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

Carnie DM said: Hey Keith, I'm not sure exactly how to fully explain how the characters were created, so let me try this to start. I just recreated the Draconic Sorcerer.  - built in game - human (lucky for extra origin feat) - sorcerer: draconic sorcery (level 10) - background: criminal (for the Alert feat) - I chose spells in the builder even though it so tedious and doesn't let you change spells at higher levels.  - Feats at 4th & 8th level: Spell Sniper, Elemental Adept (lightning) - for equipment both from class and background I chose the gold option. (so at 10th level, the character has no equipment) Upon completing the build, the character looked correct. The AC was wrong until I switched on Unarmored Defense (which is the wrong name for the trait, but worked). Then I leveled up to 11 to replicate the problem. This time the AC didn't get messed up as the Unarmored Defense field didn't disappear, which it did last time.  However, like before now the character has a whole bunch of equipment that wasn't there before. I don't have the time to keep replicating each build to log every mistake. I can tell that the equipment issue is universal every single time I level up. I have also seen the Fighters drop from 4 uses of Second Wind to 3 multiple times.   Hi Carnie, did you make the characters originally using the charactermancer, and if so how long ago? 
Der Arkanier said: Hi Nicole, I am not sure if we understood each other, so I'm asking back : Did you say, you put in a temporary solution supposed to allow repeatable choices of the same EI by showing all EI choices three times on any EI selection menu ? If so, the Lessons of the First ones still is not  selectable more than once: If I select that EI, it disappears from the selection menu, although it was there three times before I selected it. I am not sure if I understood correctly but at any event, this not addressing the problem of repeatable EI choices not being selectable more than once. Thanks for being that fast in your response. Much appreciated! I'm referring to selecting the Lessons more than once - the code is there to support it, but the data needs to be updated, so I've passed that on to the data team to get to ASAP. As far as I can tell, the 2024 sheet uses roll templates, but it would be impossible for me to create a macro that uses the roll template manually. What syntax would be entered into chat to recreate a roll that comes from the sheet? This is something we're playing around with how best to handle, if we want to do it that way at all. The reason the legacy sheets were like that isn't because it was better for the user, but because they were beholden to the same limits that a user typing in chat is. The new sheet isn't, so we can go a few different ways with this, and we're considering both. There's a possibility that we're moving into a future where roll templates are mainly used for things that don't already exist on the sheet. I'm super confused by this response. I can't think of a situation where I want to use the same exact macro on a 2014 sheet as the 2024 sheet. I say this with love, but this is a lack of imagination. You're in a multi-sheet game and you want every sheet to have an initiative token macro. You like writing macros to help others, and you don't want to have to rewrite every single macro you've ever used and check with the person you're helping. You're using an API such as GroupCheck, which would otherwise need to have new macros written just for 24, and then cannot be used in a multi-sheet game ever because it can't support "some sheets in the game use this macro, and some use that one" because it was written before multi-sheet games existed. To answer your other question, the feedback we've received that has led to this decision is "give us the attributes we've used before, we want our macros to be backwards compatible without needing to rewrite them". Oginme said: Nicole, Spell save DC would be another to put on your attribute list. This is included in that ticket - all the basic spellcasting ones (although on the 2024 sheet, you can have spellcasting from your class, species, background, or various feats, and that attribute only support one, so it's a little weird to set up), plus passive wisdom. Carnie DM said: I'm at my wit's end. Our last session was a complete disaster. We started a new campaign with my players at 10th level when the new PHB was released. Like everyone, we struggled with the new character sheets, and probably should have just started the campaign after there was time for the sheets to get out of beta testing. But over the last few months have slowly found our groove...until Friday night.  The players leveled up for the first time, and everything was broken. 3 out the 4 had their HP not calculate correctly. Both fighters had their Second Winds reduced from 4 to 3 per Long Rest. The Echo Knight Fighter had the PSi Warrior subclass randomly added to his sheet. The Arcane Trickster rogue had all her spells removed, and now after adding  them all in and marking them prepared, the Spell Slot View still reads "You've not set up your spells for the day. Perhaps you never had spells before? Click 'Manage Spells' to add some! It completely erased the Draconic Sorcerer's Draconic Resilience trait. And to top it off, every single character had a whole ton of redundant starting equipment added to their sheet.  I think I have to requild every character sheet from scratch, but I'm already seeing the same problems arise. I rebuilt the Champion fighter, but when I leveled up to 11, she again lost a Second Wind use and had all the starting equipment readded.  I don't know what to do? This sounds like nothing I've ever heard and seems a bit too complex to troubleshoot on the forum thread - could you send in a ticket with more detail? One thing I immediately noticed on copying your game and poking around is that leveling up the Echo Knight fighter actually had Psi Warrior selected in the builder - I wonder if they possibly accidentally saved a draft where they changed it (maybe on accident) and didn't notice it, so then when they saved it respecced him into Psi Warrior? I'm having trouble immediately replicating a lot of these, so I'm going to bring these individual characters back to the team and see if I can figure something out. But it would be helpful if we had more detail through a ticket about things like "I expected their HP to be X, but it was Y" - when it's just "it was wrong", we have to try to figure out what you expected it to be ourselves and it makes it a bit more difficult and we might guess wrong or not see what you're seeing.
