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AD&D 1e/1st edition rules and character sheet compatible macros repository

September 16 (8 years ago)
I am pretty new here and hoping there is some "institutional knowledge" that can save me some time.

I am sure I am not the only 40 something here who dug out their 1e AD&D books from the 70's/80's after watching Stranger Things on Netflix.  A number of us have decided to start a group based on the original rules we played as kids.  I have noticed that the majority of scripts available are for the 3.5+ rule sets and I am wondering if there are any repositories of scripts and helpful tools for using Roll20 with these rules.  

I did noticed there were ~3 on the OSR wiki but there have to be more out there.  I also found several great threads for this information for 5e.  Can anyone point me in the correct direction or help start a thread here for us nostalgia players?  I will happily update the wiki with information that is provided and confirmed to work.

Thanks in advance!
September 16 (8 years ago)

Edited September 16 (8 years ago)
vÍnce
Pro
Sheet Author
Welcome to Roll20 Artemis.
There a ton of 2e macros on this thread
AD&D 2E MACROS TO SHARE MKII
You could probably use those as a basis for creating 1e macros.  You might even start a similar thread to encourage other's to share.  ;-)

September 16 (8 years ago)

Edited September 16 (8 years ago)
vÍnce
Pro
Sheet Author
I'll share a Turn Undead macro that made for the 1e sheet.
&{template:general} {{name=@{selected|character_name}}} {{subtag=Turn Undead}} {{?{Cleric Level?|1st Level, ?{Turn Undead&#124;Skeleton (10)&#44; [[1d20cs>10cf<10]] vs Skeleton (10)&#124;Zombie (13)&#44; [[1d20cs>13cf<13]] vs Zombie (13)&#124;Ghoul (16)&#44; [[1d20cs>16cf<16]] vs Ghoul (16)&#124;Shadow (19)&#44; [[1d20cs>19cf<19]] vs Shadow (19)&#124;Wight (20)&#44; [[1d20cs>20cf<20]] vs Wight (20)&#124;Ghast (-)&#44; Not Possible&#124;Wraith (-)&#44; Not Possible&#124;Mummy (-)&#44; Not Possible&#124;Spectre (-)&#44; Not Possible&#124;Vampire (-)&#44; Not Possible&#124;Ghost (-)&#44; Not Possible&#124;Lich (-)&#44; Not Possible&#124;Special (-)&#44; Not Possible&#124;&#125;|2nd Level, ?{Turn Undead&#124;Skeleton (7)&#44; [[1d20cs>7cf<7]] vs Skeleton (7)&#124;Zombie (10)&#44; [[1d20cs>10cf<10]] vs Zombie (10)&#124;Ghoul (13)&#44; [[1d20cs>13cf<13]] vs Ghoul (13)&#124;Shadow (16)&#44; [[1d20cs>16cf<16]] vs Shadow (16)&#124;Wight (19)&#44; [[1d20cs>19cf<19]] vs Wight (19)&#124;Ghast (20)&#44; [[1d20cs>20cf<20]] vs Ghast (20)&#124;Wraith (-)&#44; Not Possible&#124;Mummy (-)&#44; Not Possible&#124;Spectre (-)&#44; Not Possible&#124;Vampire (-)&#44; Not Possible&#124;Ghost (-)&#44; Not Possible&#124;Lich (-)&#44; Not Possible&#124;Special (-)&#44; Not Possible&#124;&#125;|3rd Level, ?