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[Paizo] Pathfinder Playtest Bug Thread

Minakie said: There is no place in the Character Creation to write down your character's Age, even though it's one of the steps when following the Rulebook There is no option for Background for the origin of the Feats I can't seem to set up Attacks and Feats with an associated attack (such as Razor Teeth) properly on this sheet. A little tutorial as a wiki page would be appreciated Lore and Performance are not listed with the other Skills What does the ACP in each skill (next to the Signature option) mean? Kinda sad that goblins are not proficient in Slings, I was using a goblin to replace my Pathfinder Ratfolk for the time being Having the Mess Kit back would be nice :) How do we make our gear AC bonus be counted towards our AC and TAC? How can we know what our Armor Proficiency is? A place on the character sheet for us to type our own Notes would be nice too ;) TBH, I don't see why age matters at all on the character sheet but you could just add that on the Bio section. For the unique attacks, just create a new attack and name it 'Razor Teeth' or whatever suits your needs. Lore and Perform can be added, click the '+' at the bottom of your skills. ACP = Armor Check Penalty Goblins and sling proficiency and the mess kit are rules complaints, make sure you give your feedback to Paizo! AC and TAC has been covered extensively in this thread.  Your proficiency is covered under your Class in the rule book. Notes can go in the Bio tab.
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SP is currently reading "Stamina Points" next to the other currencies of GP, PP, and CP.  Encumbrance appears to be 1 too high - my Str mod 2 character should have 7 encumbered, 12 over, but it's displaying 8 and 13 respectively. 
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Hp and temp hp boosts are indeed, working as are encumberance mods. Superb, and +1 to damage mods seem to be functioning spectacularily. The slowdown of the sheet with adding many feats and of course spells is paramount, but that is being worked on. Right now, the only quirk I seem to be finding that is behaving oddly, is the @{crit} attribute. Or rather, not behaving at all. I already reported that it does not double damage dice on a natural 20, but I just found that it also does not display any of the critical effects when it occurs. For this example, I have written 'Bleed' into the critical effect field. On the plus side, the roll-template change allows for quite a lot of freestyling even in tiny fields like damage type. In addition, the @{special} attribute/field on attacks does not seem to do anything. When you write something into it, it does not show up on the roll. What is the intended function of this field? That is all I have found for now! Best of fortune in battling the Great Slowdown Beast of Caerbannog .
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Ryan S. said: SP is currently reading "Stamina Points" next to the other currencies of GP, PP, and CP.  Encumbrance appears to be 1 too high - my Str mod 2 character should have 7 encumbered, 12 over, but it's displaying 8 and 13 respectively.  Bulk Your character’s maximum Bulk determines how much weight she can comfortably carry. If she is carrying a total amount of Bulk that equals or exceeds 5 plus her Strength modifier, she is encumbered. She cannot carry a total amount of Bulk that exceeds 10 plus her Strength modifier. Your character’s current Bulk is equal to the sum of all of her items; keep in mind that every 10 light items make up 1 Bulk. For more about Bulk, see page 175. Page 175 Bulk Limit You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the encumbered condition. You can’t hold or carry more Bulk than 10 plus your Strength modifier. ------- Providing some extra data. Essentially, the rules are bit confusingly written in this part. For encumbered. It's equal or exceed. For overburden, it's just exceed. But in the 175 page it direct contradicts the chargen entry. Stating you can carry 5+attribute without penalty. We do not know which one is actually correct. One could argue the one on 175 is likely the correct one, being the specific article. Errata has not been made for bulk yet. According to page 175 A +2 strength character can carry 5+2 without penalty. So encumbered would correctly be 8. But a +2 strength character cannot carry over 12. So, 13 would be overburden. A disallowed number. 12 is their max capacity before buffs or feats. Perhaps this confusion can be avoided by calling the final field Max with the attribute @{max_bulk}? Thus you know, your max bulk is 10+attribute with little room for confusion. The pathfinder playtest does not actually have a condition known as 'overburdened' anyway. it is just a hard limit of "She cannot carry a total amount of bulk exceeding X"
Felandi d. said: Hp and temp hp boosts are indeed, working as are encumberance mods. Superb, and +1 to damage mods seem to be functioning spectacularily. The slowdown of the sheet with adding many feats and of course spells is paramount, but that is being worked on. Right now, the only quirk I seem to be finding that is behaving oddly, is the @{crit} attribute. Or rather, not behaving at all. I already reported that it does not double damage dice on a natural 20, but I just found that it also does not display any of the critical effects when it occurs. For this example, I have written 'Bleed' into the critical effect field. On the plus side, the roll-template change allows for quite a lot of freestyling even in tiny fields like damage type. In addition, the @{special} attribute/field on attacks does not seem to do anything. When you write something into it, it does not show up on the roll. What is the intended function of this field? That is all I have found for now! Best of fortune in battling the Great Slowdown Beast of Caerbannog . I think more work needs to be done, because according to the rules, just because the weapon CAN have a critical effect your character may not be able to take advantage of it. Plus, natural 20s are not the only way to crit. I think there should be a separate crit button, that adds additional damage and the effect if there is one. 