Nicole B. said: This is something we're playing around with how best to handle, if we want to do it that way at all. The reason the legacy sheets were like that isn't because it was better for the user, but because they were beholden to the same limits that a user typing in chat is. The new sheet isn't, so we can go a few different ways with this, and we're considering both. There's a possibility that we're moving into a future where roll templates are mainly used for things that don't already exist on the sheet. This seems like a backwards approach to me - ideally the user should be able to replicate (and modify!) everything the sheet sends to the chat, through the chat, as that allows far more customization through macros. That you can do things that can't be replicated through the chat is just removing power from the users to play their own way.
Nicole B. said: I say this with love, but this is a lack of imagination. You're in a multi-sheet game and you want every sheet to have an initiative token macro. You like writing macros to help others, and you don't want to have to rewrite every single macro you've ever used and check with the person you're helping.  I think you're absolutely correct that it's a lack of imagination, or at least a fundamental misunderstanding of how multi-sheet games are intended to work.  No offense taken!   And I'm honestly not trying to argue - your answers have been very helpful to me to see how other players are running their games.  I'm still not fully understanding so thank you for trying to illuminate my understanding. :) So if I understand correctly, multi-sheet games are designed so that either sheet can be used for the same thing? One player uses the 2014 sheet for their character, and another player uses the 2024 sheet for their character, and they share attribute names so that a single macro can interact with either sheet and have the same output?  For me, the idea behind using multiple sheets in a game is to provide different  functionality in a single game, or to allow for crossover games that combine rules from different games.  If the D&D 5E 2024 sheet doesn't handle vehicles (as it currently doesn't - which doesn't mean it never will), I can load a simplified custom sheet for vehicles. Or there could be separate official sheets for PCs, NPCs, vehicles, locations, etc., instead of combining them together on a single sheet and using tabs for each different type. I wouldn't expect to have a macro that is used for both PCs and vehicles in that case. As a DM my preference would be to use a single character sheet for players' characters in the game, specifically because it makes using macros that much simpler, instead of trying to make sure that all character sheets will do the same things but basically become different interfaces for players.   You're using an API such as GroupCheck, which would otherwise need to have new macros written just for 24, and then cannot be used in a multi-sheet game ever because it can't support "some sheets in the game use this macro, and some use that one" because it was written before multi-sheet games existed.  GroupCheck already handles different character sheets and rule sets through a configuration option.  All a Mod would need is to be able to access a character sheet object and have configuration options based on which character sheet is being pulled from.  Is it not possible to expose the character sheet object type to a Mod?  To answer your other question, the feedback we've received that has led to this decision is "give us the attributes we've used before, we want our macros to be backwards compatible without needing to rewrite them". And this fundamentally is where I have to agree that my use case is not everyone's use case, and it's totally reasonable to design the 2024 sheet based on how other users have expressed their preferences. :)  Thanks again for responding. 
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Gauss
Forum Champion
Tuo said: Nicole B. said: This is something we're playing around with how best to handle, if we want to do it that way at all. The reason the legacy sheets were like that isn't because it was better for the user, but because they were beholden to the same limits that a user typing in chat is. The new sheet isn't, so we can go a few different ways with this, and we're considering both. There's a possibility that we're moving into a future where roll templates are mainly used for things that don't already exist on the sheet. This seems like a backwards approach to me - ideally the user should be able to replicate (and modify!) everything the sheet sends to the chat, through the chat, as that allows far more customization through macros. That you can do things that can't be replicated through the chat is just removing power from the users to play their own way. I have to agree here. One of the most basic elements of making a macro is to push a button on a sheet, click the up arrow in chat, see how it was constructed in the template, and then modify the template.  D&D 5e 2024 by Roll20 not being able to do that is a major hindrance. 