{Turn Undead&#124;Skeleton (4)&#44; [[1d20cs>4cf<4]] vs Skeleton (4)&#124;Zombie (7)&#44; [[1d20cs>7cf<7]] vs Zombie (7)&#124;Ghoul (10)&#44; [[1d20cs>10cf<10]] vs Ghoul (10)&#124;Shadow (13)&#44; [[1d20cs>13cf<13]] vs Shadow (13)&#124;Wight (16)&#44; [[1d20cs>16cf<16]] vs Wight (16)&#124;Ghast (19)&#44; [[1d20cs>19cf<19]] vs Ghast (19)&#124;Wraith (20)&#44; [[1d20cs>20cf<20]] vs Wraith (20)&#124;Mummy (-)&#44; Not Possible&#124;Spectre (-)&#44; Not Possible&#124;Vampire (-)&#44; Not Possible&#124;Ghost (-)&#44; Not Possible&#124;Lich (-)&#44; Not Possible&#124;Special (-)&#44; Not Possible&#124;&#125;|4th Level, ?{Turn Undead&#124;Skeleton (T)&#44; TURNED Skeleton&#124;Zombie (T)&#44; TURNED Zombie&#124;Ghoul (4)&#44; [[1d20cs>4cf<4]] vs Ghoul (4)&#124;Shadow (7)&#44; [[1d20cs>7cf<7]] vs Shadow (7)&#124;Wight (10)&#44; [[1d20cs>10cf<10]] vs Wight (10)&#124;Ghast (13)&#44; [[1d20cs>13cf<13]] vs Ghast (13)&#124;Wraith (16)&#44; [[1d20cs>16cf<16]] vs Wraith (16)&#124;Mummy (20)&#44; [[1d20cs>20cf<20]] vs Mummy (20)&#124;Spectre (-)&#44; Not Possible&#124;Vampire (-)&#44; Not Possible&#124;Ghost (-)&#44; Not Possible&#124;Lich (-)&#44; Not Possible&#124;Special (-)&#44; Not Possible&#124;&#125;|5th Level, ?{Turn Undead&#124;Skeleton (T)&#44; TURNED Skeleton&#124;Zombie (T)&#44; TURNED Zombie&#124;Ghoul (T)&#44; TURNED Ghoul&#124;Shadow (4)&#44; [[1d20cs>4cf<4]] vs Shadow (4)&#124;Wight (7)&#44; [[1d20cs>7cf<7]] vs Wight (7)&#124;Ghast (10)&#44; [[1d20cs>10cf<10]] vs Ghast (10)&#124;Wraith (13)&#44; [[1d20cs>13cf<13]] vs Wraith (13)&#124;Mummy (16)&#44; [[1d20cs>16cf<16]] vs Mummy (16)&#124;Spectre (20)&#44; [[1d20cs>20cf<20]] vs Spectre (20)&#124;Vampire (-)&#44; Not Possible&#124;Ghost (-)&#44; Not Possible&#124;Lich (-)&#44; Not Possible&#124;Special (-)&#44; Not Possible&#124;&#125;|6th Level, ?{Turn Undead&#124;Skeleton (D)&#44; DESTROYED/DAMNED Skeleton&#124;Zombie (D)&#44; DESTROYED/DAMNED Zombie&#124;Ghoul (T)&#44; TURNED Ghoul&#124;Shadow (T)&#44; TURNED Shadow&#124;Wight (4)&#44; [[1d20cs>4cf<4]] vs Wight (4)&#124;Ghast (7)&#44; [[1d20cs>7cf<7]] vs Ghast (7)&#124;Wraith (10)&#44; [[1d20cs>10cf<10]] vs Wraith (10)&#124;Mummy (13)&#44; [[1d20cs>13cf<23]] vs Mummy (13)&#124;Spectre (16)&#44; [[1d20cs>16cf<16]] vs Spectre (16)&#124;Vampire (20)&#44; [[1d20cs>20cf<20]] vs Vampire (20)&#124;Ghost (-)&#44; Not Possible&#124;Lich (-)&#44; Not Possible&#124;Special (-)&#44; Not Possible&#124;&#125;|7th Level, ?{Turn Undead&#124;Skeleton (D)&#44; DESTROYED/DAMNED Skeleton&#124;Zombie (D)&#44; DESTROYED/DAMNED Zombie&#124;Ghoul (D)&#44; DESTROYED/DAMNED Ghoul&#124;Shadow (T)&#44; TURNED Shadow&#124;Wight (T)&#44; TURNED Wight&#124;Ghast (4)&#44; [[1d20cs>4cf<4]] vs Ghast (4)&#124;Wraith (7)&#44; [[1d20cs>7cf<7]] vs Wraith (7)&#124;Mummy (10)&#44; [[1d20cs>10cf<10]] vs Mummy (10)&#124;Spectre (13)&#44; [[1d20cs>13cf<13]] vs Spectre (13)&#124;Vampire (16)&#44; [[1d20cs>16cf<16]] vs Vampire (16)&#124;Ghost (20)&#44; [[1d20cs>20cf<20]] vs Ghost (20)&#124;Lich (-)&#44; Not Possible&#124;Special (-)&#44; Not Possible&#124;&#125;|8th Level, ?