Anthony said: Yes, thank you so much for this new sheet. It is very well done, and adds a lot of functionality compared to the old one. I too have noticed what appear to be some bugs--although I could be wrong.
CritDie for the "1+ Level" sheet is not working.
Critical hits from weapon attacks for PC's always state to use Table II when Crit
Hit is rolled, regardless of which table the Crit Table field says. NPC/Monster
sheet does not have this problem. >>> I did notice something odd about this is my game that I play in and will investigate. Paladin sheet: should be Smite Die OR Attack Bonus. No easy
way to separate them as they are now, and they are stacking when they shouldn't.
Ditto for Ranger. Perhaps non-zero Smite/Ranger Deed die value in the macro
automatically removes the Attack Bonus (ATK) from the calculation. >>> Paladins, according to CRAWL where I got the class, have both an Attack bonus AND a smite die (since the smite die is situational). The Ranger should have a value of 0 for the Attack Bonus listed on the front page because their attack bonus is rolled every time that they attack. Thrown weapons do not apply STR bonus at Short Range as they
should. For Ranged Weapons, Medium Range should apply -2 to the attack roll; Long range
should reduce the Attack Die by 1 step. If you hover over the Roll Template result, they both have "- 0 [Medium Range Penalty]" as part of the macro, but no net change to the actual result of the roll. >>> 2 and 3 are known issues that I'm working on fixing At the same time, I'd like to make some Enhancement Requests for this sheet. Not sure how you feel about that. In particular, I'm pretty sure that some of them require the use of the API, and I think your sheet as it stands does not require the API. So, I'm not sure if that means you don't want to work on it, or if you'd rather someone fork it and work on it separately, or what. I don't have the skills to do this myself. Or at least I do not have sufficient spare time to learn those skills, use them for making enhancements like this, and still have time for running a game and all the other more important things in life like sleep, work, etc. :-) Individual Attack/Dmg modifiers per-weapon (separate the Attack
Bonus from the Damage Bonus). There may be weapons with enchantments that have different
Att/Dmg bonuses, or other considerations that may make these different. It reduces 'work-arounds'. >>> I will add this to my list of Things to Do.
Introduce a per-weapon 'Notes' field by the "backstab" button.
(full width of Sheet). This will allow any special notes regarding the weapon
to be placed nearby, rather than on the equipment list where it can be easily
forgotten. >>> I will look into this. This area is already super crowded though.
Introduce a per-armor-piece 'Notes' field. (full width of Sheet). Much
like the per-weapon Notes field.
Fumble dice should probably include all dice from d2 up to
d20; there are special items with their own properties that don't neatly follow
basic equipment rules. >>> I can add this to my To Do list
Fumble Die on Core Stats page should automatically pull largest
die from any armor with the 'worn' checkbox enabled. >>> This is already on my To Do list
Automatic critical rolls should be an option for those who
have imported the tables (to avoid manual referencing), with tables named I, II, III,
IV, V, DR, DN, G, U, M. Real Rollable Tables API script can be assumed present. >>> It already rolls the dice and references the table needed. I do not have anything on the character sheet that requires API usage since not everyone can use APIs.
Automatic Fumble rolls should be an option for those who
have imported the tables (to avoid manual referencing), with table named 'FumbleTable'. >>> It already rolls the dice and references the table needed. I do not have anything on the character sheet that requires API usage since not everyone can use APIs.
Healing HP roll should be applied to current HP
There needs to be a Temporary HP field, possibly located
beneath the Max HP field on the Core Stats page. The Enlarge spell can imbue Temp
HP, and there needs to be a mechanism for it. Ideally, HP taken from the
Current HP bubble on a token will automatically come from this field first if the Temp HP value is greater than 0. >>> I can add the first part to my To Do list. As far as I understand, I can't change where tokens look for values.
Need a notes field section under Saving Throws; character may have
conditional bonuses they need to write up here. This could go for the NPC/Monster sheet too. >>> I can add this to my To Do list
Clerical/Paladin/Dwarf Priest Spell failures should
automatically increment Disapproval, and roll on a Disapproval table
accordingly (table name 'Disapproval') >>> Not sure that this can be done without API.
Spell Lost result should change Lost? value to Yes for that
spell. Spell Check should make sure this value is No before rolling. Should be
a reset button on the sheet to set all Lost values back to No after resting. >>> Not sure that this can be done without API
Saving need to reflect current Action Die (or special Save
Die value perhaps) >>>I can add this to my To Do list. I've never seen saving throws go up or down the dice chain.
Crit Range should be crit pips instead of a
number value, so that it automatically is calculated when the attack die is changed.
>>> I'm not sure what you talking about here. What is a 'crit pip'?