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New Update 12/10: Character Attributes and Abilities

There's a new update today, introducing Abilities and Attributes to the Characters in the Journal tab. Attributes allow you to track simple stats like Intellect or Hitpoints. Abilities are Character-specific rolls/macros. You can also link Tokens to Characters now, which allows you to specify in the Character settings what players can control the token, as well as link Character Attributes to the Token's bars. It's a simple feature but it really adds a lot of potential power to the GM's toolbox. Be sure to check out the following (newly revised!) Help Docs for more information: <a href="http://help.roll20.net/sidebar-journal/" rel="nofollow">http://help.roll20.net/sidebar-journal/</a> <a href="http://help.roll20.net/tabletop-tokens/" rel="nofollow">http://help.roll20.net/tabletop-tokens/</a> There's a new Home screen that you'll see when you first visit Roll20 from now on. It gives a quick overview of your Campaigns as well as what's going on in the Community Forums and on the Dev Team Twitter feed. Dynamic Lighting has also been overhauled, allowing easier creation of walls without needing to worry about the "unfilled polygons" problem. We've also expanded the Dynamic Lighting and Mobile Support features to all of our paid supporter accounts (not just Mentors) on the main server, so if you're a Supporter be sure to check out the new help docs for those features to get up and running: <a href="http://help.roll20.net/dynamic-lighting/" rel="nofollow">http://help.roll20.net/dynamic-lighting/</a> <a href="http://help.roll20.net/mobile-support/" rel="nofollow">http://help.roll20.net/mobile-support/</a> We'd also like to once again thank everyone who has contributed financially to support Roll20, it's great to see that the "Supporter Bar" is now well past the first segment and making progress into the second. Without your support, Roll20 would not be possible. A couple of other miscellaneous things that were changed: - Aura inputs now accept decimal values - Drawings can now be deleted by the players that originally created them - There are now additional options on the Page Settings dialog for changing the diagonal distance measurement type. - and of course many, many bug fixes Thanks! RD
Oh, also, there's now a new icon to the right of the Pages in the Page Toolbar which allows you to create a new page based on the current page (including settings like grid size, scale, and diagonal type -- but not including any maps/tokens/etc.). Helpful if you have a unique page setup so you don't have to constantly start from scratch. We've also completely changed the input boxes in the Characters settings (for the GM Notes and Bio fields) to allow better formatting options and more complete support for copying+pasting from the Internet and PDFs. We'll be rolling out this improved editing capability to tokens and handouts soon.
1355141587
Abd al Rahman
KS Backer
Sheet Author
API Scripter
Great work!
Awesome.
I think all of this work is magnificent, and I'm grateful you're doing it, but I have one more question, about the PDF information: are those full PDF file uploads, or just text taken from PDF files for the characters? I ask, because I have a character file that I intend to use -in fact, the following is my html example of that character sheet (don't forget to use the links at the top, starting with Knowledges)... <a href="http://www.wolvesau.net/wh/characters/athaeis" rel="nofollow">http://www.wolvesau.net/wh/characters/athaeis</a> - if I can ever get a form-filled version completed, and if I could just do my updates on those, PDF and upload them, here, to replace older versions, of course, I think that would be awesome. Will I be able to do that?
1355142734
Mel P.
KS Backer
Sheet Author
Compendium Curator
Fantastic work on this. I have a request though. I like to add NPCs to the journals of the players after they encounter them, so they can easily keep track of people they've met. At the moment, if I use the new Attributes/Abilities for NPCs, the players will be able to see the NPC attributes and abilities, and even added NPC abilities to their macro bars, even if they cannot control or edit them. I would like either a) an option to hide attributes/abilities from players, or b) make these fields only visible to the GM and any player that is set to control/edit that character. Thanks
Fantastic work on this. I have a request though. I like to add NPCs to the journals of the players after they encounter them, so they can easily keep track of people they've met. At the moment, if I use the new Attributes/Abilities for NPCs, the players will be able to see the NPC attributes and abilities, and even added NPC abilities to their macro bars, even if they cannot control or edit them. I would like either a) an option to hide attributes/abilities from players, or b) make these fields only visible to the GM and any player that is set to control/edit that character. Thanks Excellent suggestion! I second this. :)
Hello! I was just updating my character sheet, and both when editing Macros (trying to insert an Attribute w/@) and when editing Abilities (trying to insert a macro w/#), only 5 of my configured macros or attributes actually show up in the drop-down list, even if I use the arrows to try to scroll to see the rest of them. Is this the expected behavior, or?