Jarren said: So if I understand correctly, multi-sheet games are designed so that either sheet can be used for the same thing? One player uses the 2014 sheet for their character, and another player uses the 2024 sheet for their character, and they share attribute names so that a single macro can interact with either sheet and have the same output?  For me, the idea behind using multiple sheets in a game is to provide different  functionality in a single game, or to allow for crossover games that combine rules from different games.  If the D&D 5E 2024 sheet doesn't handle vehicles (as it currently doesn't - which doesn't mean it never will), I can load a simplified custom sheet for vehicles. Or there could be separate official sheets for PCs, NPCs, vehicles, locations, etc., instead of combining them together on a single sheet and using tabs for each different type. I wouldn't expect to have a macro that is used for both PCs and vehicles in that case. It's fairly common to have a single macro that works for both PCs and NPCs for something like initiative or skill checks (see, again, GroupCheck). There are definitely people who use both PC sheets in multi-sheet games, or both NPC sheets, depending on their needs/desires. GroupCheck already handles different character sheets and rule sets through a configuration option.  All a Mod would need is to be able to access a character sheet object and have configuration options based on which character sheet is being pulled from.  Is it not possible to expose the character sheet object type to a Mod?  One of our goals when we built this sheet was to make the APIs as backwards-compatible as possible. It was necessary to do some rewriting because of a technical wall we hit with asynchronicity, but the goal is to not force every API that references the 2014 sheet to need to be heavily changed for 2024. This would be a major change in the functionality of a lot of APIs that rely on macros. It's definitely possible for an API script to call the character, look for its sheet, and then use a different macro depending on that. But no scripts were written with that in mind, so that means every single script that may touch a multi-sheet game now needs further rewriting to account for that. It's possible, but I think the annoyance of having two attributes that access the same variable is a fairly small annoyance in comparison with "rewrite everything and build brand new macros for 2024".
Pointing out again that calling for attributes from characters not controlled by the player does not work. This means a macro such as this one that would automatically check if the target would be hit and if the hit is critical, and rolls damage appropriately, will not work for players (simplified example): &{template:default} {{name=Greatsword [ ](#" hidden null=) }} {{[0]=[ ](#" hidden null=) }} {{[1]=$[[2.computed]] Misses[ ](#" hidden null=) }} {{[2]=$[[2.computed]] Hits, for [[2d6+@{strength_bonus}]] Slashing Damage [ ](#" hidden null=) }} {{[3]=$[[2.computed]] Critically hits, for [[4d6+@{strength_bonus}]] Slashing Damage [ ](#" hidden null=) }} {{[[[2+{[[?{advantage|1 normal,1d20|2 advantage,2d20kh1|3 disadvantage,2d20kl1}+@{strength_bonus}+@{pb}]],0}>@{target|ac}f<[[20+@{strength_bonus}+@{pb}-1]] ]]]=[ ](#) }} (Also, critical threshold should be an attribute that can be called, just for a macro like this) You guys love automation, right? EDIT: Praise where praise is due, though - attribute shorthand works now, and I am glad to see that.
Noodle said: Hi Carnie, did you make the characters originally using the charactermancer, and if so how long ago?  As far as I can tell, the character builder for the 2024 sheet doesn't use the term Charactermancer. From within the game, I built all four characters by clicking Build a New Character. I know I built them right after it was announced that characters built after that date could be fully levelled with no problems. I remember this because I had already built the characters and then had to delete them and start over. I also encountered the same issue with characters I built yesterday and then tried to level from 10th to 11th level. 
This sounds like nothing I've ever heard and seems a bit too complex to troubleshoot on the forum thread - could you send in a ticket with more detail? One thing I immediately noticed on copying your game and poking around is that leveling up the Echo Knight fighter actually had Psi Warrior selected in the builder - I wonder if they possibly accidentally saved a draft where they changed it (maybe on accident) and didn't notice it, so then when they saved it respecced him into Psi Warrior? I'm having trouble immediately replicating a lot of these, so I'm going to bring these individual characters back to the team and see if I can figure something out. But it would be helpful if we had more detail through a ticket about things like "I expected their HP to be X, but it was Y" - when it's just "it was wrong", we have to try to figure out what you expected it to be ourselves and it makes it a bit more difficult and we might guess wrong or not see what you're seeing. Hi Nicole, I ended up here when trying to submit a ticket. When I click on "Give Feedback" in the character sheet manager it takes me to the "Suggestions & Ideas" thread in Community Forums instead of the previous form for submitting a ticket. I will gladly submit a ticket if you tell me how I can possibly do that? Also, since I mad ehte sheets, I know I didn't save a version with Psi Warrior as the subclass instead of Echo Night. It was fine at 10th level, and then changed when I went to 11th level. 
