I'll see what I can do about hardened armor :)
Thanks!
Thanks!
Balthichou said:
Hey man ! I've switched for your character sheet lately, but I have one request : could you add a way to bypass the auto wound monitor calculation ? IIRC, cyberlimbs give an additional physical box, and there's no way to add it right now.
Maybe in the "augmentation" part of the character sheet, a way to enter the number of cyberlimbs the character have. That way, phsyical monitor would be 8 + 1/2*BOD + {number of cyberlimbs}.
I have no idea if that would work (I'm terrible when it comes to computer stuff), but would it be possible ? I have a few players rocking cyberlimbs, and not having their real physical monitor is a bit disturbing.
Kuddos for your great work,
Balthichou
Chad said:
Thanks Balthichou,
This is already implemented. Due to formatting and space constraints, it's not as easy to recognize as I might like. I'm working on that.
In any case, the tolerance field to the right of the wound boxes can be changed so that the calculations are changed. It defaults to 3, but can be changed to anything you like.
Chad
Balthichou said:
Chad said:
Thanks Balthichou,
This is already implemented. Due to formatting and space constraints, it's not as easy to recognize as I might like. I'm working on that.
In any case, the tolerance field to the right of the wound boxes can be changed so that the calculations are changed. It defaults to 3, but can be changed to anything you like.
Chad
I'm not sure that's what I meant. English isn't my native language, so I may have trouble explaining what I meant.
Changing wound tolerance would allow me to take 1 wound penalty every 4 unsoaked damage (or every 2 damage, w/e I change it to).
What I meant is that two humans with the same body (let's say 3, for the sake of calculation) can have different Physical monitors : the first one without cyberlimbs would have 10 boxes, and the second one, rocking two cyberlegs, would have 12 boxes (but still take wound mod every 3 damage, so changing the tolerance woun't help it).
Unless I'm missing something, there is no way to add more boxes to the physical monitor.
Again, I'm not talking about stuff like anti-pain cyber (I'd just change the tolerance to 4), or low-pain-tolerance (change it to 2), but adding more monitor boxes due to cyberlimbs.
Balthichou
Glad I could be of some help. Keep up the great work ! It's really been easing my and my player's life. I'll come back to you ig I have any other idea !Chad said:
Oh. I see what you mean. I completely forgot. We haven't had it come up in test games so I completely forgot to implement that. Should be easy, I'll add that to my list and get it into the next update. Maybe a week.
Thanks!
chad
Philiard M. said:
It's impossible to adjust limits - which is a problem, because one of my characters has a +2 to his Physical limit from a quality and he can't get his sheet to reflect this.
Chad said:
Group skills are an interesting issue. Realistically, the idea that skills are in a group only matters at creation and, later, when spending of karma. Since the sheet is not designed to be used for creation, I didn't worry much about them. My players just put in the notes that a skill is grouped with others and we go from there. This is especially important as sometimes they have modifiers to some skills in a group that they don't have to other skills in a group, maybe because of race or magic. Thus, each skill in the group had to be listed individually. What are your thoughts?
Chad
Johan F. said:
So the only way I can think would be to have all group skills listed with the individual skills listed under them just as they are listed on page 153 in the main book (thus hardcoded on the sheet). There are both benefits and drawbacks on this, the biggest benifit would be that with this you can pretty quickly learn where a special skill is, also you could organize the sheet making the active skills more compact (as they are hardcoded) any skill beyond those that are group skills and connected to these would be listed in an "Active Skills" list as Skills are at the moment.
Not use what you think?
Kiel H. said:
I'm not sure if this has been mentioned or not, but when you click the "Avoidance Roll" button it doesn't roll anything, I have 8 dice in my REA + INT defensive roll and it shows 8 dice in the box, but every time I click it it says 8 successes.
Marcel F. said:
Hi,
before the new sheet, which I really like, I was able to have a macro for initiative like this:
Initiative
/me @{selected|token_name} würfelt Initiative:
/roll @{selected|initiativedice}d6 + @{selected|reaction} +@{selected|intuition} &{tracker} + @{selected|woundmod}
Now, it does not work anymore, because there is no more attribute woundmod anymore.
Do you have any suggestions? By the way, I don't understand how to use the test roll.
Mike S. said:
Marcel F. said:
Hi,
before the new sheet, which I really like, I was able to have a macro for initiative like this:
Initiative
/me @{selected|token_name} würfelt Initiative:
/roll @{selected|initiativedice}d6 + @{selected|reaction} +@{selected|intuition} &{tracker} + @{selected|woundmod}
Now, it does not work anymore, because there is no more attribute woundmod anymore.