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Scott C.
Roll20 Production Team
Compendium Curator
Minakie  said: There is no place in the Character Creation to write down your character's Age, even though it's one of the steps when following the Rulebook There is no option for Background for the origin of the Feats I can't seem to set up Attacks and Feats with an associated attack (such as Razor Teeth) properly on this sheet. A little tutorial as a wiki page would be appreciated Lore and Performance are not listed with the other Skills What does the ACP in each skill (next to the Signature option) mean? Kinda sad that goblins are not proficient in Slings, I was using a goblin to replace my Pathfinder Ratfolk for the time being Having the Mess Kit back would be nice :) How do we make our gear AC bonus be counted towards our AC and TAC? How can we know what our Armor Proficiency is? A place on the character sheet for us to type our own Notes would be nice too ;) Thank you for the feedback Minakie. I'll see what I can do to answer the sheet related questions, but the system questions are outside the scope of this thread and should be posted to the Paizo forums or r/pathfinder_rpg . Feedback on the changes from 1e in the Playtest should be submitted in the playtest feedback surveys or the  Paizo forums . So, on to your sheet questions: You are right, there should be an age field in the character sheet There aren't background feats in the playtest, so there is no option for background feats Can you expand on what issue you are having with entering attacks for weapons and abilities? ACP is the abbreviation for your armor's skill check penalty. This doesn't currently have an effect on the sheet I'll link you to one of the posts I've made on how to use the mods field for how to add armor It's unlikely that I will put a dedicated text field for notes in as the bio and info tab of the characters handle this with a lot more capability than I can put in the character sheet. Thank you again for your feedback, and I hope you enjoy the Playtest Ryan S. said: SP is currently reading "Stamina Points" next to the other currencies of GP, PP, and CP.  Encumbrance appears to be 1 too high - my Str mod 2 character should have 7 encumbered, 12 over, but it's displaying 8 and 13 respectively.  The stamina points issue is due to an error with updating the translation file for the sheet. This is the same error that caused the display bugs reported by Nathan on the last page, I just didn't catch the stamina points issue. As for the encumbrance issue, as Felandi points out the rules are contradictory. I had set it up based on the rules on page 175 that Felandi referenced. I'll see if I can't get an answer on that. Felandi & Nathan, Handling for criticals is in the works, it just didn't make it in for this update. The solution will probably be an ability command button since any automation would not be able to handle the non natural 20 critical hits. Thank you everyone for your feedback and for bearing with me as I get the sheet to the high quality I consider necessary, and haven't yet met. Also, thank you for keeping the discussion civil and constructive. Scott
And remember, even a natural 20 isn't necessarily a critical hit, the modified total of the roll still needs to exceed the AC.  Thanks for your work, Scott. Hopefully everyone understands you had to rush this out, likely before you even had a chance to get through the rule book.
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Scott C.
Roll20 Production Team
Compendium Curator
Actually, a 20 is still a critical, regardless of the total attack roll (from page 178): Unless this is another situation like the encumber bulk values where there's two opposite rules texts in the book.
Scott C. said: Actually, a 20 is still a critical, regardless of the total attack roll (from page 178): Unless this is another situation like the encumber bulk values where there's two opposite rules texts in the book. Yeah, I think you're right actually. It just flies in the face of every other version of a critical success. 
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Scott C.
