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Pathfinder sheet issues and suggestions

1401825211

Edited 1401825273
Sam M.
Pro
Sheet Author
That's out of my realm and should be moved to the character sheet issues thread. Regardless, I'm not seeing that issue in my game. I can set AC just fine.
Blah... sorry for the mistake, I was expecting it to be "AC" (based on the tooltip) whereas it is actually defined as "ac". Works perfect now, thanks!
Wait, so autocalcs from the sheet can be assigned to attributes? Every time I tried this, the log prints out the calculation rather then a value. That was the whole reason for making my own sheet.
Don't know if it's been seen yet, but When the Max Dex for armor is less than a character's Dex Mod, it should apply that reduced number instead of the full number. Also, the HP calculation needs to be adjustable, ty.
1401837773

Edited 1401895506
Sam M.
Pro
Sheet Author
Jake S. said: Don't know if it's been seen yet, but When the Max Dex for armor is less than a character's Dex Mod, it should apply that reduced number instead of the full number. Also, the HP calculation needs to be adjustable, ty. HP calculation is about as adjustable as it's gonna get. I just learned how to set maximums for things today so I'm going to give that Max Dex stuff a shot. I can't use the keep logic for rolls in an auto calculated field so that failed.
You mentioned that you can't manually reorder the sheet, but is there a way to make the fields such as weapons, spell, and inventory alphabetize the list?
1401858983
Sam M.
Pro
Sheet Author
Also no, this stuff is pure HTML and CSS so there's not a lot I can do besides make it look a certain way.
Any way we can get the fields to be freely editable? Because it seems like it'd be a lot simpler and less frustrating for certain corner cases (in my case, calculating HP for an Agent of the Grave) if I could just input my HP total instead of wrestling with the other stuff.
1401882020
Sam M.
Pro
Sheet Author
Only if I create a sheet with no auto calculated fields at all.
I was thinking about the flat foot AC issue with characters with negative modifiers. Wouldn't it work to add an attribute on the sheet somewhere for dexterity penalties? That way you could always have it add that value to flat foot AC (characters without penalties or with bonuses would just leave it at 0).
1401894927
Sam M.
Pro
Sheet Author
Each ability, after changes made because of race, has a modifier ranging from –5 to +5. Table: Ability Modifiers and Bonus Spells shows the modifier for each score. The modifier is the number you apply to the die roll when your character tries to do something related to that ability. You also use the modifier with some numbers that aren't die rolls. A positive modifier is called a bonus, and a negative modifier is called a penalty. Under combat, Armor Class, there's this tidbit: Sometimes you can't use your Dexterity bonus (if you have one). If you can't react to a blow, you can't use your Dexterity bonus to AC. If you don't have a Dexterity bonus, your AC does not change. Basically, this means that if your AC is lower than your flat-footed, use your AC when you're flat footed.
1401907150

