Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account
This post has been closed. You can still view previous posts, but you can't post any new replies.

[Paizo] Pathfinder Playtest Bug Thread

1533855366

Edited 1533855403
Not sure if this has been mentioned, but a weapon's Quality (page 190 in the Playtest handbook) adds an Item Bonus to the attack roll, if the bonus granted is higher than the weapon's potency rune level.  This currently can't be added in the attacks section.
If a flat damage modifier is added to an attack roll, the number in the attack row displays after the dice value instead of adding to the ability modifier.  Example: Entering 1d12+STR+3 displays as 1d123+4.  The roll still functions as expected.
When Potency Rune is left blank, ATK 2 and ATK 3 rolls will always roll 0.  Setting potency to 0 is a workaround.  It seems this is because that section of the roll calculation doesn't have a default value for Potency, resulting in a ++ in the roll calculation.
Clicking Perception under Senses does not print a roll to chat.
When you roll it cuts off about half of the text inserted into a save's or check's description.
1533859563
DarkDeer
Forum Champion
Marketplace Creator
Compendium Curator
Misty can you provide a screenshot please?
1533860327
Scott C.
Roll20 Production Team
Compendium Curator
Misty said: When you roll it cuts off about half of the text inserted into a save's or check's description. Hi Misty, areas of the roll template that are expected to have lots of text become scrollable after a certain height. Unfortunately, some browsers default to not showing a scroll bar unless you are actively scrolling. This should be what is happening here.
When changing the Proficiency level of an entered attack, the bonus does not recalculate unless the Attribute for the attack is toggled to another stat.
I don't know if this is possible but when you update the character sheet, can you strike through the problems you fixed and give like a "last updated date" also in the main post? That way we know which issues have been noted AND which ones have been fixed. A date would help so that we now when the latest fix was. Kind of hard to check back daily and not know if anything has been updated.
42nfl19 said: I don't know if this is possible but when you update the character sheet, can you strike through the problems you fixed and give like a "last updated date" also in the main post? That way we know which issues have been noted AND which ones have been fixed. A date would help so that we now when the latest fix was. Kind of hard to check back daily and not know if anything has been updated. AFAIK they have not updated the sheet yet. So none of the bugs are fixed.
1533893420

Edited 1533905851
Hi, I added the PF playtest character sheet to my game. The game did not start any more. (Exactly the right space with charsheets and so on did not show!) After removing the sheet it work again. After adding again it did not work again. Update: I found a solution! My account was set to language "German" (I'm from Germany). After setting language to English everything works fine!
1533896256

Edited 1533896278
Might be on list, but additions, 1. No place for Spell points (bard, sorcerer etc.) 2. Spells have terrible lag, it's so bad that writing anything more that basic information doesn't work at all. 3. Power section doesn't work. 4. There is no place for armor. 5. No place for other items either, just weapons 6- No place to put resonnance value 7. Scrolling lags and bugs 8. Generally too much lag
These may have been mentioned, I skimmed the list, but:  - No place for Traits (Human, Humanoid for example - not hugely important, but nonetheless) - No place for Class Features (Rogue's Surprise Attack for example)     It's a bit annoying to put everything under Feats, because 1: I like being able to keep track of how many, and what kind of, feats I have at a glance, and 2: there's so many different kinds of things under different category names, it'd be easier if all had their own entries.  - No way that I can discern to include Sneak Attack damage in an attack roll, needs separate roll of top of attack - Attack modifiers not calculating correctly for all weapons (for example, character is proficient with shortswords, shortbows and daggers, and uses dexterity to attack with all of them - all attacks have been entered onto the sheet the same way, but attack modifier for daggers is 2 lower than the others. This may be due to skill level for daggers occasionally resetting to Untrained, though haven't figured out what the trigger is for the reset. Tried changing dagger to martial weapon, did not help.  - No way of indicating a character is proficient with -some- martial weapons, but not all (I.E. rogue) In addition to these, I've experienced a bunch of the bugs mentioned above.  A solution for the uneditable Feats field (little plus sign unclickable): unlock the feats and lock them again. Plus sign should be clickable. 
The pull req. has been merged on github so the sheet should be updated anytime soon.
1533926888

