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Delta Green by Arc Dream Publishing Character Sheet Problems

Hi all, I'd like to report some problems with the Delta Green character sheet.  Bullet tracking - munition is only discounted when damage is rolled, so only on a hit. A miss doesn't discount bullets. Munition should be discounted when the attack roll is made, not the damage roll. Missing with a weapon doesn't add a fail check to the firearms skill for improvement at the end of the session. It only works if you click directly on the Firearms skill. Missing with a specific weapon should trigger a check on the associated skill. Rituals - there are a number of problems with rituals: POW is not reduced by 1 by accepting to go forward with a failed ritual check SAN loss calculation doesn't match the rules. It's not clear what the "/" is for in SAN loss, but one should be for a successful casting and the other should be for a failed casting.  The POW check button doesn't work on advanced options for rituals Thanks for taking a look at these and great work all around!!
Hey Ohio Mike,  We have reached out to the publisher to let them know :)
1744238404
Marco M.
KS Backer
Sheet Author
API Scripter
Compendium Curator
Hey Mike,  thanks for the feedback Bullet tracking - munition is only discounted when damage is rolled, so only on a hit. A miss doesn't discount bullets. Munition should be discounted when the attack roll is made, not the damage roll. struggled with this issue but ultimately decided to maintain the current approach. Explanation: Without an API, Roll20 can't automatically determine whether a bullet hits or misses after a roll. To prevent a pop-up appearing every time a player rolls (asking them to specify the type of attack, such as single shot, selective fire, etc.), I've implemented a separate damage roll that only appears if the initial roll is successful. Bullets are subtracted only at this point, although players can manually adjust their bullet count anytime. An alternative approach would have required: Automatically subtracting one bullet per base roll. Using a key combination (like shift+roll) to trigger a modifier pop-up. However, having the modifier pop-up appear with every roll was a frequent complaint with the previous sheet. Adding extra buttons specifically for players using an iPad. Considering these complexities, I opted to subtract bullets only on successful rolls. In many games, bullet tracking tends to be cinematic (ending with a fumble or when the Handler declares ammunition depleted), and players are typically already at a disadvantage. Handlers who prefer stricter bullet-count enforcement will need to manage this manually. 2. Missing with a weapon doesn't add a fail check to the firearms skill for improvement at the end of the session. It only works if you click directly on the Firearms skill. Missing with a specific weapon should trigger a check on the associated skill. This was an oversight; I can fix it this weekend and push the new sheet. Rituals - there are a number of problems with rituals: POW is not reduced by 1 by accepting to go forward with a failed ritual check This should happen, it must be a bug, and I need to find it. Thanks for pointing it out. 2.  SAN loss calculation doesn't match the rules. It's not clear what the "/" is for in SAN loss, but one should be for a successful casting and the other should be for a failed casting.  First value: SAN loss for a failed ritual activation (or for NPC-induced SAN loss, the amount lost after a successful Sanity check). Second value (typically higher): SAN loss for a successful ritual activation (or after a failed Sanity check). If left blank, the default displayed is 0/1. According to the rules (Handler's Guide p.168): Failure: If the Ritual Activation roll fails, the operator can either have no effect occur (but must still pay half the ritual cost and suffer a reduced SAN loss) or proceed differently, as detailed in specific ritual descriptions. Because SAN loss on a failed ritual activation isn't consistently half the cost (referencing Handler's Guide p.168), I've allowed players to manually specify the exact value. For all other ritual cost, losses default to half the ritual cost, rounded down as by the rules. 3. The POW check button doesn't work on advanced options for rituals The POWER button works, but it might not be straightforward: After clicking the button, you must press Enter (on a PC) or click Submit (on a touch screen device). Without an API, I cannot automate actions following the roll once it reaches chat. Thus, I assume the Power contest might have a modifier, prompting the modifier pop-up every time. This behavior was standard for all rolls previously but is now limited specifically to the POWER contests in rituals and the REPRESS insanity action in bond rolls. Note: while I could allow for button combination like Shift/Ctrl/Alt/Meta+button when the roll happens on a sheet, I cannot control this behavior in the chat. This requires an external API, that I can write if someone is interested but would only take effect for the players that activates it (it requires a Pro subscription, it is not available for the free tier).
Hi Marco, Thanks so much for the feedback!! 1. Bullet tracking - totally understood. It's a lot of options and buttons, and you have to make choices.  My players thought it was a cool feature that it tracks ammo automatically and wanted to point out that it's incomplete. We all play on PC's so extra buttons isn't an issue, but your point makes total sense. BTW I use the fumble = your gun jammed, which is essentially the same as running out of ammo (and less punishing than "oops, you shot yourself in the foot").  2. POW cost - thanks for fixing that. Does the sheet update automatically in our game, or do I have to do something like update the character sheet version manually? 3. Rituals - I see how the SAN loss works now and that all makes sense. Thanks for the explanation. I had understood the Accept/Reject option as paying the cost, not accepting/rejecting the failure (which would be the opposite). The POW test is also working now. For some reason I wasn't getting the modifier pop-up before.  Thanks again for the amazing support!
1744315685
Marco M.
KS Backer
Sheet Author
API Scripter
Compendium Curator
So yes, the sheet will be updated automatically in game. In general, I send a push during the weekend and depending on how busy roll20 is it goes live between Sunday and Tuesday. Also accept/reject (the result) was the best I could think about to define the two possible outcomes. If you have a single word name label for the buttons you think it might work better, you are more than welcome to propose an alternative: I don't think the names are particularly clear, but I couldn't come up with something better. A possible alternative was give up/force it
Yes, it's clear now that you've explained it, but you're right: it's not perfect. It's a bit of a double negative - reject the failure. I can't come up with anything better - maybe force/don't force, but that's not great either. The Handler's Guide gives two options on page 166-167, which can be summarized as "no effect" or "force", but as a button that's not any better IMO. Thanks again!