Edited 1401907196
Sam M.
Pro
Sheet Author
I may be jumping the gun, but it looks like this will now be possible. I'm pretty excited to push this later tonight.
Hello. As others have said, first off, fantastic job! I'm almost done running Carrion Crown, and I'm starting up the final module and going to use your sheets. I've been playing around with filling one out for one of my PC's in advance, and I have a few questions. First off, how does the class information section work? My player is an 11th level Cleric. So I put cleric in there...BAB +8 (does it support the actual bonus of +8/+3?)...what goes in the "Skill" box? The Favoured Class box at the bottom, do you just put the name of your Favoured Class in there? Also, I love the way you've integrated the capability to roll from the sheet with the buttons. I've created a few weapon slots, and put in their details, and then clicked the roll. It seems to work, and when you mouse over the roll, it shows you how it was done. Problem is, I'm a noob, and I don't understand ANY of that formula. I know my players are going to want to know if their rolls are being calculated properly, and I don't understand what "floor" is, and where all those modifiers (or 0's in my case) are coming from.
1401913542
Sam M.
Pro
Sheet Author
The weapon roll just uses the choices in the weapon fields. Your attack modifier + your attack type, your damage modifier + your damage ability, what your crit chance is, and weapon and attack notes. The only way the results could be wrong is if there's an input error somewhere, like putting your ability mod in a base field. The class table is pretty simple to use, just put each of your classes in a separate row and plug in their relevant stats. There's no support for multiple BAB since anything above 6 and every 5 after is just -5 to the previous BAB. You can make a macro for multiple attacks since there's not enough room on the sheet to support multiple attacks with one weapon. The skill box is your total skill ranks received from that class. The favored class box is for your favored class. Since you're not using the sheet yet, make sure you delete all your old attributes when you do. Otherwise your sheet will look like it's not working and you'll come back here saying it's not working then get told to delete everything anyway.
Sam, if you're doing that, is it possible to return token actions to the repeating weapons field?
1401914218
Sam M.
Pro
Sheet Author
I don't think repeating buttons were able to be tokenactioned in the first place. Can you call a repeated button right now?
Probably my mind playing tricks on me again... seem to recall you had token actions in place for, like, a day before taking them back off for some reason or another.
1401914421
Sam M.
Pro
Sheet Author
They were for Fort, Ref, Will, and Initiative but I took them off because people couldn't turn them off.
Your example above, of tonight's possible update, is similar to what I've been doing... I set up a script like that, and adjust it to find the appropriate repeating field, then just copy it to the appropriate character's Abilities section. Those can be token actioned, and ends up working just fine. I just can't help but think there's a better way... there's always a better way. Or should be if there ain't! q;} -Phnord
1401917275
Sam M.
Pro
Sheet Author
My example pretty much only works while it's in the repeating sections. If you try to call it directly, it'll have no clue what you're trying to do.
Sam said: The favored class box is for your favored class. Since you're not using the sheet yet, make sure you delete all your old attributes when you do. Otherwise your sheet will look like it's not working and you'll come back here saying it's not working then get told to delete everything anyway. So in the Favoured Class box, I just list the name of the class, right? Because I can't edit any fields around the name field. Not sure I understand what you mean about using the sheet. I've been editing it in my campaign; is that not using it? Sorry for the newbish questions. Is there a document I should be reading to teach me the stuff about the sheet? Or another appropriate place to ask questions?
1401922486
Sam M.
Pro
Sheet Author
Ignore that part, but the rest still applies. Make sure no old attributes are on your characters before updating them to using the sheet. You can really do whatever you want for the favored class box, nothing relies on it. It's mostly just there for convenience.
1401922795

Edited 1401923973
Ahh, I understand. The boxes around it are totals. Cool, good to know! I think I understand what you mean about attributes on the tokens. I'm starting the next module, and making it all from scratch, rather than copying from the previous, so I'm thinking that old attributes shouldn't be an issue. But I appreciate you letting me know that it can interfere!
I notice that the boxes are highlighted when you make an attack roll, so you know if you rolled a 1 or a 20. Great idea. What about weapons that crit on more than a 20? For instance, my player has a keen longsword that crits on a 17-20. I put that in the crit box, but is there a way to highlight box on those rolls? Or a way to even see what you rolled on the dice?
1401924773
Sam M.
Pro
Sheet Author
That's all Roll20 native functionality that I can't control through a character sheet. When you mouse over an inline roll, it'll show you the "the formula = the result". The first number after the equals sign, inside of the parentheses, is your roll result.
1401977988

Edited 1401997310
Sam M.
Pro
Sheet Author
The following changes are coming to the sheet: added a macro-text box to attacks for both PCs and NPCs added and HP formula field fixed a header issue in the npc section added npc current health changed special attacks to just a text field added CMD notes to NPC sheet added Burrow speed to NPC sheet added Weaknesses to NPC sheet added the last 3 misc skills to the skill ranks total
Hi there, is it possible to implement that when i as a GM use the rolls from one of my players characters, that it is automaticaly a hidden roll? Would be quite handy for perception, sense motive, stealth and the like.
Markus R. - I would suggest a different approach to this, using Macro's instead. Here is a macro that I use for Group-Perception: ... /w gm Group Perception Check: /w gm Player1: [[d20+@{Player1|Perception}]] /w gm Player2: [[d20+@{Player2|Perception}]] ... Individual Skill Macro: /w gm @{target|character_name} - Disable Device: [[d20+@{target|Disable-Device}]] The above you can change pretty much any skill, click the macro, then click the character and the roll comes back as a gmroll.
1402073930
Sam M.
Pro
Sheet Author
Markus R. said: Hi there, is it possible to implement that when i as a GM use the rolls from one of my players characters, that it is automaticaly a hidden roll? Would be quite handy for perception, sense motive, stealth and the like. Use the NPC buttons for GM rolls. They pull the same info as the PC buttons so it should be virtually the same thing.
1402085986