Edited 1533928461
Scott C.
Roll20 Production Team
Compendium Curator
Good afternoon everyone, We've been hard at work on addressing the issues you have all found with the sheet, and we would like to thank all of you for putting it through its paces and bearing with us as we get the sheet working for everyone. Today we have pushed an update to the sheet to address the following bugs: Armor value is now factored in calculations. Equipment section is now displayed. Ancestry can have up to 3 boosts. The repeating_ability rows used for feats, powers, and spells will no longer disappear. Rolls should now be using the correct proficiency modifier (either from training level or using character level) Feats now have an ancestry feat category There is now a place to record vision types The spells/day and the max values of them are now different attributes There is now a way to denote a signature skill The ability score for attacks is now being added if you hadn't moved it off the default of strength Attacks have been updated and should no longer be returning a consistent 0 for their roll result. The usage field is now displaying spells, so it is now possible to note how many actions a spell takes There is no longer an occasional(?) display error in some headers (white bar across them) Buffs now link up to anything Buffs now scroll DR is not a term in PF2, and has been removed from the sheet The school select is no longer missing from spells An attack roll now displays missing critical information (like damage type) Potency rune's effect on damage dice has been changed to follow RAW Weapon quality has been added as an option for weapons. This will affect the attack roll properly with or without a potency rune. Perception was not rolling when the perception button was clicked Additionally, thanks to feedback on the sheet's styling, the font on the sheet has been changed to Arial. I do want to give a walkthrough on how to use the mods fields of buffs, abilities, and items. If you have used the Starfinder HUD or tried the official Starfinder Sheet on the Dev server, these fields and the syntax will be familiar to you. The basic syntax for this is that you simply take how the buff would be said (or at least how I would say it), "I have a +2 item bonus to Acrobatics" and remove some things to get "+2 item to Acrobatics". Currently the armor check handling found in the Starfinder sheets is disabled as ACP has several conditions under which it is not applied in the playtest. Until I get the time to make one for the Pathfinder Playtest sheet, I have linked the "Buffs" section of the  Starfinder HUD User Manual , as they use the same syntax. Please note that attribute names are different though. - Scott Also, here's the list of bugs that have been reported but did not make it into this patch: Need a place for spell points The abilities/spells are very laggy The NPC sheet is in the works EDIT: looks like something went odd in the translation update, sp (for silver pieces) is coming across as STAMINA POINTS. This should be fixed shortly  Translation files are all fixed.
First off, the look of the sheet is phenomenal. I like the background and the headings for each section, as well as the cleanliness of the page. The font is a little hard to read in some areas for the slightly hard of sight folks. But outside of font (and the issues I highlight here), the sheet is really awesome and I am looking forward to really using it in a game. It's not easy to tell that there's a button for "character" and "creation" so that it's obvious to put in the details for ancestry, class, etc. to calculate stats. But that may just mean the GM needs to tell the players (until there is a "how-to") that the button is there. Can't seem to add Powers. I saw that spells were laggy so I just clicked and waited but it never shows a fillable area to let me add the powers. Under Senses there should probably be a fillable line for vision types (low-light, darkvision, etc). That can currently just sit in buffs, but it really should be under Senses. Critical effect on weapons may need more room, but I may just need to summarize a lot more on what the effect is. Or are you intending that to just say "axe" or "bow" and we have to look up what the effect is or put it in the notes area. It would be nice for a critical roll to have the effect come up, even if it's just "critical effect: axe" to remind us to look up what the effect is. An area for armor stats might need to be implemented, unless the "buffs" area is where that's supposed to go. If an armor area is added, may want to have it be check boxes to activate armor, especially for shields.
1533929164

