've alerted the data team so it should be fixed soon.


- At level 4 I can only select 4 spells for preparation (learn 4 spells) but it should be 5.


I wasn't able to replicate this, either with complicated multiclasses or just a straight warlock. Every time I tried, I got 5 spells. Maybe I'm missing a step that triggered this?


- I get 4 skill proficiencies when multiclassing with fighter and warlock. I believe I should only get the proficiencies for the first class (fighter in my case.)


I also wasn't able to replicate this. I rolled up a Fighter/Warlock really quick and it just showed me the choices for fighter in the skills slide. Am I missing something?


I understand your frustration. We've updated the sheet 14 times in the last week, with 9 of them being bug fixes, so we're still furiously working towards our ideal vision. I hope you stick with us in the meantime.


More of a general question, I previously forgot to ask: Will also the little bugs or things fixed by the data team (e.g. adding detect magic to the Warlock spell list) be listed in the changelog eventually? https://help.roll20.net/hc/en-us/articles/360037772613-Change-Log

Or is there another way of keeping track about when announced fixes and updates are effectivley live?

Thanks and keep up the good community work!

March 24 (6 days ago)
Don
Pro

The March 12th entry on the Changelog says we should be able to set the Critical Damage Override values to 0.  This does not appear to be working.

If I have a Greataxe (1d12 damage) with the following settings:

Override Default Critical Dice: Toggled On

Crit Dice Type Override: d12

Crit Dice Override: 0

Crit Bonus: 0

The Greataxe will still roll 2d12 damage dice on a Critical Hit.  Its the same result if I set the Crit Dice Type Override to "(None)".



March 25 (5 days ago)
Nicole B.
Roll20 Team


Don said:

The March 12th entry on the Changelog says we should be able to set the Critical Damage Override values to 0.  This does not appear to be working.

If I have a Greataxe (1d12 damage) with the following settings:

Override Default Critical Dice: Toggled On

Crit Dice Type Override: d12

Crit Dice Override: 0

Crit Bonus: 0

The Greataxe will still roll 2d12 damage dice on a Critical Hit.  Its the same result if I set the Crit Dice Type Override to "(None)".




Thanks for the report - I'll look into this today.

Andrea L. said:

Hi

some feedback on the few last sessions.

  • Performance is still the most critical issue in allowing us to play a smooth game night. the sheet takes 90-95% of a Cpu a it goes worse with time. Also some sheets are slower than others (the druid seems especially slow). there is any timeline about improvements on this side? it is really bothering everyone in my group.



We do have someone working right not on performance improvements that we're hoping to have out soon, but no timeline on it.


  • for 3 of the 4 players yesterday, pressing the damage in the chat after an attack did not trigger anything, for me as DM and for one of the players it did trigger BUT at some moments during the night it was very slow to react (10-15 seconds) causing a lot of double clicking.
  • where in the sheet are the recording of the death save? have they been removed or it is just me that I can find them?


Death saves should still exist when you hit 0 HP. If you don't see it, maybe heal 1 and damage 1 and see if it shows up then? 


  • In the spell list the number of prepared spell is now on top. but the global flag to select if you want to use all of them or just the prepared ones is now where?
  • as for spell prepared by the book a 13th level druid should have 17 spell prepared the prepared marked is 19/23. I do count 19 prepared excluding those that are not selectable like cantrips but I have no idea where 23 comes from

Your always prepared spells shouldn't count against your total prepared spells. I just tested this by building a level 13 Druid with a subclass and I have two always-prepared spells and 17 slots to prepare in, which is accurate. Are the spells actually marked as always prepared? Can you give more detail on which subclass you picked, how you selected spells, etc?


  • all combat weapons are set to automatic but with automatic proficiency never sets in I have to force proficient

Are they linked to the weapon that you have proficiency in? If they're non-spell attacks (ex. Melee/Ranged), it looks at what the item is linked to and then checks to see if you're proficient with that weapon.



thatbloke said:

Recently subbed to roll20 so me and my friends could take advantage of the character builder and such to make it easier to make and manage characters for DnD...

Just spent 15 minutes looking for the "print" button only to find that such a thing doesn't even exist for the new character builder...

This is a _massive_ hole in functionality as far as I'm concerned...

A roadmap I found after some googling said printable pdf support would be coming in "Winter 2024/25" but we're now in Spring and this still doesn't appear to have arrived.

