Natha said: Timothy D. said: So I've been loving the sheet improvements lately. Especially the updates to the PC attack entries and the Conditions/Buffs sections. I had one player with nearly 16 different attack entries to account for 4 variations of 4 different weapons. With these improvements we're now down to only 7 (2 variations for 3 different weapons, and 1 weapon that needs no variations due to buffs). My only request would be this: PLEASE add Conditions/Buffs to the NPC sheets!! Running the games has gotten worlds better using this sheet and incorporating macros and all the sheet's features, but when my players start laying down some serious conditions and debuffs on NPCs it gets relatively difficult to keep track of everything across multiple enemies. Having the same functionality from the PC sheet available to the NPC sheet would be amazing. It would be even better if you could apply these conditions/buffs directly to the tokens which are then passed on to the base sheet to modify the roll. But if that's not possible even just having some way to pass the GM notes of a selected token as a whisper to the GM, where conditions, buffs and debuffs of each token can be stored, so that the appropriate conditions/buffs on the NPC sheet could be selected before rolling would be great. Also, thanks so much to the Sheet Author's. I'm really impressed with the timely updates to this sheet and how responsive you've all been to the community feedback. Much kudos to all of you! Hi Timothy D. Many thanks for your nice feedback, really (really) appreciated :) Regarding your request, noted for review. Just note that, contrary to PC sheet, the NPC sheet has almost no internal automation, to ease manual entries from stat blocks, where only the final values are presented, with no details about how it they were calculated. So, adding conditions or buffs would be really tricky, because it would need for us to "deconstruct" (by guess sometimes) values (like attack or skills), to reconstruct them with adjusted values, in most cases. But, that also means that with an API script, you would be able to adjust values directly (like bonuses to attacks), without risking to "mess" with the rest of the attributes. Honestly, even if we could only add modifications to each individual field (like say " repeating_npcatk-melee_$0_attack") in a buff/conditions layer that would be better than what we have to do right now get the same effect. So in my game I have several players that are able to produce conditions or debuffs on enemies pretty frequently. One such is our summoner that likes to summon Gloomwings which, on a failed fort save, cause creatures in an area to take -4 Str. To keep track of this I have a few options. Keep a running note of debuffs and do the math mentally for each attack, create additional attack entries on the relevant NPC sheet which are modified to reflect this -4 Str, or convert my NPC sheets to PC sheets to gain the Conditions/Buffs functionality. Dealing with one debuff like this really isn't a problem, but when multiple start stacking, and then out of a group of 4 to 10 enemies may not all be affected by the same effects, that's when it becomes a legitimate problem. I did recently notice that the NPC sheet has an option to enable Queries for different groups (abilities, attacks, skills etc.) so I'll need to explore this as a solution, but I fear that having to enter all the modifications for each attack of multiple enemies from my notes, while helping alleviate the challenge of the mental math, will still slow the game down more than if I just converted all my NPC sheets to PC. Or there might be a way to create a macro of some sort, but whenever I think of this it gets almost as complicated as just making a new attack entry for each attack variation. So understanding the challenge that the NPC sheets don't have the calculations of the PC sheet, and that we can't get an easy -4 Str automatically affecting all the attack entries. It would still help tremendously if there was some way to apply temporary (and preferably toggle-able) modifiers to specific roll-able functions (a physical attribute like Str, a specific save, a specific attack, or even just all attacks).in a central location or layer for each token on the battlefield, or if not on the tokens, at least on the NPC sheet itself. Changing on the NPC sheet itself would least allow me to easily keep a list of the effects on a token in the GM notes of each token, and then just toggle on the modifiers on the sheet before rolling its actions, then change the toggles or reset them between enemies. Anyway, thanks again for your response. Sorry if this one was a bit long.