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hi Carnie DM! Here is the link to submit a  Help Center Request .
keithcurtis said: Hi Carnie DM! Here is the link to submit a  Help Center Request . I submitted a help ticket. No response yet. I need to rebuild 4 PCs character sheets before our next session tomorrow. I know I won't get every issue resolved in time. I'm just stuck, but I do have a question. I can't possibly be the only one having this issue. Every character I level up revert the starting equipment choice every single level. If I skip that tab since its green, then the character sheet is flooded with copies of starting equipment. If I go to the tab and switch it back to the gold option (which was the original choice at 1st level) then the character is given extra gold.  How am I the only one experiencing this? 
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Andor
Plus
Carnie DM said: keithcurtis said: Hi Carnie DM! Here is the link to submit a  Help Center Request . I submitted a help ticket. No response yet. I need to rebuild 4 PCs character sheets before our next session tomorrow. I know I won't get every issue resolved in time. I'm just stuck, but I do have a question. I can't possibly be the only one having this issue. Every character I level up revert the starting equipment choice every single level. If I skip that tab since its green, then the character sheet is flooded with copies of starting equipment. If I go to the tab and switch it back to the gold option (which was the original choice at 1st level) then the character is given extra gold.  How am I the only one experiencing this?  you're not the only one, has been happening to me almost every time. I just for now delete all the extra stuff, and have them refer to notes for their gold (been putting almost everything in notes to grab changes from as a backup.), and treasure. Also spells keep duplicating as well. I have found the if you choose the default equipment at level one, then do regular level up for each level all the way through each bubble even if it is green, it doesn't happen every time.
Andor said: you're not the only one, has been happening to me almost every time. I just for now delete all the extra stuff, and have them refer to notes for their gold (been putting almost everything in notes to grab changes from as a backup.), and treasure. Also spells keep duplicating as well. I have found the if you choose the default equipment at level one, then do regular level up for each level all the way through each bubble even if it is green, it doesn't happen every time. Thanks Andor. At least maybe I'm not going crazy. While none of the characters took starting equipment, maybe I'll try your suggestion since deleting the equipment once is better than worrying about it every level. 
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
There were some very early problems with multiplying equipment. How long ago were these characters created? I'm at a loss to explain why this issue is affecting some and not others. I am running a game using Jumpgate, Beacon, Experimental API, and dual sheet installation, probably because I'm a glutton for punishment. I haven't run into this particular issue, but I'd like to understand better why things go wrong.
keithcurtis said: There were some very early problems with multiplying equipment. How long ago were these characters created? I'm at a loss to explain why this issue is affecting some and not others. I am running a game using Jumpgate, Beacon, Experimental API, and dual sheet installation, probably because I'm a glutton for punishment. I haven't run into this particular issue, but I'd like to understand better why things go wrong. Keith, this is happening to characters I am creating right now. Every level. I just tried Andor's suggestion of choosing the starting equipment pack at character creation to avoid the bug, and the fighter I'm working on has re-added starting equipment for 3 levels straight. 
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Carnie DM said: keithcurtis said: There were some very early problems with multiplying equipment. How long ago were these characters created? I'm at a loss to explain why this issue is affecting some and not others. I am running a game using Jumpgate, Beacon, Experimental API, and dual sheet installation, probably because I'm a glutton for punishment. I haven't run into this particular issue, but I'd like to understand better why things go wrong. Keith, this is happening to characters I am creating right now. Every level. I just tried Andor's suggestion of choosing the starting equipment pack at character creation to avoid the bug, and the fighter I'm working on has re-added starting equipment for 3 levels straight.  Thanks, I just created a human fighter and leveled them to 3rd. I am seeing the repeating equipment bug. None of the characters in the campaign I am running (Monk, Sorcerer, Fighter, Druid) are seeing this bug. This is weird.   I am filing a report. I have filed a report, and a ticket has been made.
