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[GURPS] Known Issues

Would there be a possibility of adding attribute modifiers? Certain things do lower your attributes for everything, such as wearing layered armor in Low Tech where each bonus layer lowers your DX by one.
Yeah, I wanted to add them (assuming we're talking about the same thing), to accommodate penalties from reeling and shock. The trouble is that when you reduce an attribute due to penalty, you shouldn't reduce it's sub attributes (and maybe not skills either), so I can't just modify the current attribute. I'd have to have another field for the modified attribute. And then if I wanted to allow arbitrary modifiers like the one you suggested then I'd have to add yet another field for that modifier. I'm concerned that this might make the sheet confusing, and also take up a lot of space. At the time I had decided it would be best to just have people manually input the modifier whenever they roll. Since you've requested it I might put some more thought into it. Alternatively if you have any ideas on how to address those concerns, that would be helpful.
1403684277
Alex L.
Pro
Sheet Author
Devindra P. said: Yeah, I wanted to add them (assuming we're talking about the same thing), to accommodate penalties from reeling and shock. The trouble is that when you reduce an attribute due to penalty, you shouldn't reduce it's sub attributes (and maybe not skills either), so I can't just modify the current attribute. I'd have to have another field for the modified attribute. And then if I wanted to allow arbitrary modifiers like the one you suggested then I'd have to add yet another field for that modifier. I'm concerned that this might make the sheet confusing, and also take up a lot of space. At the time I had decided it would be best to just have people manually input the modifier whenever they roll. Since you've requested it I might put some more thought into it. Alternatively if you have any ideas on how to address those concerns, that would be helpful. I had the same problems with my 4e sheet although not with attributes, i found that people got equaly confused with a box for something not being there and them needing to put a value in as they do with one being there so i just gave up and put them in.
This is looking great!
Attribute modifiers are definitely on my radar now. But I'm quite busy for the next little while as I'm about to get a campaign going, after that I want to add attribute modifiers, and if I can calculations for encumbrance and low hp/fp.
1404004975

Edited 1404005657
Hey there, great job you did with the last update. However the prompt modifier doesn't seem to work with the attacks skill roll in combat tab, I can't use it with options like deceptive attack or aim etc. My players are very pleased with your sheet. Thanks !
Noted, just forgot to add the modifiers to them, it'll be a simple fix.
1404360644

Edited 1404361131
Devindra P.
Sheet Author
I've pushed an update to Roll20. Once it's been accepted you'll get the following: Attribute Modifiers, note that a modified attribute will not change it's derived attributes. Only skill rolls, and direct rolls on the attribute. It is intended for temporary debuffs (such as low HP/FP). Modifier prompt for attack skill rolls. A racial traits box, to sort out racial advantages/disadvantages from your other traits. One-Way languages. As per the rules you could buy a language one-way at the Accented level for 1 point. (I'm using this in my campaign for a race that can understand other languages, but is biologically incapable of speaking them. Like Han Solo/Chewbacca) Manual note sections. Notes will no longer appear on hover, instead you can open them up with a click (I'm also considering adding a tooltip to show it on hover, but without interrupting the tables' flow). There also a small update available for the script that will print out who is rolling. Pull Request: <a href="https://github.com/Roll20/roll20-character-sheets/" rel="nofollow">https://github.com/Roll20/roll20-character-sheets/</a>.. (You can check ^ here ^ to see if the pull request has been accepted yet)
I have noticed a few issues and I am unsure if this is included with part of your fix. Hover Tool-tip for Current HP/FP is not calculating Verge of Death, Death, Total Destruction, and Unconsciousness. Not sure if it is suppose to or not but it seems by the way it shows them it should be. Next to the encumbrance levels that effect your move it should be calculating your move and rounding it down since you are suppose to be dropping any fractions. Ranged Attacks under the Combat Tab keeps telling me I should be entering in a number for Range whenever I try to enter both the 1/2 Damage and Maximum Range. I normally type this how it is listed in the book, for example "10/20". Last thing which is more of a request is if there is a way inputting what the default is suppose to be for skills. My understanding is if your skill is defaulting to another skill you should be spending the point difference of raising your skill.
Just a quick post to inform you that, since the last update, encumbrance levels and lift & moving fields are not correctly auto-calculated anymore. It repeats the basic lift value. Move isn't calculated either.
Oh really? Been busy lately and focusing on other things, but that's pretty serious!