Any update on this? Me and my friends prefer to play in-person when able and I definitely don't have the space for everyone to have a laptop or something out on the table so they can see their character sheet when playing


I don't have a timeline for the print functionality - our priorities pivoted pretty hard based on feedback to resolving bugs instead of adding new features, which has made that previous roadmap inaccurate.


More of a general question, I previously forgot to ask: Will also the little bugs or things fixed by the data team (e.g. adding detect magic to the Warlock spell list) be listed in the changelog eventually? https://help.roll20.net/hc/en-us/articles/360037772613-Change-Log

Or is there another way of keeping track about when announced fixes and updates are effectivley live?

Thanks and keep up the good community work!


I'll bring this up to the team and see if this is possible - there are a LOT more data changes than there are sheet changes, and they're often not organized in a "list of changes" way and released differently. But I can see the value here.



March 25 (5 days ago)

The size of text chat messages for attack+damage takes up a huge amount of space in the message chat. This is close to unusable, even on larger monitors.



Something like this that combines attack and damage would be a big improvement in space usage.


March 25 (5 days ago)
keithcurtis
Forum Champion
Marketplace Creator
API Scripter


Deckard said:

The size of text chat messages for attack+damage takes up a huge amount of space in the message chat. This is close to unusable, even on larger monitors.

Heh, I sent a very similar mockup the same week the sheet debuted. There are a lot of issues with the presentation of the "roll templates".




March 25 (5 days ago)

Edited March 25 (5 days ago)

Hello!


I hope this is where I post this,
when i attempt to select the spell for the shadow touched it only shows a seemingly infinite selection of blank grey rectangles.

March 26 (5 days ago)
keithcurtis
Forum Champion
Marketplace Creator
API Scripter

Hi Jayco!

Where are you seeing this? Sheet? Builder? In game or in Roll20Characters? With more info, I or others can try to replicate.

I am seeing this on the character sheet builder when you select spells, fey touched works fine and is a very similar feat 

March 26 (5 days ago)

This sheet is about to end our campaign.

How long do spells last? BETTER GO LOOK IT UP SOMEWHERE ELSE!

Wanna adjust how many spell reagents/items you've used? LOL.

Wanna get info about your spell/attack without using 3 giant boxes and still not getting all the info? What year do you think this is 2024?

How? How is this so fancy and so terrible at once? Do the coders play DND? Do they just guess at what things do when they play? Theater of the mind players designing a technical sheet? I feel like that's what happened. How is this approximately 1/3rd as functional as the old sheets?

March 26 (4 days ago)

Edited March 26 (4 days ago)


Nicole B. said:

....


Andrea L. said:

Hi

some feedback on the few last sessions.

  • Performance is still the most critical issue in allowing us to play a smooth game night. the sheet takes 90-95% of a Cpu a it goes worse with time. Also some sheets are slower than others (the druid seems especially slow). there is any timeline about improvements on this side? it is really bothering everyone in my group.



We do have someone working right not on performance improvements that we're hoping to have out soon, but no timeline on it.

I fully understand is a typo but it is such a freudian slip I could not avoid to underline it LOL!!!!


  • for 3 of the 4 players yesterday, pressing the damage in the chat after an attack did not trigger anything, for me as DM and for one of the players it did trigger BUT at some moments during the night it was very slow to react (10-15 seconds) causing a lot of double clicking.
  • where in the sheet are the recording of the death save? have they been removed or it is just me that I can find them?


Death saves should still exist when you hit 0 HP. If you don't see it, maybe heal 1 and damage 1 and see if it shows up then? 

OK i dug deeper and I was able to replicate the issue: it is a token interaction issue; if you put 0 on the token then the character sheet does not go in the death save mode. in the sheet +1-1 activate DS mode. doing damage directly in the sheet is ok and typing 0 in the sheet is OK BUT from the token both typing 0 and typing -x to bring to 0 do not activate death save neither with the sheet open nor with the sheet closed and opened after putting the token to 0 (value update works in both situations, just does not trigger the DS mode)



  • In the spell list the number of prepared spell is now on top. but the global flag to select if you want to use all of them or just the prepared ones is now where?
  • as for spell prepared by the book a 13th level druid should have 17 spell prepared the prepared marked is 19/23. I do count 19 prepared excluding those that are not selectable like cantrips but I have no idea where 23 comes from

Your always prepared spells shouldn't count against your total prepared spells. I just tested this by building a level 13 Druid with a subclass and I have two always-prepared spells and 17 slots to prepare in, which is accurate. Are the spells actually marked as always prepared? Can you give more detail on which subclass you picked, how you selected spells, etc?