Fantastic work on this. I have a request though. I like to add NPCs to the journals of the players after they encounter them, so they can easily keep track of people they've met. At the moment, if I use the new Attributes/Abilities for NPCs, the players will be able to see the NPC attributes and abilities, and even added NPC abilities to their macro bars, even if they cannot control or edit them. I would like either a) an option to hide attributes/abilities from players, or b) make these fields only visible to the GM and any player that is set to control/edit that character. Thanks Good point. I've just changed it so that now only players who can Edit/Control a Character will see the Abilities and Attributes for that Character when they open it. So you can add NPCs to your player's Journals without worrying that they'll see that Character's abilities or stats. You'll need to reload to see the change if you're already in-game.
Hello! I was just updating my character sheet, and both when editing Macros (trying to insert an Attribute w/@) and when editing Abilities (trying to insert a macro w/#), only 5 of my configured macros or abilities actually show up in the drop-down list, even if if use the arrows to try to scroll to see the rest of them. Is this the expected behavior, or? Yes, start typing the name of the Attribute/Macro and it will filter the list.
Awsome! Thank you! :D
Can someone clarify what it means to "Archive" a character? All the help says is it puts them into "long-term storage"
Is there any way to create a template character with preset attributes?
Can someone clarify what it means to "Archive" a character? All the help says is it puts them into "long-term storage" It removes them from the list in the Journal. There will then be a button that says "3 Archived" for example you can click on to view all the archived ones and un-archive them. It's a non-destructive action so feel free to experiment with it.
Can someone clarify what it means to "Archive" a character? All the help says is it puts them into "long-term storage" It removes them from the list in the Journal. There will then be a button that says "3 Archived" for example you can click on to view all the archived ones and un-archive them. It's a non-destructive action so feel free to experiment with it. But what does it mean, mechanically? That I can't access/edit them? That I can use them across various campaigns? All it says is they're archived and puts them in a list, which I don't really see a benefit to doing. The help documentation doesn't explain it either.
We've also completely changed the input boxes in the Characters settings (for the GM Notes and Bio fields) to allow better formatting options and more complete support for copying+pasting from the Internet and PDFs. We'll be rolling out this improved editing capability to tokens and handouts soon. Just tested this out and copy+pasting doesn't seem to be working properly on character sheets, at least where tables are concerned. For example, pasting a creature compendium entry/table produced by Wizard's Adventure Tools works well when pasted into a token's GM Notes section, but the table is more or less wrecked when pasted into the Bio or GM sections on the character sheet. I also tried this with a table copied from the html monster entry/table output via Masterplan, and it too doesn't appear to like the new formatting on the character sheet. And, now, it's notably worse from Masterplan, which ironically used to be better for a copy+paste than WotC's tools. Here again, even Masterplan's version still works well on GM notes found via tokens, just not with the new formatting of the character sheets. Not sure if there is something further that will be rolled out, but formatting has (negatively) changed with the release of the character sheets from where I'm sitting. Am I missing something?
Can someone clarify what it means to "Archive" a character? All the help says is it puts them into "long-term storage" It removes them from the list in the Journal. There will then be a button that says "3 Archived" for example you can click on to view all the archived ones and un-archive them. It's a non-destructive action so feel free to experiment with it. But what does it mean, mechanically? That I can't access/edit them? That I can use them across various campaigns? All it says is they're archived and puts them in a list, which I don't really see a benefit to doing. The help documentation doesn't explain it either. Basically, acts like a temporary garbage can so you can only see the active characters. For instance, you can hide your Goblin character if you aren't fighting any Goblins on the current map.