Hi, I wanted to follow up on a few reported issues. Some of them are fixed, yay :-) Any idea about the remaining ones? I'm aware that there are so many things you guys work on but you might have an approximate idea?   Nicole B. said: Der Arkanier said: - 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. Yay thx. Fixed in a way. Although as part of the fix i now see all available Invocations three times in the pull down menu. But that's a minor from my POV. - 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". Yay thx. This seems to be fixed. I now can see only  a few invocations in the replacements menu. - 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! Is there an approximate date to be expected? This is a major thing holding me back from using the new sheet.  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. Yay thx. Spell is available now.
Howdy Folks! As this thread and the sheet grow, here are some reminders to keep discussions productive and on-topic. What This Forum Is For: Reporting bugs in recent releases, including reproduction steps and new issues not yet acknowledged Providing constructive, respectful, and specific feedback. Criticism is welcome, but hostility or unproductive comments will be moderated. We rely on feedback to shape our roadmap and off-topic noise makes it harder to focus on improvements Our founder-in-residence Riley previously defined off-topic feedback as: Long, theoretical discussions unrelated to the current focus. (Example: debating the merit of voice commands when we’re working on keyboard shortcuts.) Declaring a feature "worthless" or insisting we should scrap it entirely. (Keep in mind that we have millions of users and your specific needs may not represent all needs.)  For feature ideas or improvements, please create a post in the Suggestions & Ideas forum. This helps us track interest effectively! Our Development and Product teams engage when possible, but can’t respond to everything while retaining focus on their work. If you need direct help, use the Help Center . Comments about staff members are off-topic and will be removed. Thank you again for being part of the conversation!
Katie Mae🔮 said: For feature ideas or improvements, please create a post in the Suggestions & Ideas forum. This helps us track interest effectively! Are you suggesting that the entire Suggestions & Ideas subforum should be flooded over with individual wishes regarding a single sheet? Is that the standard you want to set, that for every sheet by roll20, suggestions should go to the general Suggestions & Ideas forum and not the specific thread for that sheet? To bury all suggestions regarding features to the tabletop itself? No, I cannot agree with this policy. It's nonsense, self-sabotaging for your service and site, and disservice to everyone playing games other than D&D 5e 2024 on this site. Reconsider. This has been constructive and respectful feedback.
Tuo said: Katie Mae said: For feature ideas or improvements, please create a post in the Suggestions & Ideas forum. This helps us track interest effectively! Are you suggesting that the entire Suggestions & Ideas subforum should be flooded over with individual wishes regarding a single sheet? Is that the standard you want to set, that for every sheet by roll20, suggestions should go to the general Suggestions & Ideas forum and not the specific thread for that sheet? To bury all suggestions regarding features to the tabletop itself? No, I cannot agree with this policy. It's nonsense, self-sabotaging for your service and site, and disservice to everyone playing games other than D&D 5e 2024 on this site. Reconsider. This has been constructive and respectful feedback. I'm assuming they meant for features that are not missing, as defined by meeting the 2014 functionality.. plus whatever else they have promised... But to helps us track interest effectively you would need to post a message here with the suggestion link.
We want to give larger pieces of feedback their time to shine in the Suggestions and Ideas forum because there are plenty of lurkers on the site, and we want those pieces of feedback to receive the votes they deserve if there are users who are interested but who don't regularly speak up. Feedback, as stated, is still welcome here (and so are the links to Suggestion & Ideas posts), especially like smaller pieces of feedback on recent releases or updates. We'd just like to make sure community ideas on the larger side are being tracked as accurately as possible, so we can build our roadmaps accordingly! We'll keep an eye on the ecosystem of the Suggestions and Idea forum as well and adjust if need be.
So, bugs reports that have not yet been acknowledged can be repeated until they are? Katie Mae🔮 said: Howdy Folks! As this thread and the sheet grow, here are some reminders to keep discussions productive and on-topic. What This Forum Is For: Reporting bugs in recent releases, including reproduction steps and new issues not yet acknowledged
Katie Mae🔮 said: We want to give larger pieces of feedback their time to shine in the Suggestions and Ideas forum because there are plenty of lurkers on the site, and we want those pieces of feedback to receive the votes they deserve if there are users who are interested but who don't regularly speak up. Feedback, as stated, is still welcome here (and so are the links to Suggestion & Ideas posts), especially like smaller pieces of feedback on recent releases or updates. We'd just like to make sure community ideas on the larger side are being tracked as accurately as possible, so we can build our roadmaps accordingly! We'll keep an eye on the ecosystem of the Suggestions and Idea forum as well and adjust if need be. A good idea is a good idea regardless of how little interest there is in it.  What you're suggesting is a license to ignore suggestions that would take more work and have less obvious payoff, but that would in the long run be more meaningful for the use of the sheet. It's populism, with all of its faults. And fundamentally, feature requests are feedback. What is a feature request if not a perceived lack of a feature? I will continue to direct threads regarding this sheet to this thread, as they are feedback regarding this sheet, and I want the suggestions forum to be usable for people interested in the wider function of Roll20.