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Actually, all critical successes work that way. See the die rolls section on page 8
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See page 421: A critical success is a degree of success that results from a check result that is 10 or more higher than the Difficulty Class, or a result of natural 20 (as long as that natural 20 does not result in a roll that is lower than the Difficulty Class). A critical success is also a success, though a critical success entry supersedes the success entry if present. edit: also states the same thing on page 292. There seems to be some confusion on the forums about this rule. edit 2: just to muddy the waters a bit further here is a link to a thread on the paizo forum with a comment from one of their devs which implies that the roll must still be a success:&nbsp; <a href="http://paizo.com/threads/rzs2vb92?Conflicting-Rules-About-Natural-20s#4" rel="nofollow">http://paizo.com/threads/rzs2vb92?Conflicting-Rules-About-Natural-20s#4</a>
ATK3 appears to work off the sheet but doesn't do anything if dragged onto the macro bar.&nbsp;
Aye, Nathan. I think the text on page 178 is just abbreviated, as the section for "Checks" starting on page 290 mentions "attack another creature" as an example, and the subsection "Success and Critical Success" has the text requiring that the natural 20 also be a success (page 292).
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Where would one put specific Actions/Activities/Reactions? Also, could someone tell me how the Buffs section is supposed to work? Thanks for all your work, Scott!
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Scott C. said: As for the encumbrance issue, as Felandi points out the rules are contradictory. I had set it up based on the rules on page 175 that Felandi referenced. I'll see if I can't get an answer on that. I also sent a report post on the Paizo playtest forums the moment I found the contradiction. So between your query and that, we should see some errata soon enough. Jez S. said: Where would one put specific Actions/Activities/Reactions? Also, could someone tell me how the Buffs section is supposed to work? Thanks for all your work, Scott! Buff mod section from the official starfinder sheet manual. In abridged terms. The mods can reference nearly any value in the sheet. You simply write the following: +1 feat to damage (the feat part is an optional note so you can reference what that buff came from. the word can be anything, such as spell, class or ability.) Ergo +x to x +1 to strength - would give a +1 to your strength attribute when you click the checkbox. If uncertain, you can mouseover the value to get the name of the attribute. To boost encumberance it is +1 to encumber bulk. Two word attributes work just fine. Something I just noticed. Putting your mouse over the Encumber value in the sheet. Does not give you a mousover header that tells you the attribute is: @{encumber_bulk} like all the other values do. Probably an easy fix.
Hello, maybe it's just me but the lag seems to be significantly less now. Also as a note, I had to change my Level 1 character to level 2 and back to get proficiency to recalculate correctly. Just as a note for anyone who that's still not working correctly for. The toggles for the Mods and Attacher fields along with the save, attack roll and damage roll ones for spells are still a bit iffy as far as accessibility because, for example, my PC running the sheet in Firefox is able to identify them as clickable elements, but if I switch to Chrome or pull it up in Safari on my iPhone it isn't able to figure them out. Other than that it works perfectly for me at the moment.
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Scott C.
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Thanks for the feedback on the lag Nick. The last update unfortunately didn't include any fixes for the accessibility issues with those expandable fields. It's something I'm hoping to address soon.
Regarding criticals, In the doomsday dawn twitch stream, Jason Bulmahn explains (on one of the players multi attacks) that on a natural 20 your attack roll still needs to beat the AC for it to be a critical.
started to pick apart the roll templates, some info on using them here
chris m. said: Regarding criticals, In the doomsday dawn twitch stream, Jason Bulmahn explains (on one of the players multi attacks) that on a natural 20 your attack roll still needs to beat the AC for it to be a critical. Yes, I just confirmed this with the man himself It was never my intent to hijack the thread with a rules discussion, however, I do feel that crits may have an impact on the sheet's design. Sorry if that isn't the case.
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DarkDeer
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It is A-OK to have some rules debate here! I sent off an email to Paizo today asking for clarification on crits and the Bulk talk. I shall leave it to Scott to update the sheet once we have full approval on the fixes :)
I find the light blue fuzzy font used for the activated buffs to be a bit difficult to read on the light background. Maybe a little darker would show up better.
The way I understood Crits working was reflecting back onto the 4 degrees of success. Meaning, if you try to hit a monster with 24 AC and your attack bonus is only +3, with no other bonuses, you miss on anything you roll. A Nat 20 is essentially a boost to your result, normally bringing Success to Crit Success, but in the case of a Failure, you now Succeed. You still need to succeed for a Nat 20 to crit, but Nat 20 is now also useful for turning bad situations into good ones.
