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[Warhammer Fantasy 4th] Sheet for Sigmar

Great sheet. Thanks for what you have done so far! Do you have any plans to allow auto-calculating of advantage bonus? I'd love to be able to put my character's advantage as one of the circles above his head and automatically have it give a +10 per advantage on appropriate combat rolls. I know nothing about sheet creating, but that's a feature that would be nice to have. Keep up the good work and thanks again for sharing this!
We used this yesterday, and it seemed really good. Five thoughts: 1: When adding advanced/grouped skills, it automatically adds 1 advance. I don't believe this is correct, as your career can grant an advanced skill without giving you the advance necessary to use it (though I may be wrong on this, I'm very new to the game). 2: There seems to be no method for deleting trappings entries. Modify + skull click doesn't work there. 3: Would you consider adding an "empty template" which allows free text? I like making utility macros in the same template style of the sheet, but on quickly glancing at the html, I didn't see an option for this. 4: In order to correctly add damage to weapons, I had to inspect elements to find what the attribute for strength bonus was, and put it inside brackets: [[@{Current_SB}+4]]. Maybe this could be automated in some way. 5: An NPC sheet might be useful. Anyways, thanks for making this. We ran into very few issues, and it was pretty easy to use.
2: I am looking into it, the work around for now is to click the skull to open the description field, then chose modify and click on the button behind the skull and it removes it. 3: At some point I might look at empty template for entering whatever you want. 4: I never intended it to automatically calculate damage based of SB etc. because you have talents and so on that modifies this value, and thought it was best to keep track of that yourself, adding the total value in the damage section. 5: Well, this character sheet works very well for both NPCs and Player Characters. But if you mean a short stat-block for NPCs like in the core rulebook, that is something I might do some day. Unfortunately I am not able to spend much time developing this character sheet at the moment, so I will see when I can get back to that.
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Edited 1542101765
Richard T.
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Hi Arioch, Thanks for continuing the development on this sheet! I just picked up the rulebook and am looking forward to using the sheet for my game. I upkeep the Ars Magica sheet and I was wondering if you wouldn't mind my participation in improving the Warhammer sheet with some adaptation of my css; Particularly around the roll templates. I'd also be happy to look into working on the css on the character sheet itself with your approval. 
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Edited 1542816661
Arioch1973
Sheet Author
Go ahead. This stuff is open source, kind of. So just make sure you have my latest version, before picking up the torch. I look forward to what you will do with it. My latest version that I am personally using and working on my development with: HTML 1.60a: <a href="https://pastebin.com/nCf59RNK" rel="nofollow">https://pastebin.com/nCf59RNK</a> CSS: 1.55d: <a href="https://pastebin.com/1tt1kJVM" rel="nofollow">https://pastebin.com/1tt1kJVM</a>
1542882344
Richard T.
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Would you do a push do I can branch from GitHub?
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Edited 1542888224
Arioch1973
Sheet Author
Changes has been pushed, however someone else had started to add translation code to it, so it might not go so well. The ideas was to wait until all core functions of the character sheet was done before adding translation labels. Oh well. I guess half-done and usable is better than no character sheet. Looking forward to see what becomes of this sheet when others take over. I know for a fact that the armour section is something I never got around to fix to a satisfactory way of functioning, and there are still issues with the "remove" button ending up behind the skull icon. I just dont have the time to fix it as things are right now. Things that I wanted to do but never got around to; 1. Autocalculate the XP cost for advances based on if they are part of your career or not. 2. Add d100 and d10 roll button to the character sheet. 3. Overhaul the graphics of the sheet to feel more grim&amp;dark warhammer in style.
1543426247
Richard T.
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Mostly going to concern myself with the css I suspect but I can see what I can do about the repeating section remove button.&nbsp;
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Andreas J.
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Translator
Maybe this ? Some sheets are harder to find whith the sheet being too clearly named
1543459468
Richard T.
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Yeah, turned out I was being a derp and pulling from my outdated fork repository.&nbsp;
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Edited 1543575912
Richard T.