Nic B. said: 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. Wanted to come back to this as I'm still having problems with making changes to a sheet which more than 1 person has open. It's worst with spells, but most things generally don't work in my current game unless the players close their sheets before I make changes. 
Does anyone here with the Explorer’s Guide to Wildemount or Tal'Dorei Campaign Setting Reborn for the 2014 edition know if there are any issues with those rules interacting with the 2024 sheet? Curious if spells and subclasses (specifically the dunamancy spells and the cobalt soul monk, among other things) interact correctly or if they're broken. Thanks in advance! -X
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Gauss
Forum Champion
Hi ErrantX,  I don't have the time atm to check that out, but if you'd like I can create a game with those products enabled and you can create a character to test out whether it works or not.  If you'd like to do this please PM me and I will send an invite to the game. 
Just wondering has there been any progress on the ac bug for shields and unarmored defence.
1743962673
Gauss
Forum Champion
David Q. said: Just wondering has there been any progress on the ac bug for shields and unarmored defence. David Q.,  Just making sure, in the meantime are you aware of the workaround?
Gauss said: David Q. said: Just wondering has there been any progress on the ac bug for shields and unarmored defence. David Q.,  Just making sure, in the meantime are you aware of the workaround? I am Gauss thanks just wondering if they have made any progress on the bugs.
Nicole B. said: Is it possible to get get an update of the things that have been implemented/fixed since the last one you gave a while back?
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Master Azroth said: Nicole B. said: Is it possible to get get an update of the things that have been implemented/fixed since the last one you gave a while back? i can't answer for Nicole, of course, but a lot of things are announced in the Changelog .
keithcurtis said: Master Azroth said: Nicole B. said: Is it possible to get get an update of the things that have been implemented/fixed since the last one you gave a while back? i can't answer for Nicole, of course, but a lot of things are announced in the Changelog . Thanks
David Q. said: Just wondering has there been any progress on the ac bug for shields and unarmored defence. We're still working on this, sorry. Master Azroth said: Nicole B. said: Is it possible to get get an update of the things that have been implemented/fixed since the last one you gave a while back? The changelog is the place to look for things like that, yeah. Every ticket we complete goes into the changelog (unless it's something you can't see, like progress on an unreleased feature) so it'll be up to date with everything we've been doing!
Nicole B. said: David Q. said: Just wondering has there been any progress on the ac bug for shields and unarmored defence. We're still working on this, sorry. Master Azroth said: Nicole B. said: Is it possible to get get an update of the things that have been implemented/fixed since the last one you gave a while back? The changelog is the place to look for things like that, yeah. Every ticket we complete goes into the changelog (unless it's something you can't see, like progress on an unreleased feature) so it'll be up to date with everything we've been doing! Thank you
I'm not sure I'm asking this in the right place, but here goes. On the new 2024 sheet, when I drag the Staff of Frost from the Compendium onto a PC sheet and attune to it, the sheet automatically adds the associated spells to the sheet. (It gets the spell save DC wrong, but it can be fixed). When the attunement ends, the spells are automatically removed from the sheet. This behavior is great, much better than on the earlier Roll20 sheet.  My question is, when a character receives a custom magic item that allows them to cast a spell, how do I link the spell to the item, so that the spells are only available for as long as the character is attuned to it? When I go into the spell details for the Cone of Cold spell which is populated when attuning to the Staff of Frost, under the "Class" dropdown, it says, "Staff of Frost (Item)." Presumably, I would need to select the custom inventory item from that dropdown, but unfortunately it is not available from there.  Anyway, is there a way to do what I'm asking, or does it require something on the back end that users can't access?