Edited 1533929219
Scott C.
Roll20 Production Team
Compendium Curator
Shane L. said: First off, the look of the sheet is phenomenal. I like the background and the headings for each section, as well as the cleanliness of the page. The font is a little hard to read in some areas for the slightly hard of sight folks. But outside of font (and the issues I highlight here), the sheet is really awesome and I am looking forward to really using it in a game. It's not easy to tell that there's a button for "character" and "creation" so that it's obvious to put in the details for ancestry, class, etc. to calculate stats. But that may just mean the GM needs to tell the players (until there is a "how-to") that the button is there. Can't seem to add Powers. I saw that spells were laggy so I just clicked and waited but it never shows a fillable area to let me add the powers. Under Senses there should probably be a fillable line for vision types (low-light, darkvision, etc). That can currently just sit in buffs, but it really should be under Senses. Critical effect on weapons may need more room, but I may just need to summarize a lot more on what the effect is. Or are you intending that to just say "axe" or "bow" and we have to look up what the effect is or put it in the notes area. It would be nice for a critical roll to have the effect come up, even if it's just "critical effect: axe" to remind us to look up what the effect is. An area for armor stats might need to be implemented, unless the "buffs" area is where that's supposed to go. If an armor area is added, may want to have it be check boxes to activate armor, especially for shields. Hi Shane, The sheet was recently updated. Make sure to reload your game to see the changes as most of these were handled in the patch (see the post immediately above yours for full details on the patch)
Yep, I didn't see the scroll bar. Thanks for all you do roll20 team!!
Scott C. said: Shane L. said: First off, the look of the sheet is phenomenal. I like the background and the headings for each section, as well as the cleanliness of the page. The font is a little hard to read in some areas for the slightly hard of sight folks. But outside of font (and the issues I highlight here), the sheet is really awesome and I am looking forward to really using it in a game. It's not easy to tell that there's a button for "character" and "creation" so that it's obvious to put in the details for ancestry, class, etc. to calculate stats. But that may just mean the GM needs to tell the players (until there is a "how-to") that the button is there. Can't seem to add Powers. I saw that spells were laggy so I just clicked and waited but it never shows a fillable area to let me add the powers. Under Senses there should probably be a fillable line for vision types (low-light, darkvision, etc). That can currently just sit in buffs, but it really should be under Senses. Critical effect on weapons may need more room, but I may just need to summarize a lot more on what the effect is. Or are you intending that to just say "axe" or "bow" and we have to look up what the effect is or put it in the notes area. It would be nice for a critical roll to have the effect come up, even if it's just "critical effect: axe" to remind us to look up what the effect is. An area for armor stats might need to be implemented, unless the "buffs" area is where that's supposed to go. If an armor area is added, may want to have it be check boxes to activate armor, especially for shields. Hi Shane, The sheet was recently updated. Make sure to reload your game to see the changes as most of these were handled in the patch (see the post immediately above yours for full details on the patch) Ugh, ran into a problem. If you unlock the feats tab then re-lock it, they start disappearing again.
Maybe I'm just not seeing something, but I still have no idea how to make the armor work? Where are we inputting the values for the calculation?
Trivia said: Pathfinder Playtest Flip-Map has been updated to the correct scale! If we've already added the Flip-Map pack to our game, how do we adjust to the new scaling?
Nevermind, found the update button.  Apologies and thanks!
when I enter something into the resistance field, it automatically duplicates into the weakness field.
There is also no spot for Hero Points
 and thirdly, i can't for the life of me figure out how to get the AC to function. Using Mods under the equipment. '+3 item to AC' did not work. I am pretty well versed in the Starfinder syntax and tried several things, such as "+3 luck to KAC"
1533945047
Scott C.
Roll20 Production Team
Compendium Curator
Kateri said: Maybe I'm just not seeing something, but I still have no idea how to make the armor work? Where are we inputting the values for the calculation? Hi Kateri, This functionality is rolled into the mods fields mentioned at the end of the update post. Simply make an item and select that it is a piece of armor and what type of armor. You'll be able to set its proficiency value if it is different from your global sheet values. Then in the mods field of the item, enter something like this (chain shirt described below): +2 item to ac +1 item to tac 5 max dex to armor As long as the item is equipped it will give you the proper item bonus to your ac/tac and will limit your dexterity's contribution to ac to 5 (in this case). Additionally, if you add another item bonus to ac or tac, it will only apply the highest of them. One caveat to this is that it does not yet support the new rules for penalties in the playtest.
1533945312
Scott C.
Roll20 Production Team
Compendium Curator
Nathan K. said: when I enter something into the resistance field, it automatically duplicates into the weakness field. Ah, thanks for the report Nathan Nathan K. said: There is also no spot for Hero Points Thanks for the reminder Nathan K. said:  and thirdly, i can't for the life of me figure out how to get the AC to function. Using Mods under the equipment. '+3 item to AC' did not work. I am pretty well versed in the Starfinder syntax and tried several things, such as "+3 luck to KAC" Ah, it looks like i somehow removed the case insensitivity of the mods. Change those to lower case (well, except for the kac since that's starfinder)
Seems like Unarmored AC isn't updating with proficiency.
1533945419
Scott C.
Roll20 Production Team
Compendium Curator
Henry W. said: Ugh, ran into a problem. If you unlock the feats tab then re-lock it, they start disappearing again. Hmm, I can't replicate this Henry, do you have any other steps to replicate it, or can you upload a gif/video capture of the issue?
1533945494
Scott C.
Roll20 Production Team
Compendium Curator
Thundertacos said: Seems like Unarmored AC isn't updating with proficiency. Thanks thundertacos. I'll look into what's going on there.
ok, I did +3 to ac, which did plus 3 to both AC and TAC. I can't figure out how to isolate just AC
1533945975
Scott C.
Roll20 Production Team
Compendium Curator
Nathan K. said: ok, I did +3 to ac, which did plus 3 to both AC and TAC. I can't figure out how to isolate just AC Can you screencap/copy-paste your mods field? the only one that should apply to both is if you did "to armor", and I can't replicate the problem on my game using the live sheet.
Resistance and Weakness under Armor Class fill with the same text. When on is filled, the other automatically changes to match.
1533946138
Scott C.
Roll20 Production Team
Compendium Curator
Dan C. said: Resistance and Weakness under Armor Class fill with the same text. When on is filled, the other automatically changes to match. Thanks Dan, Nathan beat you out on the report by just a minute or two ;)
Scott C. said: Nathan K. said: ok, I did +3 to ac, which did plus 3 to both AC and TAC. I can't figure out how to isolate just AC Can you screencap/copy-paste your mods field? the only one that should apply to both is if you did "to armor", and I can't replicate the problem on my game using the live sheet.
Nathan K. said: Scott C. said: Nathan K. said: ok, I did +3 to ac, which did plus 3 to both AC and TAC. I can't figure out how to isolate just AC Can you screencap/copy-paste your mods field? the only one that should apply to both is if you did "to armor", and I can't replicate the problem on my game using the live sheet. Change it to +3 to ac_armor.
1533946757
Scott C.
Roll20 Production Team
Compendium Curator
Thanks Nathan, Looks like there's an issue with doing any bonus to ac except for item. I'll get that fixed. In the meantime, use item for armor bonuses, and do the following if you have a different bonus that should only apply to ac: +X to ac -X to tac
What's the variable name for armor check penalty? I tried -2 to acp but that didn't seem to affect the skills.
1533948618
Phillip G.
Plus
Sheet Author
Scott C. said: Dan C. said: Resistance and Weakness under Armor Class fill with the same text. When on is filled, the other automatically changes to match. Thanks Dan, Nathan beat you out on the report by just a minute or two ;) In case you didn't already note this Scott C. the issue is most likely that both entry fields have the same attribute name. They currently have the same display name when you mouse over them.
1533949415
Scott C.
Roll20 Production Team
Compendium Curator
Dan, see the update post: Scott C. said: I do want to give a walkthrough on how to use the mods fields of buffs, abilities, and items. If you have used the Starfinder HUD or tried the official Starfinder Sheet on the Dev server, these fields and the syntax will be familiar to you. The basic syntax for this is that you simply take how the buff would be said (or at least how I would say it), "I have a +2 item bonus to Acrobatics" and remove some things to get "+2 item to Acrobatics". Currently the armor check handling found in the Starfinder sheets is disabled as ACP has several conditions under which it is not applied in the playtest. Phillip G. said: Scott C. said: Dan C. said: Resistance and Weakness under Armor Class fill with the same text. When on is filled, the other automatically changes to match. Thanks Dan, Nathan beat you out on the report by just a minute or two ;) In case you didn't already note this Scott C. the issue is most likely that both entry fields have the same attribute name. They currently have the same display name when you mouse over them. Yep, it's a simple fix but there won't be a patch released till next week.
1533949841