Edited 1402087316
Spells should have a Components and Casting time field. Also really eager for them to be rolled like attacks, would make playing and GMing for spellcasters so much easier.
1402088289

Edited 1402093598
Nibrodooh
Pro
Sheet Author
loving the the editable weapon macros, it makes that section infinitely more useful, and it allows the use of the weapons buttons as token actions wich is great. Thank you for all the hardwork you've put into the sheet. for those who are unaware calling @{repeating_weapon_x_macro-text} is the way of making a token action for the button so long as the macro is formated with "repeating_weapon_x_" appending all the necessary fields. (x must be switched with the weapons number, starting with 0 and counting up as you go down the list)
1402091523

Edited 1402091642
Sam M.
Pro
Sheet Author
What I'll probably do is replace the description box with a macro box that kinda looks like this: School @{school}; Level static level based on spell section Casting Time @{casting-time} Components @{components} Range @{range} Targets/Area @{targets} Duration @{duration} Saving Throw DC @{spell-level-X-dc}, @{save}; Spell Resistance @{sr} Uses Remaining (@{used} - 1) DESCRIPTION The following changes would have to be made to make this work prepped and used will have to be condensed into one box to make room for the roll button the name field's size will be reduced by at least half the class field will be replaced with a target/area field casting time and components added the range field needs to be replaced with a select box the spell description just has to be manually put at the bottom of the macro text box How does this sound?
1402093444
Nibrodooh
Pro
Sheet Author
would it be feasible to have the description and macro separate(each with their own collapsible section)? this would make the sheet more readable for players looking at their spells in my opinion, as the information in the macro is right above the field, and the players may not be familiar with the macro syntax.
1402094172
Sam M.
Pro
Sheet Author
The two are pretty much interchangeable so having two of them would be redundant. You could replace the whole macro with the description if that's all you want to show or paste the description at the bottom of the macro. I'm just really not a fan of making a spell 3 lines if I can help it.
1402094793
Nibrodooh
Pro
Sheet Author
what im trying to get at is i would like the button to print the macro in chat, but have a a field for just the description for looking at the sheet. i understand the hesitance to add an additional field tho, and I can accomplish what i need through delegating the macro part to a character ability to clean up the field for my players. just my 2 cents.
1402095271
Sam M.
Pro
Sheet Author
Keeping the description is probably the way to go then, since I don't wanna mess up anyone's current sheet by removing the description too. I'll just add the macro text to the bottom and collapse it by default.
Yeah, I don't want the macro and the description to be one and the same, it gets harder to instruct less tech-savvy players to not overwrite the macro bits while copying and pasting their spell description in there. Unrelated request that you'll probably have to pass along to the Roll20 team: ability to type in stuff for token bars. I want a bar to track my Ki, for example, but while I can call up my current Ki with an ability (@{repeating_feat_0_used}), I can't select it in the dropdown list because it's part of an arbitrarily long list. Trying to use the maximum of an attribute (like @{HP|max}) doesn't work in macros either.
The NPC Special Attack field seems to have been reduced to a single line, making it very difficult to read my Special Attack information. Could we have a larger field please?
I'm sorry if this seems rude, but why did the NPC HP section change? It was really simple for me to look at the section after creating the NPC/creature and tell HD as well as other items, but now it's a line of code that only pulls the Con modifier and class levels, but there's no place on the sheet to put in class health levels, the line can't differentiate from lack of constitution (undead is a prime example) and I can't put anything else in there except just a single number without it looking back at me like I'm stupid and can't talk. In other words, one of the things I enjoyed about this NPC sheet is now gone and makes me feel like I may as well just not even use it because I'm now expecting more fields like this to go to hell and expect me to have a degree to read the magical code lines I can't find.
1402173569
Sam M.
Pro
Sheet Author
Maybe calm down and just ask if you can have the hd field back?
Sam said: Maybe calm down and just ask if you can have the hd field back? Poor Sam, I appricate your hard work buddy.
1402173835
Nibrodooh
Pro
Sheet Author