Ryan W. said: I'm not sure I'm asking this in the right place, but here goes. On the new 2024 sheet, when I drag the Staff of Frost from the Compendium onto a PC sheet and attune to it, the sheet automatically adds the associated spells to the sheet. (It gets the spell save DC wrong, but it can be fixed). When the attunement ends, the spells are automatically removed from the sheet. This behavior is great, much better than on the earlier Roll20 sheet.  My question is, when a character receives a custom magic item that allows them to cast a spell, how do I link the spell to the item, so that the spells are only available for as long as the character is attuned to it? When I go into the spell details for the Cone of Cold spell which is populated when attuning to the Staff of Frost, under the "Class" dropdown, it says, "Staff of Frost (Item)." Presumably, I would need to select the custom inventory item from that dropdown, but unfortunately it is not available from there.  Anyway, is there a way to do what I'm asking, or does it require something on the back end that users can't access? I have discovered that I can work around the apparent limitation by dropping an item like the Staff of Frost into the sheet, and then dropping the required spell to the sheet. Then I can edit the spell details to select Staff of Frost from the "Class" dropdown. Then I can make the requisite changes to the inventory entry for the Staff of Frost--updating the name to "Ring of Thunder" or whatever, the associated resource to "Ring of Thunder Charges," and removing the spells associated with the Staff of Frost. This is not ideal, but it can be done I suppose.
Ryan W. said: I'm not sure I'm asking this in the right place, but here goes. On the new 2024 sheet, when I drag the Staff of Frost from the Compendium onto a PC sheet and attune to it, the sheet automatically adds the associated spells to the sheet. (It gets the spell save DC wrong, but it can be fixed). When the attunement ends, the spells are automatically removed from the sheet. This behavior is great, much better than on the earlier Roll20 sheet.  My question is, when a character receives a custom magic item that allows them to cast a spell, how do I link the spell to the item, so that the spells are only available for as long as the character is attuned to it? When I go into the spell details for the Cone of Cold spell which is populated when attuning to the Staff of Frost, under the "Class" dropdown, it says, "Staff of Frost (Item)." Presumably, I would need to select the custom inventory item from that dropdown, but unfortunately it is not available from there.  Anyway, is there a way to do what I'm asking, or does it require something on the back end that users can't access? Right now, that's functionality that we don't yet have access to. Eventually we will but until then your workaround is the best way to achieve the same thing. A lot of those custom modified on items and effects are just hard baked in for now but theoretically all of them will become usable by users eventually. 
Noodle said: Ryan W. said: I'm not sure I'm asking this in the right place, but here goes. On the new 2024 sheet, when I drag the Staff of Frost from the Compendium onto a PC sheet and attune to it, the sheet automatically adds the associated spells to the sheet. (It gets the spell save DC wrong, but it can be fixed). When the attunement ends, the spells are automatically removed from the sheet. This behavior is great, much better than on the earlier Roll20 sheet.  My question is, when a character receives a custom magic item that allows them to cast a spell, how do I link the spell to the item, so that the spells are only available for as long as the character is attuned to it? When I go into the spell details for the Cone of Cold spell which is populated when attuning to the Staff of Frost, under the "Class" dropdown, it says, "Staff of Frost (Item)." Presumably, I would need to select the custom inventory item from that dropdown, but unfortunately it is not available from there.  Anyway, is there a way to do what I'm asking, or does it require something on the back end that users can't access? Right now, that's functionality that we don't yet have access to. Eventually we will but until then your workaround is the best way to achieve the same thing. A lot of those custom modified on items and effects are just hard baked in for now but theoretically all of them will become usable by users eventually.  Thanks for the reply. I appreciate the confirmation!
If you’ve come across a bug or issue that someone else has already brought up but it hasn’t yet been acknowledged by the devs, please do feel welcome to chime in and add your voice/experience! Do not repost/bump/repeat your own reports, it floods the thread and doesn't add any new information or context for the developers. Please know that every bug reported in this forum is carefully logged and tracked by our team, even if we’re not always able to respond directly in the thread! Saul J. said: So, bugs reports that have not yet been acknowledged can be repeated until they are? Katie Mae said: Howdy Folks! As this thread and the sheet grow, here are some reminders to keep discussions productive and on-topic. What This Forum Is For: Reporting bugs in recent releases, including reproduction steps and new issues not yet acknowledged
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Hello,  I'm not sure this bug is already report. When I click on this button on the chat for launch damage roll (weapon, spell, any king of attack) : Nothing happen and on my chrome dev mod, I see this error This is normal ?
Ombres said: Hello,  I'm not sure this bug is already report. When I click on this button on the chat for launch damage roll (weapon, spell, any king of attack) : Nothing happen and on my chrome dev mod, I see this error This is normal ? I haven't seen this one before! It looks like it's an issue with the /talktomyself specifically related to damage. I'll file a ticket for this today.
