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[D&D3.5] New Character Sheet Template Version

1458089184
Diana P
Pro
Sheet Author
Hi, I've added some sheet workers to the 3.5 character sheet to calculate total weight and total cost in the equipment section as well as to calculate the ability bonuses and do part of the calculations for the load categories (no more having to enter str under Encumbrance and Load to get it to work correctly!). However, due to some RL issues, my 3.5 group will not be meeting for 3 or 4 weeks so I can't get them to test and verify that I didn't break anything odd. Anyone who would like to test out the changes can either get the code from my github fork at: <a href="https://github.com/suldae/roll20-character-sheets/" rel="nofollow">https://github.com/suldae/roll20-character-sheets/</a>... (it's not pretty, but hopefully it works) or hop in my test campaign : <a href="https://app.roll20.net/join/878035/zEe4CQ" rel="nofollow">https://app.roll20.net/join/878035/zEe4CQ</a> . It should be fully backwards compatible, but if you would like to import one of your characters for testing, that can be arranged. :)&nbsp; Hopefully the changes are mostly invisible. :) Thanks for your help.
1458170293

Edited 1458181863
Diana, you have an absolutely wonderful character sheet. Would you mind if I used it in my campaign? How can I attribute proper credits to where its due&nbsp;
1458176031
Diana P
Pro
Sheet Author
:)&nbsp; Thank you.&nbsp; And I have no problem with you (or anyone) using it.&nbsp; In fact, once I'm reasonably certain that there are no breaking issues with this sheet, it will get pushed to the repository and will be available on the drop down for the Character Sheet Template on the Campaign Settings page.&nbsp; This is just a big enough change to the sheet's workings that I want to try to make sure that it won't break people's games.&nbsp; If it is not noticed that some things were updated; then they are working correctly. :D This is/will be the next/new version of the D&D 3.5 Edition Character Sheet.&nbsp; For lack of any one more sensible to step up, I submitted the first version of the 3.5 sheet template when someone wondered why there wasn't one yet and have been supporting it ever since. :)&nbsp; If you look at the small print on the very bottom of the current version, you should see my name there as well.
1462143316
Diana P
Pro
Sheet Author
Have had some testing with my group and some feedback from a few other folk so have created pull request to push live: <a href="https://github.com/Roll20/roll20-character-sheets/" rel="nofollow">https://github.com/Roll20/roll20-character-sheets/</a>... Enjoy!
1462490090
AliceSteel
Sheet Author
API Scripter
Probably should make a separate thread about this but since you're in this thread already I'll try mentioning it here: Is there any particular reason for not having Damage Die and Number of Dice text boxes in the weapon sections? Additionally, neither the Type or Notes text boxes are referenced by the default macros resulting in needing to manually insert references to have them appear in uses of the macros.
1462492609
Diana P
Pro
Sheet Author
TECH said: Is there any particular reason for not having Damage Die and Number of Dice text boxes in the weapon sections? Additionally, neither the Type or Notes text boxes are referenced by the default macros resulting in needing to manually insert references to have them appear in uses of the macros. The main reason there is no separate damage die/number of dice text boxes is because I was trying to make the damage area as generic and capable of handling a variety of weapon types as possible.&nbsp; My campaign has things like: 1d8cs&gt;9 +[[@{weapon1damagestat}]][weapon dmg stat] +@{weapon1enh}[Weapon Enh] +@{weapon1specialize}[Weapon Specialization] +?{Favored Enemy Bonus?|None, 0 |@{repeating_notes1_0_note1body}, @{repeating_notes1_0_note1date} |@{repeating_notes1_1_note1body}, @{repeating_notes1_1_note1date} |@{repeating_notes1_2_note1body}, @{repeating_notes1_2_note1date} |@{repeating_notes1_3_note1body}, @{repeating_notes1_3_note1date} |@{repeating_notes1_4_note1body}, @{repeating_notes1_4_note1date} |@{repeating_notes1_5_note1body}, @{repeating_notes1_5_note1date} }[Fvrd enemy bns] +?{Power Attack Bonus?|0}[Pwr Attk] +?{Other Damage Bonus?|0}[Other Damage Bonus] ]] phys +[[?{Fire?|No, 0|Yes, 1}*(1d6cs&gt;7) [fire damage] entered into the damage area. I don't have the sample macros reference the type or notes text boxes because I never did decide how I liked having the type reference in there best (so I left it up to the user) and for the notes/special properties, depending on how folk used that section before the roll templates even existed (my campaign used it as general information about the weapon but not necessarily something that was needed to be displayed with each attack), I figured that there would be as many folk who did not want it displayed as did want it displayed.&nbsp; And to my mind it is easier to paste {{notes=@{weapon1specialproperties} }} in the attack somewhere than it is to find it and delete it.&nbsp; You can even add the notes in a custom Ability on the Attributes and Abilities tab, ie: @{weapon2fullattackmacro} {{notes= @{weapon2specialproperties} }} is perfectly valid (though if you have the notes= part in both places, only one of them is actually displayed). So basically: that's how my brain works so that's how I programmed it. :)
For a while now I've been able to input things like 17+1+4 into the base ability score box to let me keep track of bonuses from various sources (like levelup, templates, or inherent bonuses), which now just returns the first number (so 17+1+4 will just return 17), or using something like [[4*@{dodgebonus2inuse}]] in the strength misc bonus to let me quickly toggle a barbarian's whirling frenzy by just turning on the dodge bonus, which would automatically add +4 to the character's strength at the same time, whcih in this update it just returns NaN. This was really useful for all kinds of buffs really, not sure if it's something that can be easily remedied, but if it could be, I would be so grateful
1462557467
Diana P
Pro
Sheet Author
Sadly, it's due to how the bonuses are now calculated.&nbsp; To be able to use the strength to calculate encumbrance, I had to switch from the auto calculated values to using sheetworkers which uses Javascript to grab the values and then uses that to calculate the bonuses.&nbsp; It was easier and less confusing if they all worked the same.&nbsp; That said, I'll see if my resident javascript helper can help me figure out if we can get that to work for you, but no promises.&nbsp; Especially on the strength one since I don't think I could get it to pull in variables that it doesn't know exist; I have to explicitly program them in. :( &nbsp; &nbsp; You could replace weapon#stat with [[ (@{str-base}+(4*@{dodgebonus2inuse})+@{str-temp})/2 -5 ]] in the Attributes & Abilities tab (may need to toggle the attack ability drop down for that weapon to get it to show up) though, of course, that won't affect any other places that str is used.&nbsp; Hmmm.