Is there a way to add mods to custom skills?
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Nibrodooh
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Is there a reason to relegate Performance to a custom skill? Performance is no longer multiple skills as it was in Pathfinder 1.
Nibrodooh said: Is there a reason to relegate Performance to a custom skill? Performance is no longer multiple skills as it was in Pathfinder 1. You're right, there aren't specific types of Performances that you can get specifically trained in, but, different types of performances use different abilities (Dance is Dex, Comedy is Cha, for example).
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Nibrodooh
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Nathan K. said: Nibrodooh said: Is there a reason to relegate Performance to a custom skill? Performance is no longer multiple skills as it was in Pathfinder 1. You're right, there aren't specific types of Performances that you can get specifically trained in, but, different types of performances use different abilities (Dance is Dex, Comedy is Cha, for example). That is not correct, the rules state the skill always uses charisma, but can have a penalty based on the relevant stat. Some performances require you to be more than just charismatic, and if you don’t meet the demands of the art form or the audience, the GM might apply a penalty based on the relevant ability score. For example, if you’re dancing and have a –1 Dexterity modifier, that penalty might apply to your dancing attempt. Likewise, if you are orating and have a –1 Intelligence modifer, you might have to hope your raw Charisma can overcome your intellectual shortcomings—or ask someone to help write&nbsp; your speeches!
Scott C. said: 42nfl19 said: Is @{initiative_skill} calculable? I am trying to implement Incredible Initiative where you get a flat +1 circumstance bonus to all of your init roles, no matter what skill you use. Yes this is possible, simply put "+1 to initiative" in the mods section of your incredible initiative ability. This was an old question but I finally tried to put it into practice with one of my characters but I can't seem to get the mod to work.
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42nfl19 said: Scott C. said: 42nfl19 said: Is @{initiative_skill} calculable? I am trying to implement Incredible Initiative where you get a flat +1 circumstance bonus to all of your init roles, no matter what skill you use. Yes this is possible, simply put "+1 to initiative" in the mods section of your incredible initiative ability. This was an old question but I finally tried to put it into practice with one of my characters but I can't seem to get the mod to work. You are correct that +1 to initiative does not work. If this is intended to work, then it is something to tweak. Until then, initiative is based upon perception as you can see next to initiative. So until then you can place: +1 to perception. INCREDIBLE INITIATIVE&nbsp; FEAT 1 You react more quickly than others can in any situation. You gain a +1 circumstance bonus to all initiative rolls, whether they’re Perception checks, skill checks, or any other kind of rolls. - Page 167 If you have this feat, however. Then a way to ONLY buff initiative itself, not perception checks is needed. Other abilities with a similar effect is the spell Foresight on page 226 And the specialised animal companion Ambusher on page 286 and multiple class feats. Scouts Warning for ranger and rouge. And the fighters level 7 Battlefield Surveyor. Which gives a bonus to perception, but only for initiative purposes.
Apologies for the double post. I will forego that social courtesy as this is a place to report bugs and inconsistencies. I was just looking over the equipment and armor for the first time. I know mentions about putting mods to TAC and AC have been mentioned, which is working fine. And I know no place to input shield bonuses exists. However, in equipment, when you make a new entry for the purpose of, for this example, Equipped Light Armor. This being a trained character. There is no field where you can fill in the attributes or penalties of the equipped armor either. So there is currently no way to increase the AC from armor attributes. These attributes currently have the starfinder attributes tied to them, in addition. @{eac_armor} @{kac_armor} - and even if one wanted to circumvent the lack of input fields with mods. +1 to eac armor/eac_armor or it's counterpart are defunkt. Hopefully that was not just a repeat of already known information. Have a lovely weekend and thank you for the hard work.
Nibrodooh said: Nathan K. said: Nibrodooh said: Is there a reason to relegate Performance to a custom skill? Performance is no longer multiple skills as it was in Pathfinder 1. You're right, there aren't specific types of Performances that you can get specifically trained in, but, different types of performances use different abilities (Dance is Dex, Comedy is Cha, for example). That is not correct, the rules state the skill always uses charisma, but can have a penalty based on the relevant stat. Some performances require you to be more than just charismatic, and if you don’t meet the demands of the art form or the audience, the GM might apply a penalty based on the relevant ability score. For example, if you’re dancing and have a –1 Dexterity modifier, that penalty might apply to your dancing attempt. Likewise, if you are orating and have a –1 Intelligence modifer, you might have to hope your raw Charisma can overcome your intellectual shortcomings—or ask someone to help write&nbsp; your speeches! Huh...interesting... I stand corrected.