Now that we can have macros in the macro bar linked to individual characters, it'd be nice if when I select the "Speaking As" it would only show shared (original) macros as well as ones linked specifically to that character. I currently control 2 characters in the same campaign named "Aramil" and "Goolag". in the "speaking as" dropdown I can see my personal handle as well as my 2 character names. What I'd like to happen is this: 1. If my own name is selected, I can see all macros selected for "Macro Bar". 2. If an individual character is selected (I.e. Goolag), I'd like to see any macros I defined in the "settings" tab as well as and "Ability" Macros and flagged for the "Macro Bar" that I created for Goolag and no others. It would make playing multiple characters a lot easier since the macro bar wouldn't fill up nearly as fast. Less hunt/peck to choose attacks.
Just tested this out and copy+pasting doesn't seem to be working properly on character sheets, at least where tables are concerned. It's just a different way of doing it. The "old" method does preserve some of the specific formatting better (e.g. the green shadings and the layout), but the cost of that is that it's impossible to edit any of that. You might as well be copying+pasting an image. The old boxes don't have any way to create a table from scratch, bold/italicize text, etc. The new method actually takes that table from WotC and turns it into a "real" editable table (see attached). One that you can actually edit, add rows to, etc. In the process some of the specific layout gets lost, but in the end you get a much cleaner piece of content that you can actually modify. The new edit boxes are more in-line with what the majority of Roll20 users are going to benefit from.
lovin it
Now that we can have macros in the macro bar linked to individual characters, it'd be nice if when I select the "Speaking As" it would only show shared (original) macros as well as ones linked specifically to that character. This makes a lot of sense. Seconded.
I've just gone in and begun the process to convert all the characters in my campaign... this update is absolutely magical. I love it!
Thank you Riley for your team's heard work ..... can't wait to try it out!
It's just a different way of doing it. The "old" method does preserve some of the specific formatting better (e.g. the green shadings and the layout), but the cost of that is that it's impossible to edit any of that. You might as well be copying+pasting an image. You can't edit the table, sure, but the important part -- the data -- is entirely accessible for modification. I'd assume that someone pasting a table of information into here is doing so because the table and info is in pretty much the state they want in the first place. I mean, I want what I pasted, not something else! In the process some of the specific layout gets lost, but in the end you get a much cleaner piece of content that you can actually modify. The new edit boxes are more in-line with what the majority of Roll20 users are going to benefit from. I'm going to have to disagree, at least in part because the re-engineering of what is pasted isn't always (or arguably) beneficial. The best example I can give so far is that entries pasted from Masterplan (see attached) are more than a little wonky and I'm going to bet it isn't the only source that will have issues. Either way, the result is that users have to do additional work to fix what was pasted into the system, whereas before they could paste it and move on to something else. If I'm anything like the majority of your users, I'm pretty sure most want to work less to get to the end goal of playing a session, not more. Using the sample screenshot, the one on the left means zero extra effort whereas the one on the right? Not so much. While I can understand having added support for tables but I'm scratching my head a little over this formatting update. Also, has it just not migrated to tokens yet? i.e, has only been implemented on character sheets so far? So far as it goes, the character sheets are an excellent step in the right direction. Good stuff!
multiple @attributes in a character sheet macro doesnt seem to be working... im attempting: /roll 1d20+@BAB+@DEX bout to just do melee and ranged, but wondered if this was intended not to work UPDATE and of course after I post this it works fine...
