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5th Edition OGL by Roll20 v1.2

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Bug 1: I think the "level" field might be disconnected from all other calculations. That or for some reason when I change it, the sheet won't update the maximum number of spells between long rests. Additionally the app asks me for my level every time I use certain spells, despite of already having written my level on the top of the page. Perhaps it still needs to be implemented? It would be great if you marked it as such in the wiki page, that way I come with zero expectations for certain features and don't spend my time trying to make it work (since it doesn't yet). Amazing feature nonetheless, super time saving and easy to use. Bug 2: Even when I am not carrying any armor (for example, 0 quantity chain mail), my AC calculates as if I were wearing it. It would be nice to also have a "Wearing" checkbox, but that comes as second priority obviously. Bug 3: When I have no armor listed in my inventory, my AC shows up as 10.5 Not an urgent issue, but it would be nice to see it rounded down, since 10 is the actual effective AC. Not sure why you don't use the already calculated Attributes bonuses, but if that is not an option, perhaps you could create an additional global variable for each, so you don't have to calculate and round-down at every calculation?
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Yokhen said: Additionally the app asks me for my level every time I use certain spells, despite of already having written my level on the top of the page. That's the higher level spell query; it controls which level of spell slot a spell uses when cast. An upcoming update to the sheet will allow for this query to be disabled by removing the info from the spell. Yokhen said: Even when I am not carrying any armor (for example, 0 quantity chain mail), my AC calculates as if I were wearing it. It would be nice to also have a "Wearing" checkbox, but that comes as second priority obviously. I'm sure you'll be happy to hear that exactly this will introduced by an upcoming update. :) Yokhen said: When I have no armor listed in my inventory, my AC shows up as 10.5 Not an urgent issue, but it would be nice to see it rounded down, since 10 is the actual effective AC. The aforementioned update fixes this! Additional global/custom modifiers will also be introduced.
I got help here a few days ago in regards to the global saving throw bonuses, but I have another question. How would one add a flat bonus to a skill, such as a +5 to Stealth checks.
Are there plans to enable displaying target names and attributes on rolls?  What about displaying the name of the creature using the ability?  I know (and love) that these features are available in the core macro functionality, I just don't seem them available on this sheet. What's the current outlook for a tool to convert from the other 5e character sheets to the Roll20 released one?  I'm wondering how long I should hold out doing the conversions manually. This sheet looks fantastic.  So excited about what you're doing.
Ben W. said: What's the current outlook for a tool to convert from the other 5e character sheets to the Roll20 released one?  I'm wondering how long I should hold out doing the conversions manually. There are some conversion tools being tested on the development server.  So I would guess a week or less if they go well.  Maybe a bit longer if there are a lot of issues.  But that's purely conjecture, I don't have any insider information.  Just the info that any Pro subscriber has.
From another thread: Volomon said: Anyway to increase critical for both pcs and npcs on these new sheets?
1455556482
Gen Kitty
Forum Champion
Elsewhere: Furio G. said: When I create a new NPC, and then drag a "monster" stats to it, why does it not include spells (as an attack or otherwise linked)? F
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Stephen Koontz
Forum Champion
Marketplace Creator
Sheet Author
API Scripter
Compendium Curator
Demetrio J. said: Well, I tryed but some thing still not worked, like the Higher Level option, it spawned instead a textbox instead of a dropmenu. I'm still using the "get a premade spell and change it" thing, until the custom creation gets the same as the premade ones. Are there any way to Improve the spell casting details? like instead of rolling just the hit dices and the damage, it could show also the spell components, casting time, school, etc? Or just pop the spellcard with the spell rolls like the other sheet I was using for D&D 5e. Syncing things between sections isn't working correctly in 1.2 but seems to be in 1.3, which is being tested on the Dev server currently. Chris said: You might be aware of this one already, but I found a possible bug on the Spells tab: Situation Create a character and add a spell in the Spell tab (toggled for ATTACK), in the repeating spells area. I added were Cure Wounds and Healing Word to Level 1 spells, from the compendium. Then change the Character Name. Outcome The sheet did not update the Spell row with the new Character Name, so if I attempt to roll the spell off of the Spells list by clicking the linked name, the spell will not roll properly. The old character name remains in the Spell's Attack roll template. The problem does not show up on the Core page in the Attacks & Spellcasting section. That area is updating the spell template with the new Character Name. I had to delete the spell and recreate it to populate the new Character Name in the Spell list. I actually hadn't considered people changing their character's names. I think I can fix that in the next update.