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Committed a first pass, biggest fixes are to the repeating sections and some minor changes to the background and logo. I expect those changes coming out in the Monday pulls.&nbsp;
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Edited 1543862865
Dyvim
Plus
Translator
Richard T. &nbsp;said: Committed a first pass, biggest fixes are to the repeating sections and some minor changes to the background and logo. I expect those changes coming out in the Monday pulls.&nbsp; Hello,&nbsp; Did you embark Arioch1973 last changes in your commit? Arioch1973 &nbsp;said: Go ahead. This stuff is open source, kind of. So just make sure you have my latest version, before picking up the torch. I look forward to what you will do with it. My latest version that I am personally using and working on my development with: HTML 1.60a:&nbsp; <a href="https://pastebin.com/nCf59RNK" rel="nofollow">https://pastebin.com/nCf59RNK</a> CSS: 1.55d:&nbsp; <a href="https://pastebin.com/1tt1kJVM" rel="nofollow">https://pastebin.com/1tt1kJVM</a>
1543862999
Dyvim
Plus
Translator
Arioch1973 said: Changes has been pushed, however someone else had started to add translation code to it, so it might not go so well. The ideas was to wait until all core functions of the character sheet was done before adding translation labels.&nbsp; Sorry. I'm the guy that have added the translation code but I didn't changed anything else to the code so it shouldn't be so difficult to merge.
1543869500
Richard T.
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It appears to have merged fine, I compared the github and pastebin versions and I only see translation tags as being the only difference. My pull request was accepted. I think tomorrow the changes should show up so people will be able to delete things cleanly!&nbsp;
Nice :)
I spotted a fault that has crept up, it says (Ag) instead of Ag on the button to roll Agility.
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Edited 1544524969
Richard T.
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I can fix that in my next leg. I've submitted some basic roll template changes. I'll probably do one more pass some time this week and hang my hat. My thoughts are I don't like how difficult it is currently to glance at the spells to read the information so I might play with some text-alignments. Highlight the SL to be more obvious in rolls. Trying to figure out how to standardize the roll buttons.&nbsp; I want to mess with the player layout to make it easier to change often used numbers.&nbsp;
I am kind of curious, what is difficult to read on the spells? Takes me a very brief glance to get the information. I am also curious about what you intend to change it into. :)
Some feedback: I think the new background of the sheet looks nice, but it is a tad dark. Making the text less readable against it. And the output template background graphics is way to dark with the light text on it, making it a bit of a strain on the eye, but mostly it is to different from the style of the character sheet. It feels a bit "separated". Might be good to have a consistent colour scheme for the template and the sheet. Other than that, good work.
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Edited 1544858027
Richard T.
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Hmm, I'm not really perturbed by a 9.4 contrast ratio on the character sheet (accessibility guidelines are 7 contrast ratios). I have to assume you are using a dimmer brightness setting on your monitor. I get the style separation between the sheets and roll template though. I had planned on introducing more metal elements into the character sheet. Thanks for the feedback!&nbsp;
1544859490
GiGs
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Sheet Author
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The green and red text on that rolltemplate's black background really aren't very clear. I think the white-ish text could do with being a bit more distinct also.&nbsp;
Great sheet guys. Awesomesauce as my daughter likes to say.&nbsp; Are there plans in the future to allow the basic skills that have specializations to be editable in the future? As it stands now, any time a character has a basic skill with a spec, I just add it at the bottom under Grouped and Advanced skills. Or is that the intent? Thanks, and again, great work!
Tigernan said: Great sheet guys. Awesomesauce as my daughter likes to say.&nbsp; Are there plans in the future to allow the basic skills that have specializations to be editable in the future? As it stands now, any time a character has a basic skill with a spec, I just add it at the bottom under Grouped and Advanced skills. Or is that the intent? Thanks, and again, great work! Yep, any skill with multiple specializations is a grouped skill. Many such as Lore and Craft have way too many variants, which you may have multiple of.
Are the sheets supposed to look like this? <a href="http://prntscr.com/lwl9no" rel="nofollow">http://prntscr.com/lwl9no</a>
Marko J. said: Are the sheets supposed to look like this? <a href="http://prntscr.com/lwl9no" rel="nofollow">http://prntscr.com/lwl9no</a> No, that is not loading the graphics from the web, for some reason.
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Edited 1545258094
Richard T.
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That is pretty funky, Marko, is this a persistent problem or does reloading the game work? My campaign got moved into an IRL setting so I'll probably pass the torch on from here. I'll clean up what I can do quickly and put my assets into a folder on github so the files are publically accessible. That might help with Marko's problems maybe.&nbsp;
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Edited 1545310833
Bast L.
API Scripter
The color for links is not visible on the new background: edit: I don't really know CSS, but I added this in, which seems to work: .sheet-rolltemplate-wfrp4 table a { color:#cebbb3; }
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Edited 1545390179
Richard T.