@Dereliction Obviously our intent is not to create significantly more work. In both cases all of the information is present and viewable, only the formatting is different. And again, for non-copying-pasting, this is a big improvement. I haven't tested it with MasterPlan, I'll look into that to see what's going on. We'll keep listening to feedback from everyone, of course, and see where that leads. Also: and I'm going to bet it isn't the only source that will have issues. Keep in mind that the ability to paste things in from WotC, for example, didn't work and we had to put in a special "hack" on our end to get it working. So the idea that they "old system just worked" for all sources is not accurate. Just as with that system, we'll look at sources that folks are using and do our best to get them working.
multiple @attributes in a character sheet macro doesnt seem to be working... im attempting: /roll 1d20+@BAB+@DEX bout to just do melee and ranged, but wondered if this was intended not to work UPDATE and of course after I post this it works fine... I noticed this sometimes happened to me as well. it seemed a little random. What I did notice though was that if the auto-complete dropdown didn't appear, I could type it like this: /roll 1d20+@{BAB}+@{DEX} and the next time I went in and edited the ability/macro, it was highlighted properly
anyone having trouble deleting tables? i cant seem to get rid of this extra one...cant get it to delete tables, rows, columns... yeah, i reloaded, deleted cookies, deleted everything, nothing works UPDATE: made a new table then deleted them both, that finally worked.
ok, for sure an issue with tables this time... cant get access to a text line above a table at the top of bio/info without deleting it and posting it under a text line. ALSO: is there a reason we cant have buttons for the macros on the player sheet?
(. . .) is there a reason we cant have buttons for the macros on the player sheet? Yeah, I also suggested clickable Abilities in the Mentor forums. Since Abilities are listed in the character sheet, I think it would be very useful to be able to click on them there --in the names of the Abilities in the character sheet-- for rolling dice, instead hunting for the macros in another place. This is very convenient if players are going to have their character sheets opened often during the game session. It would be a bit like rolling dice from the current Dice Roller window, which is also a sort of alternative to using the macro bar.
Text formatting doesn't seem quite right now. Character biographies that looked just find yesterday are having the left edge of the text cut off now. It's also forcing an indent on the first line of a paragraph. It's great to see updates, though, no question! Thank you!
The left edge is being cut off in the Edit box or when viewing the Character? Also what browser/OS are you using?
With respect to abilities, would it be possible to make it so that if you create an ability for a character that you be able to say which players can see that ability if you make it visible in the macro tool bar, like you can with a regular macro? What I'm seeing is that I created a character and duplicated it. I created an ability to roll initiative that uses an attribute for the bonus for each character. I made it so that this ability is visible in the macro bar under each character. When I log out as GM and back in as a player, I can see the ability for both characters, even though I am only allowed to control one of them. If I have a number of abilities and a decent number of characters, then I foresee the macro toolbar being full of abilities for my players that they're not even really supposed to see because they don't control that specific character. Hope this makes sense.
@Smittyman When you "log in as a player", are you using a totally different account, or using the "Join as Player" button? If you're using "Join as Player", you're still seeing the macros in the macro toolbar because your still technically on the same account, and the macro quickbar is account-specific. Regular players can only see abilities for the Characters that they have control over.
@Riley D. I am doing the "Join as Player" option as you describe, so that's makes sense. Thanks for the quick response and the good work you guys are doing. I've used d20pro and maptools with varying degrees of success with my gaming group, but roll20's browser based approach and system agnostic approach has given us the best experience thus far. I look forward to seeing all the future enhancements that you continue to incorporate.