I just wanted to add my thanks to Steve K and the gang.  Having worked in IT in the past, I know releasing a new version of something means a lot of commons and found bugs. So, first off, great sheet and drag & drop functionality!  Secondly, thanks for listening to everyone's thoughts here and responding.  All the best!
Is there any way to keep the NPC's special attacks from automatically rolling 20 sided dice? I don't see what the point is to roll dice if the attack box is not checked. It is distracting for my players because they think the numbers mean something.
Okieone Shinobi said: Is there any way to keep the NPC's special attacks from automatically rolling 20 sided dice? I don't see what the point is to roll dice if the attack box is not checked. It is distracting for my players because they think the numbers mean something. If you macro %{selected|repeating_npcaction_$0_npc_action} It will not roll dice, and show the ability
It still rolls the dice, but does not show the results, so good enough. Thank you.
Zac D. said: Hello I'm trying to find a way to have a skill check button macro that i can click that will pop up with a drop down menu of choices (ex. Acrobatics, History, etc) and will then roll that selection based on the info in my char sheet. Writing this out it seems like a lot and if it is possible i doubt its doable without API but just seeing if anyone has tried this before. Handling Roll Templates using a drop-down menu (i.e. Roll Query ) can be quite a challenge. (For example, see an equivalent macro for another 5E Character Sheet .) This specific challenge is often compounded over time, as sheet authors may decide to alter the underlying Roll Templates structure of skill checks, necessitating corresponding changes in the drop-down macro. That said, a much easier option now exists (and, fortunately, does not require access to the API). That is, creating a "menu" of Command Buttons in the text chat as a replacement for a dropdown Roll Query. Save one of the following as an Ability macro on the Attributes & Abilities tab of a Character: /w "@{character_name}" &{template:default} {{Strength= [Athletics](~Athletics)}} {{Dexterity= [Acrobatics](~Acrobatics) [Sleight of Hand](~Sleight_of_Hand) [Stealth](~Stealth)}} {{Intelligence= [Arcana](~Arcana) [History](~History) [Investigation](~Investigation) [Nature](~Nature) [Religion](~Religion)}} {{Wisdom= [Animal Handling](~Animal_Handling) [Insight](~Insight) [Medicine](~Medicine) [Perception](~Perception) [Survival](~Survival)}} {{Charisma= [Deception](~Deception) [Intimidation](~Intimidation) [Performance](~Performance) [Persuasion](~Persuasion)}} /w "@{character_name}" &{template:default} {{ [Acrobatics](~Acrobatics) [Animal Handling](~Animal_Handling) [Arcana](~Arcana) [Athletics](~Athletics) [Deception](~Deception) [History](~History) [Insight](~Insight) [Intimidation](~Intimidation) [Investigation](~Investigation) [Medicine](~Medicine) [Nature](~Nature) [Perception](~Perception) [Performance](~Performance) [Persuasion](~Persuasion) [Religion](~Religion) [Sleight of Hand](~Sleight_of_Hand) [Stealth](~Stealth) [Survival](~Survival)}}
That said, a much easier option now exists (and, fortunately, does not require access to the API). That is, creating a "menu" of Command Buttons in the text chat as a replacement for a dropdown Roll Query. Save one of the following as an Ability macro on the Attributes & Abilities tab of a Character: /w "@{character_name}" &{template:default} {{Strength= [Athletics](~Athletics)}} snip What is this magic ~ and how do I use it? 