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So I took the Toughness feat which essentially gives me an ammount of hitpoints equal to my level, or 4, whichever is higher. I've got a level 4 character and I'd like to set up a mod that adds my level to my hitpoints so it will auto-calculate when I level up. What would be the formula for that? I'm really bad at this mods stuff. Edit: I figured it out. +@{character_level to hp_max&nbsp;&nbsp;&nbsp;&nbsp;
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Scott C.
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Just +@{character_level} to hp. basic mods syntax is to simply take how you would talk about the mod (e.g. +X bonus to hp in the case of the toughness feat), and simply remove the "bonus". You can reference any numerical value on the sheet in these mods.
Did we figure out how to buff spell points? We have multiple&nbsp;people in our party with a feat bonus to max SP, but can't work the syntax out. Couldn't find it in the thread.
Robert D. said: Did we figure out how to buff spell points? We have multiple&nbsp;people in our party with a feat bonus to max SP, but can't work the syntax out. Couldn't find it in the thread. I used this to boost my spell points.&nbsp; +2 to spell_points_max The best thing to try in general is to hover your mouse over an attribute you wish to buff/debuff and look at the attribute name. Usually @{some_name_here}. Then just go +x to some_name_here. If it does not work, it is probably broken or non calculable. Just like how I found out speed and the multi_attack penalty is non calculable.
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The Aaron
Roll20 Production Team
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Clouds H. &nbsp;said (elsewhere): I’m filling out a character sheet for the Pathfinder playtest. It’s taking up enough processing power to nearly crash two browsers (Safari and Chrome), it’s barely working in the iPad app, and when it does work it’s slow and buggy. It deletes things I just filled in and some areas (like HP) that should be editable aren’t. My GM is having the same issues. Anyone else?
Question, for the bulk of light items, should I put the value as L or .1?
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Nibrodooh
Pro
Sheet Author
42nfl19 said: Question, for the bulk of light items, should I put the value as L or .1? L
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42nfl19 said: Robert D. said: Did we figure out how to buff spell points? We have multiple&nbsp;people in our party with a feat bonus to max SP, but can't work the syntax out. Couldn't find it in the thread. I used this to boost my spell points.&nbsp; +2 to spell_points_max The best thing to try in general is to hover your mouse over an attribute you wish to buff/debuff and look at the attribute name. Usually @{some_name_here}. Then just go +x to some_name_here. If it does not work, it is probably broken or non calculable. Just like how I found out speed and the multi_attack penalty is non calculable. It is worth noting, that the multi word attributes can be used in mods both with and without underscore. ( _ ) Example: +1 to spell points max (note the plural on 'points' Singular will not function) +1 to encumber bulk +1 to temp hp Both function without underscore. Just as they do with it.
My players cant get the higher levels spells to edit. Trying to add lvl&nbsp;2 levels and they wont let him.&nbsp;
The bug with multiple handout links in a template not working without an extra space between them seems resolved. I will say that the orange with the brown drop shadow is a bit hard to read unless I lean close to the monitor.
So other than on page 3 I couldnt find anything about adding multi damage types to one attack. Is there any word on allowing the Modifier attributes to accept + #d# instead of just + #
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DarkDeer
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Pathfinder Playtest V0.01 Build Date:1536066000 Bugs Fixed The latency when the spells/powers section is open should be noticeably improved. Armor Buffs are now working (I swear) The critical effect and damage type fields were barely wide enough for single letters, let alone actual words, this has been remedied New Features A prototype method for handling critical hits on weapons has been introduced. Please give feedback on how it works, looks, and how you like it.
Critical system is pretty solid for a prototype! I've only played around with it for a little bit, (trying to keep ahead of my players in terms of familiarity lol) and it calculates properly with the core variables. I'm curious about when (or if) Deadly or Fatal will be implemented?
With regard to Damage Mods, I have noticed that a bonus (conditional) is applied to rolls, however a penalty (negative modifier) is not applied to rolls (though it is indicated in the attack stats).