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Sure, I can add that in, expect the following changes to show up a bit later than the usual schedule, since its x-mas next Tuesday which is when commits are reviewed.&nbsp; : For links, I've made it a slightly brighter yellow - Brightened up the success/failure colors for visibility.&nbsp; - I've corrected the (Ag) issue under characteristics, it was a minor oversight in the translations .json To Do : - I'm going to wait a week till the commit comes through on uploading images so I can get the URLs from github, not going to guess at those and break all the images for a week.&nbsp; Wish-list :(Probably would do these if I was running a game/there was a great demand for them) - Rearranging the sections to make skill checks higher up and easily accessible as soon as you open up the character sheet.&nbsp; - Make collapsible the weapon-group skills.&nbsp; - Make collapsible the character description and details.&nbsp; - Put wealth and trapping sections together - Give Ambitions something bigger than two inches of text-box.&nbsp; - Make the cool check-marks that's currently in the sheet make sense with the styling of the rest of the sheet.&nbsp;
Hi guys, thanks for the work. We have been running a campagne for 3 month with this sheet. When casting a spell, why ChannellingSL is always 0 ? I tried adding ExtendedChannellingSl as an advance skill but Channeling SL never change : /w gm &amp;{template:wfrp4} {{name=@{selected|token_name}}} {{title=Spell}} {{dice=[[ 1d100 ]]}} {{against=[[ ?{Modifier?|0}+@{selected|LanguageMagick} ]]}} {{spell=Spell}} {{cn=X}} {{range=[[@{selected|Current_WP}]] Yards}} {{target=1}} {{duration=[[@{selected|Current_WPB}]] Round}} {{effect=}} {{description=}} {{hitlocation=1}} {{description=}} {{channelling=@{selected|ExtendedChannellingSl}}} What is the purpose of this part : {{channelling=@{selected|ExtendedChannellingSl}}} Richard T. said: Another question, what happen if I change hit location to 0 or 2 instead of 1 ?
@Stilgar, I can’t speak to your second question, but with regards to the first: &nbsp; Channeling SL can be found on the character sheet right above your list of spells (next to Sin Points). It is used to track how much SL the spellcasted has accumulated via casting, and then shows up in the rolled spell for reference. &nbsp; We have also been using this sheet since its inception, and are very grateful to all who have contributed! J Hopefully development can continue on this excellent asset.
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Is there any guidance on the correct use of this character sheet? Oh! Also whilst being a pain and asking stupid questions, can I also ask if there is an NPC variant of this sheet anywhere that just cover the basics.
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Where on the sheet can I indicate the increase of wounds because of the hardy talent? There's a hardy box in the wounds section, but isn't editable. edit: Thanks Richard T.
1548446272
Richard T.
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I had to dig around in the coding to find it, but the headings for each category to calculate wounds is a dropdown. I'll have to add that to a wishlist to make more apparent.&nbsp;
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Edited 1548470514
Richard T.
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Which sheet-author did the original or bulk of the css? Trying to figure out why the .sheet-input-selectbox class isn't bringing in my border stylings...&nbsp; ::EDIT:: I think its css specificity problems and apparently there's like three redundant classes/selectors. Oy vey.&nbsp; ::EDIT2:: I figured everything out and I'm just feeling such warmth for making a thing so I wanted to post a preview of things to come.&nbsp;
Maybe I’m just missing it, but can I just have players click initiative and it auto add to the tracker?&nbsp;
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Edited 1548605158
Note that the Turn Tracker is tied to tokens , not character sheets, so it's probably easier to have the sheet provide a Token Action for Initiative that will appear when tokens are selected on the tabletop. Edit: Note that I am not familiar with this sheet, and it may/may not already have this included.
Yeah I always link a token to the sheet and in D&amp;D and other games it adds them to the tracker with whatever the roll, does anyone know the macro? Then I could maybe assign the static number.
It alls depend in wich way you are rolling for initiative. In 4e is many different ways
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Edited 1548614998
Adding Initiative with only the Initiative Skill [[ @{selected|Current_I} &nbsp;&amp;{tracker}]] Adding Initiative with 1d10 + Initiative [[1d10 +&nbsp; @{selected|Current_I} &nbsp;&amp;{tracker}]] Adding Ininitative with 1d10 + Agility Bonus + Initiative Bonus [[1d10 +&nbsp; @{selected|Current_IB} +&nbsp; @{selected|Current_AgB} &nbsp; &amp;{tracker}]] For this to work you need a token that is connected to the character Sheet. You could also just change the "selected" with the Characters name and dont need to have a selected token. But I dont recommend that for a gm as You would need to create a macro for each character in that case.