Some secrets smuggled over from the Pro forums: You can now use the following syntax to include a clickable button in the text chat that references a roll (an ability or a sheet roll) for a Character: [Label](~CharacterName|Roll Name). You can also just do [Label](~Roll Name) if you are using this syntax inside a Character sheet (such as in a sheet roll) and the Character Name will automatically be appended for you. Also has full support for use in repeating sections. It's basically a refined version of the classic [Label](!
%{CharacterName|Roll Name})
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Kryx
Pro
Sheet Author
API Scripter
While that option works I don't quite find it a refined version of the roll query as it pollutes chat quite significantly if many options are included. That said it'll likely be what I end up using as it is hundreds of times easier to make.
Silvyre said: Some secrets smuggled over from the Pro forums: You can now use the following syntax to include a clickable button in the text chat that references a roll (an ability or a sheet roll) for a Character: [Label](~CharacterName|Roll Name). You can also just do [Label](~Roll Name) if you are using this syntax inside a Character sheet (such as in a sheet roll) and the Character Name will automatically be appended for you. Also has full support for use in repeating sections. It's basically a refined version of the classic [Label](!
%{CharacterName|Roll Name}) Oooh and it works with (~selected|Roll Name)!! This is so much easier!
1455643705
Stephen Koontz
Forum Champion
Marketplace Creator
Sheet Author
API Scripter
Compendium Curator
Brett M. said: I just wanted to add my thanks to Steve K and the gang.  Having worked in IT in the past, I know releasing a new version of something means a lot of commons and found bugs. So, first off, great sheet and drag & drop functionality!  Secondly, thanks for listening to everyone's thoughts here and responding.  All the best! Thanks :) Okieone Shinobi said: Is there any way to keep the NPC's special attacks from automatically rolling 20 sided dice? I don't see what the point is to roll dice if the attack box is not checked. It is distracting for my players because they think the numbers mean something. This is fixed in v1.3 being tested on Dev right now.
I think this is good and easy to understand.
Is this sheet more functional now? My group tried using it a week or so ago and it was quite literally the most awful thing any of us had ever experienced in roleplaying. We promptly went back to a more tested character sheet. It refused to roll damage rolls on weapon attacks for certain characters and randomly gave people strange buffs like a proficiency bonus of +3 for a level 1 character.
1455660910
Scott Holden
Roll20 Production Team
Still don't think this has been answered (although I might have just missed it, in which case, sorry): Is there a way to add a "Reactions" section to NPC stat blocks on the character sheet? 
Don't think any questions are being seen as they are funneled into this grave thread, but here goes. Is there anyway to drag and drop spells into the NPC sheets so I don't have to macro everything?
Volomon said: Don't think any questions are being seen as they are funneled into this grave thread, but here goes. Is there anyway to drag and drop spells into the NPC sheets so I don't have to macro everything? If I have your question right, the answer is Yes.  I've been playing around with the sheet and have dragged-and-dropped spells onto the NPC sheet.  Go to the  Wiki here for the full instructions, unless I misunderstood your question?
WOW...really new at this and feeling a little overwhelmed. 1st...is there a video or a step by step on how to use the 5ed OGL character sheet? That might help. Obviously the one currently in the WIKI isnt for the OGL sheet. 2nd..my main confusions right now is adding armor so it is included in the auto calculated armor class. Where the heck do I put that? Is it under equipment? Putting it there doesn't seem to do anything. Sorry...very new to the virtual tabletop concept.
I usually gm roll passive perception when stealthing or setting up traps against the players, is there a particular stat or formula for getting each player's passive perception that would save me the trouble of having to look at each of their sheets?
I was looking to add equipment independent of the SRD material but can't make it interact with other properties like AC. Is there a solution already in place?
DeOndre E. said: I usually gm roll passive perception when stealthing or setting up traps against the players, is there a particular stat or formula for getting each player's passive perception that would save me the trouble of having to look at each of their sheets? I include Passive Perception on each character's token for this exact reason, so I can roll a NPC Stealth check, and compare to their token. So: a) I add HP, AC, and Passive Perception to each character's token b) I roll the Stealth Check c) I click on the token(s) needed to show the above stats, and confirm success or fail I'm sure there's a Marco you could build to spit out all character's Passive Perception, I've just always done it using the above.