Royal said: Critical system is pretty solid for a prototype! I've only played around with it for a little bit, (trying to keep ahead of my players in terms of familiarity lol) and it calculates properly with the core variables. I'm curious about when (or if) Deadly or Fatal will be implemented? Under the Critical Effect of the attack just put&nbsp; Deadly [[1d10]] and it should roll it whenever the critical button is pressed and signify which one is which. Just replace the d10 with whatever your deadly die is if it's different.
Jamie H. said: Under the Critical Effect of the attack just put&nbsp; Deadly [[1d10]] and it should roll it whenever the critical button is pressed and signify which one is which. Just replace the d10 with whatever your deadly die is if it's different. That's actually pretty handy! I'll have to edit it whenever my players improve their weapon quality, as it doesn't seem to add the extra dice Deadly gains from Master and Legendary quality, but it is &nbsp;auto rolled with everything. I imagine Fatal wouldn't work nearly so well under the same circumstances lol
Royal said: Jamie H. said: Under the Critical Effect of the attack just put&nbsp; Deadly [[1d10]] and it should roll it whenever the critical button is pressed and signify which one is which. Just replace the d10 with whatever your deadly die is if it's different. That's actually pretty handy! I'll have to edit it whenever my players improve their weapon quality, as it doesn't seem to add the extra dice Deadly gains from Master and Legendary quality, but it is &nbsp;auto rolled with everything. I imagine Fatal wouldn't work nearly so well under the same circumstances lol None of my players use pick weapons so I haven't really looked at it yet but a quick fix until someone more knowledgeable than I comes along would be to put their total adjusted damage roll in the critical effect roll and ignore the rest of the damage numbers. So, for example, let's say you had a +2 Pick with an 18 strength you could just put Fatal Damage [[7d10+8]] into the critical effect field (+1d6 weapon +2d6 potency +4 str mod all multiplied by 2 with an extra die for fatal and all jumped up to d10's on crit) and all your damage will be added up under the crit effect field. Just ignore the other damage numbers before the Fatal Damage text
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Scott C.
Roll20 Production Team
Compendium Curator
Dalton S. said: So other than on page 3 I couldnt find anything about adding multi damage types to one attack. Is there any word on allowing the Modifier attributes to accept + #d# instead of just + # This is already in the sheet. The field after the ability to use for damage is a pure text field. You can enter anything you want in there (other dice rolls, roll queries, keep highest/lowest, etc.). Bast L. said: The bug with multiple handout links in a template not working without an extra space between them seems resolved. I will say that the orange with the brown drop shadow is a bit hard to read unless I lean close to the monitor. Hmm, thanks for the feedback Bast. Would using the color scheme of the fumbles be easier? Royal said: Jamie H. said: Under the Critical Effect of the attack just put&nbsp; Deadly [[1d10]] and it should roll it whenever the critical button is pressed and signify which one is which. Just replace the d10 with whatever your deadly die is if it's different. That's actually pretty handy! I'll have to edit it whenever my players improve their weapon quality, as it doesn't seem to add the extra dice Deadly gains from Master and Legendary quality, but it is &nbsp;auto rolled with everything. I imagine Fatal wouldn't work nearly so well under the same circumstances lol The values of the dropdown for the weapon's quality are numbers (0-3), so you could do: Deadly [[ [[{{?{quality|1|2|3}},{2}}&gt;2 + {{?{quality|1|2|3}},{0}}&gt;3]]d10]] That'll auto level with the quality of the weapon. For Fatal, you could do this in the critical effect: Total Fatal Damage [[ [[(@{damage_dice_num}+@{potency_rune})*2+1]]d12 + @{damage_ability}*2+(0@{additional_damage}@{damage_misc})*2]] That will scale if your weapon's damage dice change for some reason, or if you add a potency rune to the weapon (using d12 as an example). Phillip G. said: With regard to Damage Mods, I have noticed that a bonus (conditional) is applied to rolls, however a penalty (negative modifier) is not applied to rolls (though it is indicated in the attack stats). Thanks for the report Phillip. Thanks for the feedback everyone, I hope that everyone is enjoying the sheet now that it is reaching a higher level of completion. Scott EDIT: Had forgotten the ability, additional damage, and mods for the fatal macro. Thanks for triggering my memory on that Jamie.