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Richard T.
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Committing more css changes to the sheet. With any luck it'll get pulled into the public sheet later today.&nbsp; Changelog: Redressing skill list tables styles. Clarifying drop-down styles. Replacing roll buttons to be consistent Annotating authorship to include myself. Updating image asset catalog Learned a lot about the sheet's current infrastructure and uh, kinda curious why every table cell's width is defined using styles, and doing css formatting using tags is such a headache for making the sheet scalable. I would appreciate sheet authors in the future use tags in narrowly defined classes.&nbsp; If people don't riot over where I'm taking the sheet visually, I think the next big change is going to be breaking down the sheet's content and rearranging stuff. Making a lot of character descriptions collapsible and moving the skill list up towards the top of the sheet. I'm still researching ways to break the skill list into two columns and maybe making it dynamically arrange itself alphabetically across translations. In the process I'm probably to going to strip out a majority of the percentage-widths in these tables and defining css classes to handle them instead of using styles on every cell.&nbsp; I also plan on making the melee/ranged specializations hideable since those redundant within the Weapons rollers (freeing up making the basic skills to flow into the two columns so people don't have to scroll through it).&nbsp;
1548736071
GiGs
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I think your skills layout there looks really cool, except its a bit dark. It's like looking at the skills list through a sheet of dark glass overlaid on it. Any chance you could brighten it up, a bit? The contest between text and background is too low IMO. Even the bright rows seem pretty dim, if you know what I mean.
1548747954
Richard T.
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I see what you're talking about. I wanna try avoiding making it too much brighter, let me try something here.&nbsp;
1548751620
GiGs
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That's a definite improvement, nice use of gradient to make the skills stand out more. Did you notice the character error on the ranged specialisations section (the symbol for "can be used untrained")?
1548753040
Richard T.
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I wasn't sure what symbol that was supposed to be.&nbsp;
I know Havoc and Arioch did most of the initial setup when the preview rulebook was released. To my knowledge neither of them, nor myself, are particularly well trained in HTML/CSS design and formatting.&nbsp; My contribution was a simple script that calculated the armor/paper doll values, and bit more in the trappings/encumbrance area. The special symbol in the skills was originally the "dagger" character&nbsp; &nbsp; &nbsp; "&nbsp; †&nbsp; "
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Richard T.
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Sorry if the criticisms came off as a bit sharp, I was just feeling a bit frustrated with how much html weeding was ahead of me. So! Let me take this and turn it into a teachable moment as we sheet-authors continue to volunteer together in the future.&nbsp; Table widths. The following is fine if you aren't working with css at all and are just styling tables via html.&nbsp; &lt;td style="text-align:center; width:8.3%"&gt; &lt;td style="text-align:center; width:8.3%"&gt; &lt;td style="text-align:center; width:8.3%"&gt; &lt;td style="text-align:center; width:8.3%"&gt; &lt;td style="text-align:center; width:8.3%"&gt; &lt;td style="text-align:center; width:8.3%"&gt; &lt;td style="text-align:center; width:8.3%"&gt; But once a row has been defined, you don't need to define every row following&nbsp; (please don't define 40 rows of 6 columns individually.) . Table rows and columns by default shrink wrap to their content unless told otherwise. Having your content defined in the first row makes it super easy to then come back in and replace it with css classes.&nbsp;
1548927924
Havoc
Sheet Author
API Scripter
Alon said: I know Havoc and Arioch did most of the initial setup when the preview rulebook was released. To my knowledge neither of them, nor myself, are particularly well trained in HTML/CSS design and formatting.&nbsp; That's true. I just hit stuff with a hammer and see if it sticks. No problem with critique, I know it's bad code. Great job, you guys. The sheets look very pretty now.
This was the very first html/css I ever did, and I was learning as I went. Thats why it is far from "nice". It was all about making something that worked so we could get going and playing WFRP4. I am happy someone else has taken up the work, and I apologize for the headache you face with the code :)
Has anyone thought of adding to the turnorder function, like adding an extra place to track advantage for example? Or is this more of a question for the roll20 staff.