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!