Edited 1533950691
Phillip G.
Plus
Sheet Author
Additional things noted: • Resolve points is called Resonance and spacing has current value covered by title.  • Silver Pieces (sp) has been taken over by Stamina Points (@{sp}) • Spacing is becoming an issues for multiple areas due to increased data input. Case in point, the custom lore skill name is covering the skill modifier number. I'll post back if I see anything else that hasn't already been reported. Update: The first two items are not acting the same in two different campaigns. I will check this out further. In my personal campaign (I am GM, the names are just abbreviated as expected. Update 2: Reloading the campaign must have cleared the first two issues. Not sure why the names showed up the way they did.
Scott C. said: Thanks Nathan, Looks like there's an issue with doing any bonus to ac except for item. I'll get that fixed. In the meantime, use item for armor bonuses, and do the following if you have a different bonus that should only apply to ac: +X to ac -X to tac Thanks, Scott
1533950649
Scott C.
Roll20 Production Team
Compendium Curator
Phillip G. said: Additional things noted: • Resolve points is called Resonance and spacing has current value covered by title. • Silver Pieces (sp) has been taken over by Stamina Points (@{sp}) • Spacing is becoming an issues for multiple areas due to increased data input. Case in point, the custom lore skill name is covering the skill modifier number. I'll post back if I see anything else that hasn't already been reported. Thanks for reporting the overlap on the custom skill names. The rp and sp issues should already be fixed. Please reload your game and let me know if they're correct. The translation file didn't update correctly when the patch was pushed.
1533950725