{Turn Undead&#124;Skeleton (D&#8727;)&#44; DESTROYED/DAMNED&#8727; Skeleton&#124;Zombie (D)&#44; DESTROYED/DAMNED Zombie&#124;Ghoul (D)&#44; DESTROYED/DAMNED Ghoul&#124;Shadow (D)&#44; DESTROYED/DAMNED Shadow&#124;Wight (T)&#44; TURNED Wight&#124;Ghast (T)&#44; TURNED Ghast&#124;Wraith (4)&#44; [[1d20cs>4cf<4]] vs Wraith (4)&#124;Mummy (7)&#44; [[1d20cs>7cf<7]] vs Mummy (7)&#124;Spectre (10)&#44; [[1d20cs>10cf<10]] vs Spectre (10)&#124;Vampire (13)&#44; [[1d20cs>13cf<13]] vs Vampire (13)&#124;Ghost (16)&#44; [[1d20cs>16cf<16]] vs Ghost (16)&#124;Lich (19)&#44; [[1d20cs>19cf<19]] vs Lich (19)&#124;Special (20&#8727;&#8727;)&#44; [[1d20cs>20cf<20]] vs Special&#8727;&#8727; (20)&#124;&#125;|9th-13th Level, ?{Turn Undead&#124;Skeleton (D&#8727;)&#44; DESTROYED/DAMNED&#8727; Skeleton&#124;Zombie (D&#8727;)&#44; DESTROYED/DAMNED&#8727; Zombie&#124;Ghoul (D)&#44; DESTROYED/DAMNED Ghoul&#124;Shadow (D)&#44; DESTROYED/DAMNED Shadow&#124;Wight (D)&#44; DESTROYED/DAMNED Wight&#124;Ghast (T)&#44; TURNED Ghast&#124;Wraith (T)&#44; TURNED Wraith&#124;Mummy (4)&#44; [[1d20cs>4cf<4]] vs Mummy (4)&#124;Spectre (7)&#44; [[1d20cs>7cf<7]] vs Spectre (7)&#124;Vampire (10)&#44; [[1d20cs>10cf<10]] vs Vampire (10)&#124;Ghost (13)&#44; [[1d20cs>13cf<13]] vs Ghost (13)&#124;Lich (16)&#44; [[1d20cs>16cf<16]] vs Lich (16)&#124;Special (19&#8727;&#8727;)&#44; [[1d20cs>19cf<19]] vs Special&#8727;&#8727; (19)&#124;&#125;|14th+ Level, ?{Turn Undead&#124;Skeleton (D&#8727;)&#44; DESTROYED/DAMNED&#8727; Skeleton&#124;Zombie (D&#8727;)&#44; DESTROYED/DAMNED&#8727; Zombie&#124;Ghoul (D&#8727;)&#44; DESTROYED/DAMNED&#8727; Ghoul&#124;Shadow (D&#8727;)&#44; DESTROYED/DAMNED&#8727; Shadow&#124;Wight (D)&#44; DESTROYED/DAMNED Wight&#124;Ghast (T)&#44; TURNED Ghast&#124;Wraith (T)&#44; TURNED Wraith&#124;Mummy (T)&#44; TURNED Mummy&#124;Spectre (T)&#44; TURNED Spectre&#124;Vampire (4)&#44; [[1d20cs>4cf<4]] vs Vampire (4)&#124;Ghost (7)&#44; [[1d20cs>7cf<7]] vs Ghost (7)&#124;Lich (10)&#44; [[1d20cs>10cf<10]] vs Lich (10)&#124;Special (13&#8727;&#8727;)&#44; [[1d20cs>13cf<13]] vs Special&#8727;&#8727; (13)&#124;&#125;} }} {{#Turned 1-12 = [[1d12]]}} {{#Turned 7-12&#8727; = [[1d6+6]]}} {{#Turned 1-2&#8727;&#8727; = [[1d2]]}} {{Rounds Turned = [[3d4]]}}
September 17 (8 years ago)
Thanks Vince!  What is involved from converting 2e to 1e?  I haven't played since 1e and the boxed sets were the only games in town.  
September 17 (8 years ago)
Gold
Forum Champion
Hi Artemis and welcome! Just to clear up one bit, Roll20 has macros (makes a button to roll dice and print into chat)... As Roll20 Pro subscriber you also have access to the API scripts (advanced tweaks you can install in your game to change the interface and add features).