It is a circle of the moon druid as you can see in the 2 (;-) images here. It has been built via builder 

he is also fey touched

 

but as you can see the count is not correct and the spells are marked as always prepared as you can see below 

 


Also where is the global toggle to choose if you want to prepare spells or you want all of them? 






    all combat weapons are set to automatic but with automatic proficiency never sets in I have to force proficient


Are they linked to the weapon that you have proficiency in? If they're non-spell attacks (ex. Melee/Ranged), it looks at what the item is linked to and then checks to see if you're proficient with that weapon.


I tried to better define the issue as the complaints appeared in many situation but looking more into it it seems it is a mix of two things:

1) there is a difficulty for the sheet to understand the type of weapon of some magic items (the magic staff is a staff and the sun sword is another good example).

2) the way of the Kensei monk has no place in the builder to choose which weapon are his Kensei weapons and hence monk weapon and hence proficiency ( I tried to level up the monk to see if I overlooked some declaration but it does not seem so)


a few other came out yesterday

1) on the bard, cure wounds is a second level spell in the layout (when upcasted at second level it does upcast so it knows it is a 1st level spell just in the wrong place in the list) but I tried to re-add it and then delete it and is now properly a 1st level spell so nothing to do but surely something weird happened.





2) druid frostbite cantrip for some reason did not properly adapt to the level

( as for the double damage in the image, yesterday I was not able to update the original one so I created a new damage. Today update works fine but I fear there was an update issue linked to the sheet being open by two people at the same time).

3) ioun stone of mastery just broke the wizard! as noted in the past, the ioun stone of mastery does not update proficiency. to see if it is fixed I removed it and tried to add it again. I got a "successfully dropped" but then I could not change sub-tab. so closed the sheet and tried to re-open. it remained on the loading for minutes. Then it opened but is unresponsive!!

fully exiting the game solved the issue... maybe just a coincidence so I tried again and had no issue so nothing to do here but bothersome when it happens in a game (this was not the case).


thanks

Andrea

March 26 (4 days ago)
Nicole B.
Roll20 Team
Deckard said:

The size of text chat messages for attack+damage takes up a huge amount of space in the message chat. This is close to unusable, even on larger monitors.



Something like this that combines attack and damage would be a big improvement in space usage.



Thanks for the feedback! We have heard this and are working through designs to fix these problems and some others in the roll templates like readability of the bonuses and more advanced rolls.



Jayko said:

Hello!


I hope this is where I post this,
when i attempt to select the spell for the shadow touched it only shows a seemingly infinite selection of blank grey rectangles.


This feat is having the same issues as Pact of the Tome, which I'm hoping to see fixed today as the ticket has made some great progress overnight. Keep an eye out :)

I fully understand is a typo but it is such a freudian slip I could not avoid to underline it LOL!!!!

*Now... :(


OK i dug deeper and I was able to replicate the issue: it is a token interaction issue; if you put 0 on the token then the character sheet does not go in the death save mode. in the sheet +1-1 activate DS mode. doing damage directly in the sheet is ok and typing 0 in the sheet is OK BUT from the token both typing 0 and typing -x to bring to 0 do not activate death save neither with the sheet open nor with the sheet closed and opened after putting the token to 0 (value update works in both situations, just does not trigger the DS mode)

Thanks so much for this, this is for sure enough to make a bug ticket.


Also where is the global toggle to choose if you want to prepare spells or you want all of them? 


This toggle doesn't exist if you built your character and you are a prepared spellcaster. The purpose of that toggle is, if you didn't use the builder or don't built a character without preparation, to still show the preparation toggles if you happen to need them for some reason. If you built a spellcaster that's already prepared, we know you want to prepare spells, because you built a prepared spellcaster. We're currently working on a spells revamp that will include an option to show all your spells on the page WITH the prepared toggles, similar to the 2014 sheet, if that's your goal in using that toggle.


I'll see if I can dig into the prepared spells count - I still can't immediately replicate it (was hoping fey-touched was the issue there but even adding that isn't triggering it) so I'll play around and see if I can find something that's affecting this.


1) on the bard, cure wounds is a second level spell in the layout (when upcasted at second level it does upcast so it knows it is a 1st level spell just in the wrong place in the list) but I tried to re-add it and then delete it and is now properly a 1st level spell so nothing to do but surely something weird happened.

I....don't know how this could happen. Did you select it on the spells screen, or were you granted it by something? That's truly strange.