Edited 1533950811
Phillip G.
Plus
Sheet Author
Thanks Scott, just got it. Purely aesthetics, but I think there should be a line under the max resonance points (RP). The current view has it floating in space next to the key ability.
1533951160

Edited 1533951613
Phillip G.
Plus
Sheet Author
After looking at the SF HUD manual, I was able to play with the buff mods. I am trying to enter a buff for inspire courage from the bard. +1 insight to attack +1 insight to damage This generates a highlight on my attack entries and changes them by the value, but does not get included in the rolls. Additionally, adding a mods for the saving throw bonus breaks the entire buff. +1 insight to attack +1 insight to damage +1 to saves Update: +1 insight to attack +1 insight to damage +1 to fort The save portion works as expected.
1533951862
Scott C.
Roll20 Production Team
Compendium Curator
Phillip G. said: After looking at the SF HUD manual, I was able to play with the buff mods. I am trying to enter a buff for inspire courage from the bard. +1 insight to attack +1 insight to damage This generates a highlight on my attack entries, but does not get included in the rolls. Additionally, adding a mods for the saving throw bonus breaks the entire buff. +1 insight to attack +1 insight to damage +1 to saves Thanks Phillip, for the time being, instead of using saves, do +1 to fort and ref and will
Not sure if it's been reported but Encumbrance, doesn't seem to adjust off of the strength mod
ArmpitGod said: Also, no Weapon in the Rulebook has multiple damage dice. If you need to heighten a weapon die past 1d12 (like using the Dual-Handed Assault Feat for Fighters), you add on a +2 circumstance bonus instead. I'm pretty sure the intent was to keep potency runes simple. Scott C. said: Jarrett B. said: When using potency runes with a weapon that uses 2 die (or more) for the damage calculation it doubles (or adds a die for each individual die) instead of adding. E.G. 2d8 weapon with potency 1 rune = 4d8 damage rolls, should be 3d8. 7d8 weapon with potency 1 rune = 14d8 etc.... Thanks Jarrett, That was me misreading the potency rune section, although I'm still not sure that is actually the right interpretation. I'll do some investigation and try to get a firm answer. EDIT: What weapon are you entering that has multiple damage dice without a rune? Magic weapons add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon’s damage die. this is how a player of mine is getting specifically 2d8 on his attack rolls (sorry for the hella late response) hope I hope my group hasn't been reading this wrong (if I am let me know please!)
1533959030
Scott C.
Roll20 Production Team
Compendium Curator
Jarrett, nope you were right. The update should be respecting the RAW
1533961310
Scott C.
Roll20 Production Team
Compendium Curator
Nathan K. said: Not sure if it's been reported but Encumbrance, doesn't seem to adjust off of the strength mod Hmm, Nathan, I can't reproduce this.