the field is now a macro so you can make it auto calculate health however you like, so for example it allows you to make the change for undead. the lack of input for class hp in in need of work however as it seems you need to switch to PC mode to edit it. in the class health you just set the calculated amount of health from the hit die. I'm fairly new to pathfinder but i don't believe you generally need to see NPC hit dice uncalculated very often.if it is a thing you need to see often then maybe that could warrant a change, but for now i would advise adding it to the defensive abilities field.
1402173918
Sam M.
Pro
Sheet Author
Lol, thanks Michael. The truth is so far no one has said "OMG the NPC HD field is so awesome thanks", instead it's been "wtf does it even do?". Next time I'll just ignore the vocal minority when it comes to fluff boxes.
1402174033
Sam M.
Pro
Sheet Author
Nibrodooh said: the field is now a macro so you can make it auto calculate health however you like, so for example it allows you to make the change for undead. the lack of input for class hp in in need of work however as it seems you need to switch to PC mode to edit it. in the class health you just set the calculated amount of health from the hit die. I'm fairly new to pathfinder but i don't believe you generally need to see NPC hit dice uncalculated very often.if it is a thing you need to see often then maybe that could warrant a change, but for now i would advise adding it to the defensive abilities field. You could also just put a static number instead of a formula. It's however you want to do it.
Well it was simple before it changed, and it allowed for me to not only choose the HD formula as well as anything else, but now set as a macro, I can't do anything but just put a simple number into it. So for people that barely understand code in the first place (if no one can tell, I'm obviously one of those people) it just becomes a huge line of 'wtf am I looking at because this makes absolutely no sense'. I honestly don't see the point of having it as a macro because it just now makes it extremely confusing for people who want something simple. In my opinion, looking at a stat block to read xdy + z is way easier than ((@{CON-mod} * @{level}) + (@{class-0-hp} + @{class-1-hp} + @{class-2-hp} + @{class-3-hp} + @{class-4-hp})) considering not everything has a Con mod (unless you want to publish the tutorial on how to get around that) and there's no HP field or multiple class fields in the NPC portion like there are in the PC portion. I'm not trying to be a jackwagon here but that entire line of code to me is absolutely pointless on the NPC portion and for those who don't know code, it's extremely frustrating for use to work with. I very much appreciate the work you guys have put into these sheets, and I've enjoyed the simplicity you gave for users on them for that exact reason. They're simple and fairly easy to use. Turning fields that would be simple for people to use and understand into code lines that nobody has a friggin clue about doesn't help the simplicity of it and for a few people I've already talked to, it kills any patience and willingness to even consider looking at the character sheets.
1402184041
Sam M.
Pro
Sheet Author
Dude you're making this much more of a big deal than it is right now. Just change CON to CHA if you're trying to make undead or just set the whole thing to a static number if you don't care about it changing based on spells that affect CON or CHA. You can also just not use the sheet if this part makes you hate it that much. I'm leaving the formula as is because it provides users to fill it in their own way, whether that be changing CON to a different ability, changing the whole thing to a single number, or making the formula more complicated. When the next update to character sheets allows a game to have multiple sheets, I'll probably split the NPC and PC sheets and make the NPC formulas for everything much simpler. Until then, this is what we have.
1402204252
Nibrodooh
Pro
Sheet Author
Sam said: Nibrodooh said: the field is now a macro so you can make it auto calculate health however you like, so for example it allows you to make the change for undead. the lack of input for class hp in in need of work however as it seems you need to switch to PC mode to edit it. in the class health you just set the calculated amount of health from the hit die. I'm fairly new to pathfinder but i don't believe you generally need to see NPC hit dice uncalculated very often.if it is a thing you need to see often then maybe that could warrant a change, but for now i would advise adding it to the defensive abilities field. You could also just put a static number instead of a formula. It's however you want to do it. yep just wanted to give him an idea of why the change was a good thing :-)
Apparently none of you get what I'm trying to say so I guess when it comes to anything code related, I'll just act like a sheep for y'all.