2) druid frostbite cantrip for some reason did not properly adapt to the level

Which source did you take Frostbite from? It has a few sources, and not all of them have actual upcasting data attached to them in that way. Xanathar's Guide does and it should work, but the version from Princes of the Apocalypse has no upcasting data (either legacy or new) and so there's nothing for us to parse there.


3) ioun stone of mastery just broke the wizard! as noted in the past, the ioun stone of mastery does not update proficiency. to see if it is fixed I removed it and tried to add it again. I got a "successfully dropped" but then I could not change sub-tab. so closed the sheet and tried to re-open. it remained on the loading for minutes. Then it opened but is unresponsive!!

I wasn't able to immediately replicate this but I will keep an eye out for it. 


Squats said:

This sheet is about to end our campaign.

How long do spells last? BETTER GO LOOK IT UP SOMEWHERE ELSE!

Wanna adjust how many spell reagents/items you've used? LOL.

Wanna get info about your spell/attack without using 3 giant boxes and still not getting all the info? What year do you think this is 2024?

How? How is this so fancy and so terrible at once? Do the coders play DND? Do they just guess at what things do when they play? Theater of the mind players designing a technical sheet? I feel like that's what happened. How is this approximately 1/3rd as functional as the old sheets?


The new view that we're working on right now I think you'll like a lot. I do have a question about one of these pieces of feedback though - are you asking for a way to link your spells to your inventory and automatically use and manage spell reagents? Were you previously doing this with an an API script on the old sheet? I'd like to look more into that, because this is the first time I've seen that particular request.

March 26 (4 days ago)


Nicole B. said:


2) druid frostbite cantrip for some reason did not properly adapt to the level

Which source did you take Frostbite from? It has a few sources, and not all of them have actual upcasting data attached to them in that way. Xanathar's Guide does and it should work, but the version from Princes of the Apocalypse has no upcasting data (either legacy or new) and so there's nothing for us to parse there.

The version of the Frostbite cantrip from Princes of the Apocalypse DOES advance with the level. It may not be in your Compendium, but it certainly was in the published material from WoTC. Here's what it says from my PDF copy of the book which is a few years old (legacy):

\



Hi Nicole, first of all thanks again for being here answering on all of our ranting. your presence is really appreciated

my notes inline where useful

Nicole B. said:


Also where is the global toggle to choose if you want to prepare spells or you want all of them? 


This toggle doesn't exist if you built your character and you are a prepared spellcaster. The purpose of that toggle is, if you didn't use the builder or don't built a character without preparation, to still show the preparation toggles if you happen to need them for some reason. If you built a spellcaster that's already prepared, we know you want to prepare spells, because you built a prepared spellcaster. We're currently working on a spells revamp that will include an option to show all your spells on the page WITH the prepared toggles, similar to the 2014 sheet, if that's your goal in using that toggle.

ALM--> Understood thanks. not really a need but it was useful to do spell choosing by level while you are revamping the manage. One follow up question how does the sheet decide if the druid prepares (hence has more than his numbers) or not? It just checks if I did select the right number in the builder? in that case I need to pass again via the builder to change approach?


I'll see if I can dig into the prepared spells count - I still can't immediately replicate it (was hoping fey-touched was the issue there but even adding that isn't triggering it) so I'll play around and see if I can find something that's affecting this.

ALM--> if it helps I can point you to the game where that druid tries to survive. so it can be checked directly (note that it was built before the sheet started counting the spells)


1) on the bard, cure wounds is a second level spell in the layout (when upcasted at second level it does upcast so it knows it is a 1st level spell just in the wrong place in the list) but I tried to re-add it and then delete it and is now properly a 1st level spell so nothing to do but surely something weird happened.

I....don't know how this could happen. Did you select it on the spells screen, or were you granted it by something? That's truly strange.

ALM--> built via the builder and added nothing... the only possibility I can think of it was selected in a level 2 slot during spell selection


2) druid frostbite cantrip for some reason did not properly adapt to the level

Which source did you take Frostbite from? It has a few sources, and not all of them have actual upcasting data attached to them in that way. Xanathar's Guide does and it should work, but the version from Princes of the Apocalypse has no upcasting data (either legacy or new) and so there's nothing for us to parse there.

ALM--> Xanathar. i do not have prince of the apocalypse. Searching in the compendium xanathar is the only entry available for me


It appears my comment here was eaten by the forum. Ah well.

The way death saves are only shown at 0 hit points is very indicative of the anti-homebrew design approach of this sheet. Say you want to make the combat of your game deadlier, by not having failed death saves reset when you stabilize (so if you're healed up at 2 failed death saves and then go down again, you still have 2 failed death saves) - well, tough luck, because this sheet won't have your back. Play a very specific and narrow way or don't play.