Do you have any suggestions? By the way, I don't understand how to use the test roll.
Marcel,
It looks like the attribute name was changed to reflect a calculation of the wound modifier. I changed woundmod to calcwoundmod and it appears to work just fine.
calcwoundmod:
/me has a total initiative of [[@{selected|reaction}+@{selected|intuition}-@{selected|calcwoundmod}+@{selected|initiativedice}d6) &{tracker}]]
Mike
I am not sure how to do stuff like "Pain Resistance 1" (adept power) or "High Pain Tolerance" (positive quaility) with this sheet. Changing "Wound Tolerance" on the sheet to 4 will yield a wound modifier of -1 per 4 boxes of damage. This means, that you get the -1 at 4 boxes (correct), but the -2 at 8 boxes (incorrect, should be at 7 boxes), the -3 at 12 (incorrect, should be at 10 boxes).
You can do "Low Pain Tolerance" (negative quality) with the sheets "Wound Tolerance" field, because it actually decreases the count of boxes you need to receive a wound modifier from 3 to 2. But this mechanism differs from "Pain Resistance" and "High Pain Tolerance", where you just can take additional damage before the first damage modifier applies, but the stepping after that stays the same (wound modifier increases every 3 boxes).
Am I missing something here or do we also need an "Pain Tolerance" field?
I changed the following to make it work:
- Added a "woundstepping" attribute: https://github.com/neovatar/roll20-character-sheet...
- Changed calculation of "calcwoundmod" to include "paintolerance" and "woundstepping": https://github.com/neovatar/roll20-character-sheet...
I also tried an alternative style for the rolltemplate, because 3 out of 5 players in my group had issues to read the numbers (me included):
Brian L. said:
New to Roll20 and came across this awesome sheet. I'm watching this thread for tips and tricks, but I have a question about recording weapon accuracy. I see how to record the base acc, but where do you see the smartlink modified one? Or do you assume always smartlinked and just put the modified acc in the weapon data?
Urban Nightmare said:
Is there anything special we have to do to make the new roll template show instead of the older black one? I also find it hard to read.
Bruno C. said:
Hi,
Unless I did something wrong, specialization doesn't seem to work for spellcasting.
Is it working "as intended" or is something missing?
I ended up adding the +2 dice into the misc. field having a +4 dice misc modifier, instead of only +2 for the Dragon mentor.
I created an API script to do this. It'll listen for the template rolls and respond if it is a glitch.neovatar said:
At the moment it is not possible with roll20 to count successes (e.g. d6 > 5 for SR5) and fails (e.g. d6 = 1) separately. If you include fail and success values in a roll, it will always subtract the fails from the successes.
Urban Nightmare said:
Is there anything special we have to do to make the new roll template show instead of the older black one? I also find it hard to read.
Bruno C. said:
Hi,
Unless I did something wrong, specialization doesn't seem to work for spellcasting.
Is it working "as intended" or is something missing?
I ended up adding the +2 dice into the misc. field having a +4 dice misc modifier, instead of only +2 for the Dragon mentor.
neovatar said:
Bruno C. said:
Hi,
Unless I did something wrong, specialization doesn't seem to work for spellcasting.
Is it working "as intended" or is something missing?
I ended up adding the +2 dice into the misc. field having a +4 dice misc modifier, instead of only +2 for the Dragon mentor.
Seems like an error in the sheet to me. In a specialization spell roll, the "+2" is added to the drain roll pool instead of the spellcasting roll pool. Note that if you use the misc field, your drain roll is still affected by "+2". My grip on the magic rules is not very firm yet, but I assume that you should just get a "+2" to your spellcasting roll.
I changed this in my version of the sheet (links see post above).
jflo said:
I created an API script to do this. It'll listen for the template rolls and respond if it is a glitch.neovatar said:
At the moment it is not possible with roll20 to count successes (e.g. d6 > 5 for SR5) and fails (e.g. d6 = 1) separately. If you include fail and success values in a roll, it will always subtract the fails from the successes.
https://github.com/jflo/roll20-api-scripts/tree/ma...
I did some basic testing with the current SR5 sheet, and it seems accurate. Could use some suggestions on making the output look a little more dramatic though.
Feedback welcome.
neovatar said:
Note that the "Specialized: 2" output is mainly cosmetic, the "2" is added directly in the sheet formula and not as a variable. If I would redo the sheet, I'd probably use a checkbox/choicebox to set a "spec" variable and just use it in the formula.
In my own sheet, I corrected the following for spellcasting: Moved the +2 from drain check to spell casting check and added the spec line to the output.