Brett M. said: Volomon said: Don't think any questions are being seen as they are funneled into this grave thread, but here goes. Is there anyway to drag and drop spells into the NPC sheets so I don't have to macro everything? If I have your question right, the answer is Yes.  I've been playing around with the sheet and have dragged-and-dropped spells onto the NPC sheet.  Go to the  Wiki here for the full instructions, unless I misunderstood your question? Isn't that for PC's, not for NPC's?  I don't see any place to drag and drop spells onto NPC's
Ben F. said: Brett M. said: Volomon said: Don't think any questions are being seen as they are funneled into this grave thread, but here goes. Is there anyway to drag and drop spells into the NPC sheets so I don't have to macro everything? If I have your question right, the answer is Yes.  I've been playing around with the sheet and have dragged-and-dropped spells onto the NPC sheet.  Go to the  Wiki here for the full instructions, unless I misunderstood your question? Isn't that for PC's, not for NPC's?  I don't see any place to drag and drop spells onto NPC's Nope -- I've been doing it for NPCs too.  I'm away from my computer, but from memory: a) make sure you toggle the character sheet from PC to NPC b) hover your mouse in the "Spells" area, and an "Add+" button or similar should appear -- click that c) this opens a blank spell area d) on the right hand side of the screen, click the Conpendium Icon (the "i") and search for your spell (say, "Fireball") e) drag that spell to the blank spell area noted above That should be it. Works for me!
Brett M. said: Ben F. said: Brett M. said: Volomon said: Don't think any questions are being seen as they are funneled into this grave thread, but here goes. Is there anyway to drag and drop spells into the NPC sheets so I don't have to macro everything? If I have your question right, the answer is Yes.  I've been playing around with the sheet and have dragged-and-dropped spells onto the NPC sheet.  Go to the  Wiki here for the full instructions, unless I misunderstood your question? Isn't that for PC's, not for NPC's?  I don't see any place to drag and drop spells onto NPC's Nope -- I've been doing it for NPCs too.  I'm away from my computer, but from memory: a) make sure you toggle the character sheet from PC to NPC b) hover your mouse in the "Spells" area, and an "Add+" button or similar should appear -- click that c) this opens a blank spell area d) on the right hand side of the screen, click the Conpendium Icon (the "i") and search for your spell (say, "Fireball") e) drag that spell to the blank spell area noted above That should be it. Works for me! I don't see any "Spells" area in the NPC sheet. You say "(b) hover your mouse in the "Spells" area, and an "Add+" button or similar should appear -- click that". There is nothing to click. Please provide a screenshot, as that would be very helpful. Thanks in advance.
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Stephen Koontz
Forum Champion
Marketplace Creator
Sheet Author
API Scripter
Compendium Curator
Scott H. said: Still don't think this has been answered (although I might have just missed it, in which case, sorry): Is there a way to add a "Reactions" section to NPC stat blocks on the character sheet?  It's coming in update v1.4 Volomon said: Don't think any questions are being seen as they are funneled into this grave thread, but here goes. Is there anyway to drag and drop spells into the NPC sheets so I don't have to macro everything? Being tested in update v1.3 on Dev right now with an upgraded version coming in v1.4. Curtis G. said: WOW...really new at this and feeling a little overwhelmed. 1st...is there a video or a step by step on how to use the 5ed OGL character sheet? That might help. Obviously the one currently in the WIKI isnt for the OGL sheet. 2nd..my main confusions right now is adding armor so it is included in the auto calculated armor class. Where the heck do I put that? Is it under equipment? Putting it there doesn't seem to do anything. Sorry...very new to the virtual tabletop concept. The  5th Edition OGL by Roll20 wiki should hopefully answer most of your questions. If you're still confused let us know. ItsZagur said: I was looking to add equipment independent of the SRD material but can't make it interact with other properties like AC. Is there a solution already in place? You add it to the "MODS:" section of a piece of equipment with the syntax of "Ac +1".