Tuo said:

It appears my comment here was eaten by the forum. Ah well.

The way death saves are only shown at 0 hit points is very indicative of the anti-homebrew design approach of this sheet. Say you want to make the combat of your game deadlier, by not having failed death saves reset when you stabilize (so if you're healed up at 2 failed death saves and then go down again, you still have 2 failed death saves) - well, tough luck, because this sheet won't have your back. Play a very specific and narrow way or don't play.


this is an interesting home-brew. any way to cure the failed death saves? just long rest? restoration? greater restoration?



Andrea L. said:

Tuo said:

It appears my comment here was eaten by the forum. Ah well.

The way death saves are only shown at 0 hit points is very indicative of the anti-homebrew design approach of this sheet. Say you want to make the combat of your game deadlier, by not having failed death saves reset when you stabilize (so if you're healed up at 2 failed death saves and then go down again, you still have 2 failed death saves) - well, tough luck, because this sheet won't have your back. Play a very specific and narrow way or don't play.

this is an interesting home-brew. any way to cure the failed death saves? just long rest? restoration? greater restoration?

Personally, I'd say long rest would make sense, though I just threw that as an example of a homebrew rule someone might want to use that is not compatible with the sheet.

March 26 (4 days ago)
Nicole B.
Roll20 Team
ALM--> Understood thanks. not really a need but it was useful to do spell choosing by level while you are revamping the manage. One follow up question how does the sheet decide if the druid prepares (hence has more than his numbers) or not? It just checks if I did select the right number in the builder? in that case I need to pass again via the builder to change approach?

It's decided on the data from the class, so building a druid automatically puts those prepared spell limits on your sheet, which then tells the sheet you're a class that prepares spells. We're also looking at what we can do to distinguish more clearly especially between "prepared spells of which you can only change a few on a level up" and "prepared spells of which you can change all of them on a long rest" though, too.


ALM--> if it helps I can point you to the game where that druid tries to survive. so it can be checked directly (note that it was built before the sheet started counting the spells)

That would be really helpful! I could look at its data and maybe see where the extra slots are coming from. Probably best to DM it just in case.


ALM--> Xanathar. i do not have prince of the apocalypse. Searching in the compendium xanathar is the only entry available for me

Oh. I see the issue. This was an issue due to our legacy parsing looking for cantrip scaling of "Dice" and this spell had cantrip scaling of "dice". I can make a ticket for this, although that specific spell should be fixed now (will need to re-drag to sheet, won't update automatically) because XGE is advanced data now, which has more detailed upcasting data and shouldn't be relying on that scaling attribute. But I'll make the ticket anyway, to account for any other spells that might also share that fate.



Tuo said:

It appears my comment here was eaten by the forum. Ah well.

The way death saves are only shown at 0 hit points is very indicative of the anti-homebrew design approach of this sheet. Say you want to make the combat of your game deadlier, by not having failed death saves reset when you stabilize (so if you're healed up at 2 failed death saves and then go down again, you still have 2 failed death saves) - well, tough luck, because this sheet won't have your back. Play a very specific and narrow way or don't play.


In the realm of "homebrew rules we can imagine but don't know of people actually using", there would be many that the 2014 sheet doesn't support but the 2024 sheet does - such as anything that relies on more than one speed field, spells or weapons with multiple attacks associated with them, attacks with more than 2 damages associated with them, etc. Is the 2014 sheet anti-homebrew because you can't rename currencies to your homebrew world's names like you can on the 2024 sheet? Or because you can't remove default skills that don't apply to your homebrew ruleset? I would argue no, personally, but you may believe so.


Just like the 2014 sheet, there are limits to what we can support. For example, neither sheet currently supports inspiration stacking, which I would guess has become more common with its usage in Baldur's Gate 3. If there are use cases for homebrew that aren't currently possible on the sheet, for example the crit damage homebrew rule that we're working on now, we're happy to add more flexibility in those areas on the roadmap. But the nature of a character sheet that isn't just a series of loose inputs on a page, that allows rolling, lists, automation, building characters, leveling, etc., means that we will have to make some choices on where to apply rules, like we did on the 2014 sheet and like all character sheets do.


I encourage anyone who is using a homebrew rule that the 2024 sheet doesn't support to either post here or send in a ticket describing that rule and how it was supported on the 2014 sheet. That will really help us prioritize places where improved flexibility would be most useful!