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No this is not link to /talktomyself, I have it during my two last parties withtout this command. That happen too. Just I redo it for post here.  EDIT : yes this is /talktomyself that blocked the damage roll ! I try without and with, one work / other don't work.
Quick bug report - at least 2 spellcasters (including myself) in the party lost all their spell slot tracking data, all spell slots are reset back to zero compared to 2 weeks ago.
Erudo said: Quick bug report - at least 2 spellcasters (including myself) in the party lost all their spell slot tracking data, all spell slots are reset back to zero compared to 2 weeks ago. I experienced this as well. I assume it was an artifact of a spell update of some sort.  Perhaps a related issue--I noticed that warlock spell slots are not coming back on a short rest.
Ditto Jay W. said: Erudo said: Quick bug report - at least 2 spellcasters (including myself) in the party lost all their spell slot tracking data, all spell slots are reset back to zero compared to 2 weeks ago. I experienced this as well. I assume it was an artifact of a spell update of some sort.  Perhaps a related issue--I noticed that warlock spell slots are not coming back on a short rest.
Can’t change both Background skills; just one. I only tried with Far Traveller…
Hey everyone, I recently moved my game over to Roll20 from D&D Beyond by re-buying all my books and re-creating the characters. We're all using the 2024 character sheets, PHB, MM, and DMG. Our first session was great, dynamic lighting is awesome! One small hitch we ran into: None of my spell casters are having their proficiency bonus added to spell damage? For instance, looking at our Warlock on D&D Beyond their Eldrich Blast does 1d10+3 damage (+3 being their Charisma-based proficiency bonus). On Roll20 it's just doing 1d10 flat. I'm really not sure how to fix this. Would appreciate any help as other than this the switch to Roll20 has been a slam dunk! Thanks!
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Nicole B.
Roll20 Team
Andor said: Ditto Jay W. said: Erudo said: Quick bug report - at least 2 spellcasters (including myself) in the party lost all their spell slot tracking data, all spell slots are reset back to zero compared to 2 weeks ago. I experienced this as well. I assume it was an artifact of a spell update of some sort.  Perhaps a related issue--I noticed that warlock spell slots are not coming back on a short rest. Thank you for the reports! Warlock slots automatically refreshing on a short rest is a still-to-come feature, not a bug, but I am sorry to hear about your spell slots resetting. RPGeezer said: Can’t change both Background skills; just one. I only tried with Far Traveller… Can you expand on what you mean by changing background skills? Were you trying to change them in the builder as you were making the character, on the sheet? What exactly were you doing? If you're just going for something manual, you should be able to override the default skills on the sheet to be untrained and then the ones you want to be proficient, but more custom background work is on its way. Eli said: Hey everyone, I recently moved my game over to Roll20 from D&D Beyond by re-buying all my books and re-creating the characters. We're all using the 2024 character sheets, PHB, MM, and DMG. Our first session was great, dynamic lighting is awesome! One small hitch we ran into: None of my spell casters are having their proficiency bonus added to spell damage? For instance, looking at our Warlock on D&D Beyond their Eldrich Blast does 1d10+3 damage (+3 being their Charisma-based proficiency bonus). On Roll20 it's just doing 1d10 flat. I'm really not sure how to fix this. Would appreciate any help as other than this the switch to Roll20 has been a slam dunk! Thanks! Glad to hear you're enjoying it! Charisma adding to your spell damage is a very specific thing that does not apply to most spellcasters. It only applies in one very specific scenario: you are a Warlock, you are level 2 or above, you took the invocation Agonizing Blast, and you're using the spell Eldritch Blast. Did your player take Agonizing Blast? In pretty much every other instance, your ability bonuses should not be added to spells. That being said, if there is a situation where they should be and they're not, you can easily override that in the attack itself. If you're trying to add your proficiency bonus, you can edit the spell to add it. If you're trying to add an ability, you can edit the Ability Override field and that will add an ability score to the attack.
Was making a character in “Characters.” During the process you can select skills via dropdown. It allows you to select one but you cannot change the other, which I believe should be doable per the rules. (2014 character on the 2024 sheet…)
RPGeezer said: Was making a character in “Characters.” During the process you can select skills via dropdown. It allows you to select one but you cannot change the other, which I believe should be doable per the rules. (2014 character on the 2024 sheet…) Can you please post a screenshot of what you're referring to? Far Traveler gives you two skill proficiencies, it doesn't give you a choice of two. The only choice you make is a tool proficiency, and you only get one of those, are you possibly mixing them up?