I'm a DM of old school D&D and AD&D myself as well.

Here is a super-simple macro that you can use for many things in old-school, depending on your DM'ing style.  For non-complicated old school games, you can keep using this same macro for Hit Rolls, and for Saving Throws, works for all classes,

/r d20+?{Modifier|0}

This kind of macro is dependent upon DM or your players knowing what their modifiers are (like old school... "Roll a d20 and add your modifiers"). Not as much of the computerized macro that reads the modifiers from fields on character sheet and completely automates the result (not that there's anything wrong with that).

What's your character generation method? Let's say if you use just 3d6, down the line, try this.

/me Rolling a new PC for Artemis D&D game!
[[3d6]], [[3d6]], [[3d6]], [[3d6]], [[3d6]], [[3d6]]

Do you use Group Initiative rolls or individual? For individual init, make this a Token Action (a macro button that can be triggered by a player when their own token is selected), this will take their dex mod (Change the instructions depending on your exact game system), and adds the token to the Turn Tracker (which is Roll20's special window for initiative order)

/em enters the Initiative!
/roll {1d10+?{Dexterity Modifier called "Reaction Adjustment" type -1 for a bonus, or just type "1" for a penalty|-0}}&{tracker}

But if you were actually looking for API scripts, since you've got Pro, I like to recommend

  • TokenMod (powerful toolkit to save DM on prep time, if you use Tokens like miniatures for monsters, PC and NPC)
  • ColorEmote (let DM and Players post in the chatroom using their character's portrait or token pic along with a colorful chat block)
  • AnnounceHello (welcomes and farewells when someone enters or leaves the game table)
  • MotD (Message of the Day, prints your personalized introductory text whenever someone enters the game table)
  • Bloodied (put a red dot on PC tokens if they get quite low on HP)
  • Waypoint Patrol (animates troops moving on a path around a map)
  • Announce Roll (prints a special highlighted notice in the chat if someone rolls a natural 1 or natural 20)
  • all of these and more can be found through the API sub-forum of Roll20.
September 17 (8 years ago)
Thanks Gold!  I haven't really looked into API yet.  Do you feel that would be a better way to go or is a mix of the two most useful?  I am woefully ignorant on this stuff.  As to your questions it's wide open.  I am building a campaign and then will roll it out to players so honestly I can pick any method.  I was leaning this way, "/roll 4d6k3".  That's pretty basic stuff though.  I am really hoping to automate hit, initiative and save rolls using the character sheets as you eluded to.
September 17 (8 years ago)
Scott C.
Forum Champion
Sheet Author
API Scripter
Compendium Curator
Even if you go hog-wild with the API, you're still going to have macros. Macros are the best way for outputting roll results and telling you what you did. The API is what you use if you want a macro to actually affect the game. It's not a question of one or the other, but rather working together.
September 17 (8 years ago)
Can I get a mod to change "scripts" to "macro's" in the thread title?
September 17 (8 years ago)

Artemis said:

Can I get a mod to change "scripts" to "macro's" in the thread title?

Done!
September 17 (8 years ago)

Edited September 17 (8 years ago)
Gold
Forum Champion
Artemis said:
 
I was leaning this way, "/roll 4d6k3".  That's pretty basic stuff though.  I am really hoping to automate hit, initiative and save rolls using the character sheets as you eluded to.

Alright, now we are talking. Just go ahead and take those macros you want, one thing at a time, and ask here for any specific questions or show your idea and ask for improvements. Hit, init, and saving throws are not going to be very hard to make. You still have some choices and variations, depending on whether you want open rolls or hidden (to the GM) rolls, whether you want the full-size dice output or the [[in-line rolls]] that makes a condensed output in the chat, and whether you want the saving throws to declare "Success" or just to report the modified roll number without declaring success, and whether you want your attack roll to say what AC it hits or just to say what the roll number was.

I think something formatted like this is a good start for your ability score rolls, of course you can change it to look many different ways.

/me Rolling a new PC for Artemis D&D game!
[[4d6k3]], [[4d6k3]], [[4d6k3]], [[4d6k3]], [[4d6k3]], [[4d6k3]]
Arrange to taste or other rules about ability scores could be written here as a reminder to the player when they roll.