ItsZagur said: I was looking to add equipment independent of the SRD material but can't make it interact with other properties like AC. Is there a solution already in place? You add it to the "MODS:" section of a piece of equipment with the syntax of "Ac +1" I cannot seem to get this to work.  Is it supposed to look like this? I also tried without the quotes and couldn't get the AC value to change
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Hello! We have a problem with skill rolls in our game. The character sheet shows the modifiers as it should, but once used some of the skills do not add proficiency or ability modifier correctly to the roll. We tested with three sheets. One them worked correctly. The other two we tested with: in one, one skill functioned incorrectly, and in the other four skills. Which skill functioned and didn't function was specific to a sheet. EDIT: As the GM I didn't create new character sheets for the players, just updated the sheets from a another version to the OGL, which the players then filled
Curtis G. said: WOW...really new at this and feeling a little overwhelmed. 1st...is there a video or a step by step on how to use the 5ed OGL character sheet? That might help. Obviously the one currently in the WIKI isnt for the OGL sheet. 2nd..my main confusions right now is adding armor so it is included in the auto calculated armor class. Where the heck do I put that? Is it under equipment? Putting it there doesn't seem to do anything. Sorry...very new to the virtual tabletop concept. The  5th Edition OGL by Roll20 wiki should hopefully answer most of your questions. If you're still confused let us know. OK...that is helpful...I think I have "most" of it figured out. One thing that I am noticing is that the spells from Elemental Evil are not included in the Compendium. Will those be added in the near future? For example: Paladin spells Searing Smite and Thunderous Smite are not included.
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Pat S.
Forum Champion
Sheet Author
Curtis G. said: One thing that I am noticing is that the spells from Elemental Evil are not included in the Compendium. Will those be added in the near future? For example: Paladin spells Searing Smite and Thunderous Smite are not included. The 5th Edition SRD Compendium can only contain the information (such as race and class options, feats and spells, treasure and monsters, etc.) that are located within WoTC's recently-released SRD . If WoTC releases more SRD content under an Open Gaming License, you can count on that being added to the Compendium.
Pat S. said: Curtis G. said: One thing that I am noticing is that the spells from Elemental Evil are not included in the Compendium. Will those be added in the near future? For example: Paladin spells Searing Smite and Thunderous Smite are not included. The 5th Edition SRD Compendium can only contain the information (such as race and class options, feats and spells, treasure and monsters, etc.) that are located within WoTC's recently-released SRD . If WoTC releases more SRD content under an Open Gaming License, you can count on that being added to the Compendium. Gottcha...I didn't realize that they hadn't released content from the Elemental Evil updates in the SRD....very interesting.
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Pat S.
Forum Champion
Sheet Author
It is frustrating to see something in the PHB or a supplement but not find it in the compendium but Roll20 has to work within a specific framework that is allowed.
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Stephen Koontz
Forum Champion
Marketplace Creator
Sheet Author
API Scripter
Compendium Curator
Ben F. said: I also tried without the quotes and couldn't get the AC value to change The issue is the change event for the AC isn't getting triggered by the MOD field changing like it should. I'll get that fixed in the next update. What that means in the mean time is that if you trigger the AC change event after you at the Ac +1, by changing your character dexterity, adding a piece of armor from the compendium, deleting an item, etc, you should see the custom AC item be calculated in correctly. Spiderpants said: Hello! We have a problem with skill rolls in our game. The character sheet shows the modifiers as it should, but once used some of the skills do not add proficiency or ability modifier correctly to the roll. We tested with three sheets. One them worked correctly. The other two we tested with: in one, one skill functioned incorrectly, and in the other four skills. Which skill functioned and didn't function was specific to a sheet. EDIT: As the GM I didn't create new character sheets for the players, just updated the sheets from a another version to the OGL, which the players then filled There is a conversion option in the latest version of the OGL sheet being tested on the development server. If you give that a try, it might resolve your issues. The final version should be coming live shortly.