I really like the Attributes and Abilities. Very glad I discovered roll20 after this feature had been added. I do, though, have a few suggested improvements. One of the cooler, possibly hidden features (I stumbled across it by accident.) I really like that I can call an ability in chat -- and even modify the ability, so I can do %{Alistair|Wisdom-Check} +4 And that will roll the ability for the Wisdom Check and add four. Makes it really easy to do modifiers that way. But it would be even cooler if it were easier to reference the abilities -- so when I type %{ it starts auto-suggesting options for me. For example, typing %{Al would auto-suggest all of Alistair's abilities. - - To expand on the idea of referencing ability macros in chat: I can only program for the standard type of ability check. Using the method I describe above, I can modify with a positive or negative modifier -- or even add a die roll to it, but if I need to modify the core roll itself, I have to look up all the modifiers and dice that I baked into the macro. What if, instead....when I referenced an ability in the chat ... like so... %{Alistair|Wisdom-Check} Instead of just displaying "%{Alistair|Wisdom-Check}" it displayed the actual command in the window. So as soon as I finished typing "%{Alistair|Wisdom-Check}" it would change to: /roll d20 +@Alistair|Wisdom Where %{Alistair|Wisdom}% references an Attribute, not an ability. Then I could go in and modify it as needed: /gmroll 2d20k1+ @Alistair|Wisdom - - Another suggestion: any chance of adding other types of scores? Attributes, as they are defined now, have a current and max value. Great for hit points and other types of scores that might increment/decrement over time, but what about scores that have modifiers (abilities in D&D) or static numbers that rarely change (AC in D&D). Having these different types of scores as reference-able data in the system would be useful. I need to do a strength check, I can /roll d20 + @strength -- and it knows to use my +3 strength modifier. Here's how I would break it down: Have something called "Modifiers" (I would put D&D Abilities here). These are positive or negative numbers that are added to a role. Have something else called "Scores" (probably put something like AC here). These are static numbers that are not likely to change much during the course of a game, but are important. Maybe even something else called "Pools" -- useful for games where skills are measured in the number of dice you roll. For each item in a Pool, I would set a number to roll and the type of dice to roll. What gets really cool is when you can start mixing and matching these different types of scores in the ability macros.
hi!! I'm really really new in this, and I'm creating my character's abilities and attributes, which i think is a great feat,&nbsp; however, i can't find a way to "call" the abilities to the chat window, so for example, in a D&amp;D game, let's say i want to use one of my abilities for determining whether or not i can climb a wall (of course, by orders of the master), i defined the ability "climb" but i can't find a way to easily&nbsp;call it in the chat as it happens with the regular macros with the hashtag #... am i making myself clear??? i know i can use the ability by pressing it directly in the character's profile, or by putting them as a macro bar, but i have a lot of abilities, so it's not practical to put all of them in the bar, and the other alternative it's kind of slow i'm just wondering if there's a especial hashtag for this, if not, well, it work fine anyway thanks!!
1362182043
Gauss
Forum Champion
Unfortunately, typing out ability macros is kinda a pain. The text for Abilities is:&nbsp;%{Journalname|Abilityname} At this time there is no shortcut menu like with regular macros but you can still type in bonuses afterwards. Example:&nbsp;%{Journalname|Abilityname} +5 - Gauss
thank you!! but it still doesn't work for me, for example when I type in the chat (following your instructions): %{arroyo cristalino|climb} it appears as: arroyo cristalino|climb and it doesn't make any action, as I would expect, so i think maybe i'm not defining the ability correctly?? this is how I defined the ability climb /roll 1d20+STR&nbsp; (where&nbsp;STR is an attribute defined previously in the journal) can you tell with this what am doing wrong???????&nbsp; reaaaaally sorry for the bother!
1362445817
Gauss
Forum Champion
Gloria, could you please do the following steps:&nbsp; 1) Test the Ability Macro in the macro toolbar to make sure it works. 2) Assuming it works, go to the chat box and press the 'up' key. It should reveal the text for that Ability Macro. Example: %{name|ability} 3) Copy and paste the text for the Ability Macro to test it. Please let me know if that works. It might be something as simple capitalization. - Gauss
I once had trouble getting a macro to work. Then I refreshed the browser-page and abra-kadabra the macro worked. This was a normal macro not an ability but thought you should try it.
1362473190
Gauss
Forum Champion
Maetco, I am betting it was capitalization. Most people capitalize proper names but in the case of her example the name was not capitalized. I tested it a bit ago and discovered that yes, it makes a difference. :) - Gauss
yeap, you were right, it was the a capitalization problem, thank you very much!!!!!!!