Initiative you're going to want to look and see what the Reaction Adjustment (Dex modifier) attribute is technically called/labeled on the 1e sheet. Try something like this (replace the DexReaction with the proper attribute name, I didn't check it on the character sheet),

/me Jumps into the Initiative!
/roll d10 - @{selected|DexReactionAdj}&{tracker}


Saving Throws again it depends on how you want to handle modifiers that may come up, and whether it declares "Success" or not. Personally I recommend not having the macro declare success, partly because the output in chat looks a little wonky to me and partly because in AD&D my philosophy is that the DM should decide if the roll succeeds perhaps mentally incorporating modifiers only known to the DM , therefore I would not use the "greater than / less than" comparisons in the macro. It's a style choice though, for example the default 2E character sheet author chose to declare successes here.

/me rolling a Saving Throw Vs Poison!
/roll d20 + @{selected|SaveVsPoisonModifierFieldName}
against my saving throw target of @{selected|SaveVsPoisonScoreFieldName}

Hopefully this helps you get on a track of making your own and develop the style/format/appearance/options that you want for fitting your game style and edition.
September 17 (8 years ago)
You rock.  That will get me in ankle deep!  
Are you looking to have macros matched up to a 1E sheet?
September 17 (8 years ago)

Edited September 17 (8 years ago)
vÍnce
Pro
Sheet Author
Most(all) attributes for the 1e sheet can be learned by hovering over their field on the sheet.  Repeating rows(attacks, items, spells, etc.) use attribute names like @{repeating_weapon_$X_WeaponNotes} where X is the row number, or you can learn the row id (right click inspect element, I may need to display the id on the row on a future update...) and substitute that for "$X".  This is the best method since it locks to that repeating element whether you rearrange the repeating rows.

Also, OldSchoolChris brings up a good question.  If you want to use the roll template for the 1e sheet, just use &{rolltemplate:attack} for attacks and &{rolltemplate:general} for others.  

&{rolltemplate:attack} includes the defined property/keys for
{{color=<choose one of the 16 available colors>}} this defines a header color as picked(black(default), grey, darkgrey, white, red, darkred, orange, darkorange, yellow, darkyellow, green, darkgreen, blue, darkblue, purple, darkpurple).  I will probably add this as a drop down selector on the sheet.
{{name=<character's name>}} Enter a name or @{character_name}
{{subtag=<subtitle/header>}} Enter anything you want.
{{attack=<[[some rolls]]>}}  attack,attack2,attack3,and attack4 are included
{{damagevsSM=<[[some rolls]]>}} damagevsSM,damage2vsSM,damage3vsSM,and damage4vsSM are included
{{damagevsL=<[[some rolls]]>}} damagevsL, damage1vsL, damage2vsL,and damage3vsL are included
{{ToHitAC-10to0=<to-hit table attributes from the sheet>}}
{{ToHitAC1to10=<to-hit table attributes from the sheet>}}
All other undefined property/keys will get their own row added below these defined rows.
{{WeaponNotes=<@{repeating_weapon_$X_WeaponNotes}>}} added to the end of the rolltemplate.


&{rolltemplate:general} includes the defined property/keys for
{{color=<choose one of the 16 available colors>}} this defines a header color as picked(black(default), grey, darkgrey, white, red, darkred, orange, darkorange, yellow, darkyellow, green, darkgreen, blue, darkblue, purple, darkpurple). I will probably add this as a drop down selector on the sheet.
{{name=<character's name>}} Enter a name or @{character_name}
{{subtag=<subtitle/header>}} Enter anything you want.
All other undefined property/keys will get their own row added at the bottom of the defined rows.

All buttons on the sheet can use drag/drop to the macro quickbar or be used within other macros by their button name name as well. (hover over button)  

Ugh.  Might need to make wiki page now...  ;-P

You can also use the roll20 default &{template:default} or don't use a template at all.

Hope this helps.
September 18 (8 years ago)
Hah!  Now I am so lost.  What is the "roll template"?  We definitely need a Wiki up updated version of the OSR page which has a few of the 1e macros.  

Basically I am looking to automate as much of the rolling and looking up as possible.  I am hoping that between the character sheets, macros and API (should I be able to graduate to that level) I can put in the work now so that things move smoothly and we can make best use of limited time during the game.  The 5e character sheet is crazy.  I certainly don't think all of that is necessary and honestly I don't know what I don't know so I am looking for suggestions in general on running a 1e game or any game for that matter as I (and a few of the players that will be joining) are completely new to Roll20.