Brett M. said: DeOndre E. said: I usually gm roll passive perception when stealthing or setting up traps against the players, is there a particular stat or formula for getting each player's passive perception that would save me the trouble of having to look at each of their sheets? I include Passive Perception on each character's token for this exact reason, so I can roll a NPC Stealth check, and compare to their token. So: a) I add HP, AC, and Passive Perception to each character's token b) I roll the Stealth Check c) I click on the token(s) needed to show the above stats, and confirm success or fail I'm sure there's a Marco you could build to spit out all character's Passive Perception, I've just always done it using the above. Thanks for the advance, that should work for now.
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Furio G. said: Brett M. said: Nope -- I've been doing it for NPCs too.  I'm away from my computer, but from memory: a) make sure you toggle the character sheet from PC to NPC b) hover your mouse in the "Spells" area, and an "Add+" button or similar should appear -- click that c) this opens a blank spell area d) on the right hand side of the screen, click the Conpendium Icon (the "i") and search for your spell (say, "Fireball") e) drag that spell to the blank spell area noted above That should be it. Works for me! I don't see any "Spells" area in the NPC sheet. You say "(b) hover your mouse in the "Spells" area, and an "Add+" button or similar should appear -- click that". There is nothing to click. Please provide a screenshot, as that would be very helpful. Thanks in advance. Here's my screenshots... This first one  shows the "SPELLS" portion of the NPC sheet selected, and by hovering over the "Level 1" area (see the left-side, middle of the screenshot), I get the option to "+Add" or "Modify" (grey buttons near the Level 1 area).  (Incidentally, same results if you hover in any of the spell areas -- Level 0, Level 1, etc., etc.). This next one  shows that I have clicked "+Add" (see the empty spell info under the Level 1 spell area) as well as searched for "Fireball" in the compendium (see the right-hand side where it says "5th Edition SRD"). This one  shows that I have dragged the "Fireball" spell from the right-hand side to the Level 1 spell area, and hovering over that area, which changes the spell area to yellow and it says "Fireball" in the middle of the yellow area.  (I haven't dropped it yet -- just hovered over the empty spell area.) Finally, this last one  shows the results after I have dropped the Fireball spell in the Level 1 spell area -- note the info filled in now.  (If I wish, I can click the "gear" icon in the top-right corner of the Fireball spell to minimize the spell to a one line summary, then click the same icon to expand it again..  Also, once minimized, I can hover over, get the same "+Add" / "Modify" options.  +Add allows me to add more to that level.  Modify allows me to choose a spell in that area and delete it, etc. Hope that helps!
Brett M. said: Furio G. said: Brett M. said: Nope -- I've been doing it for NPCs too.  I'm away from my computer, but from memory: a) make sure you toggle the character sheet from PC to NPC b) hover your mouse in the "Spells" area, and an "Add+" button or similar should appear -- click that c) this opens a blank spell area d) on the right hand side of the screen, click the Conpendium Icon (the "i") and search for your spell (say, "Fireball") e) drag that spell to the blank spell area noted above That should be it. Works for me! I don't see any "Spells" area in the NPC sheet. You say "(b) hover your mouse in the "Spells" area, and an "Add+" button or similar should appear -- click that". There is nothing to click. Please provide a screenshot, as that would be very helpful. Thanks in advance. Here's my screenshots... This first one  shows the "SPELLS" portion of the NPC sheet selected, and by hovering over the "Level 1" area (see the left-side, middle of the screenshot), I get the option to "+Add" or "Modify" (grey buttons near the Level 1 area).  (Incidentally, same results if you hover in any of the spell areas -- Level 0, Level 1, etc., etc.). This next one  shows that I have clicked "+Add" (see the empty spell info under the Level 1 spell area) as well as searched for "Fireball" in the compendium (see the right-hand side where it says "5th Edition SRD"). This one  shows that I have dragged the "Fireball" spell from the right-hand side to the Level 1 spell area, and hovering over that area, which changes the spell area to yellow and it says "Fireball" in the middle of the yellow area.  (I haven't dropped it yet -- just hovered over the empty spell area.) Finally, this last one  shows the results after I have dropped the Fireball spell in the Level 1 spell area -- note the info filled in now.  (If I wish, I can click the "gear" icon in the top-right corner of the Fireball spell to minimize the spell to a one line summary, then click the same icon to expand it again..  Also, once minimized, I can hover over, get the same "+Add" / "Modify" options.  +Add allows me to add more to that level.  Modify allows me to choose a spell in that area and delete it, etc. Hope that helps! Brett - yes, what you are showing though is not an NPC as Roll20 has defined it, but the normal "character" sheet. For example, if you wanted to create an Archmage (using the drag and drop facility of the Roll20 SRD. When you select "NPC" in the check box so that you can drag and drop (see below), you no longer have access to spells to add from the SRD:  
Rodney M. said: So it is great that the new OGL Character sheet is out. For some reason, the macros that we had set up for the old 5th edition sheet don't work. Not really suprised. Question: for the other character sheets there was a wiki that listed all the macro names I could use to create my own macros. Does a new wiki exist with that information? If so, can someone point me to it? Can I still do macros like this: &{template:default} {{save=1}} {{title=?{Save|STR, [[@{Rolen|strength_save_mod}]] (STR) |DEX, [[@{Rolen|dexterity_save_mod}]] (DEX) |CON, [[@{Rolen|constitution_save_mod}]] (CON) |INT, [[@{Rolen|intelligence_save_mod}]] (INT) |WIS, [[@{Rolen|wisdom_save_mod}]] (WIS) |CHA, [[@{Rolen|charisma_save_mod}]] (CHA) } Saving Throw }} {{subheader=Rolen}} {{rollname=Save}} {{roll=[[ 1d20 + (@{rolen|global_saving_bonus}) + ?{Save}]]}} {{rolladv=[[ 1d20 + (@{Rolen|global_saving_bonus}) + ?{Save}]]}} Macros like this really speed up our game play in our group. I have been setting them up for people to minimize them having to go back and forth between the book and/or character sheet on the game and/or our Fight Club character sheets on the iPad. Thanks in advance for the help, Rod Here's a link to the new OGL by Roll20 sheet on the Roll20 Wiki . You can easily determine which Attributes correspond to which field on the sheet by mousing over that field. If you're having difficulty determining how to represent a specific field in a macro, please let us know.
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Derek T. said: I found a post about how to make actions from the NPC sheets into a token action, but I'm having trouble finding what macro to use to activate an NPC sheet's legendary actions. Has anyone found that yet? You can easily find the name of roll buttons by dragging them to your Macro Quick Bar . In this case, the name of the first legendary action is repeating_npcaction-l_$0_npc_atk (where $0 is a placeholder for the unique repeating section ID). So, %{Character Name|repeating_npcaction-l_$0_npc_atk} is the Ability call which will roll the first legendary action of an NPC. Replace Character Name with the name of relevant Character as is appears on the Character Window or the Journal tab of the Sidebar. Replace $0 with $1 for the second legendary action, $2 for the third, etc.
Furio G. said: Brett - yes, what you are showing though is not an NPC as Roll20 has defined it, but the normal "character" sheet. For example, if you wanted to create an Archmage (using the drag and drop facility of the Roll20 SRD. When you select "NPC" in the check box so that you can drag and drop (see below), you no longer have access to spells to add from the SRD: Ah crap - you're right.  I just assumed (I know, I know... :> ) when I copied my game it automatically copied the NPC sheets as an NPC sheet.  It didn't.  It copied the NPC sheets and 'reset' them as character sheets. Sorry!  Should I delete the info above so not to confuse others?
That's okay, Brett M. No need to delete your posts. We appreciate your help. :)
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Silvyre said: That's okay, Brett M. No need to delete your posts. We appreciate your help. :) And thanks for your help as well.  I've managed large community boards, so I know it's no small feat!
Is there a changelog for the 1.3 version that is being tested?  I'm trying to decide if I should convert my campaign over to this sheet or hold off for Kryx's (re)shaped sheet, once it's available. I'm not looking for a well formatted changelog since I understand that takes time.  But I browsed Roll20's Github page and couldn't find any clues.  It would be nice to know the direction that Roll20 is going with their sheet.
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Stephen Koontz
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Check out the latest  update thread , now live v1.4 with change notes.