Thanks to all of you for your patience and help!
September 18 (8 years ago)

Edited September 18 (8 years ago)
vÍnce
Pro
Sheet Author
Roll templates were added to help character sheet authors format output to chat and even add some logic (roll helpers) like checking to see if a roll is a crit or only showing something in chat if it is found in the macro.   Before roll templates, HoneyBadger's(now SkyCaptainVIII, same person) Powercard API script was the most popular way to manipulate the output.  I only mentioned roll templates because they allow for a consistent formatting and logic when used in conjunction with a character sheet.

The 1e sheet, like many other sheets on roll20 will include most all the basic rolls you need right from the sheet.  If you want/need more complex macros you can build off the ones included on the sheet by default, or make completely custom macros that just use the attributes found on a sheet.  Since it sounds like there will be a "slight" learning curve with your group, I would recommend using the sheet a little and make a few basic macros ie " /r d20 +?{Modifier?|0} " as needed.  They can and will grow in complexity as you play.  No need to complicate things unnecessarily.  Come back and ask for specific help on the more complex macros.  There are some BIG brains on Roll20 that love to show off their skills.  ;-)
September 18 (8 years ago)

Edited September 18 (8 years ago)
Gold
Forum Champion

Vince said:

I would recommend using the sheet a little and make a few basic macros ie " /r d20 +?{Modifier?|0} " as needed.  They can and will grow in complexity as you play.  No need to complicate things unnecessarily.
I agree with Vince. 1st edition is excellent for "I rolled a d20, and I got an 8. With my modifier of +2, it tells me I got a 10. Does that hit?" That level of automation is pretty reliable for hit rolls, and saving throws. Similar idea (d100) for thief skill checks, system shock, and so on. It does not necessarily need to be programmed to the extent of reading System Shock (a rarely used stat roll) from your CON on the character sheet. DM can always just say "roll a d100, and by the way what's your Constitution or what's your S.S. percentage?"

I definitely understand and respect the preparation for automation, but since you asked for advice and tips specifically, this is the starting point I would emphasize. Start simple, play it like AD&D at the home tabletop. They roll basic rolls on the table (flat dice) and talk about the action they want to attempt, talk about what modifiers they think would apply, DM does some mental math and responds verbally.

Outside of macros, spend the time on prep for other areas also that enhance the gameplay experience and saves you from scrambling mid-game, like: Token set-up, token configuration; prep enough tokens for your PC's to choose from. Maps and configuring Pages like you want (units, grid, grid opacity, whether you plan to use Fog Of War feature). Set up an Inn. Set up a splash page / intro page / landing page.

Put a lot of illustrative images that you can pop-up with the "Shift-Z" method, to give the color and perspective of the setting, scenarios, encounters. 

Try making or setting up some encounter maps or travel map pages thinking whether you plan to hide Monster tokens on the GM layer or leave them in the open, or hide them behind Fog; and whether Monsters will be Characters linked to Tokens (Necessary for maximized automation), or if monsters are just Tokens in the fast-n-dirty style; or less, if they are just a picture, or the least would be if you won't have any representation of monsters at all besides voice.

Set up a default character sheet, and make your best most-common macros as a Token Action (Abilities Tab) on one character sheet that will be your default template; Duplicate your template character for each PC and assign permission to them to edit the copy. In this way the fresh character sheet can be pre-filled with your favorite defaults (including macros as Token Actions on the Abilities tab), so it is a bit more than the blank character sheet.  It's your campaign's blank starting character sheet with some built-in macros and pre-filled fields, and picture and info pre-set-up on the bio tab. Put a default Portrait on the Bio tab, and maybe some special questions there (like... "What is your character's homeland?.. favorite color of dragons? favorite ice cream flavor?"), family / honor / crest, anything that is not on the existing character sheet go ahead and write a default BLANK________ for it on the Bio Tab (You could think of this as the margins or the back page of the character sheet).

Set up your Game Discussion Forum outside the game table, make a thread for Scheduling / RSVP / calendar reminder. Make a thread for in-character discussion in case they get into some play-by-post between sessions. Maybe start a thread for house rules, or rules questions, outside of game time. Maybe post a thread with the world history, or the teaser text from the back cover of adventure module.
September 18 (8 years ago)
Thanks so much!  I have created a map and am not working on a "How to" character creation guide with screen shots.  I also built a test character to start testing some of these macro's.  
September 18 (8 years ago)
I am pretty happy with how this turned out.



September 18 (8 years ago)
vÍnce
Pro
Sheet Author
That looks fun.  ;-)