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Latest sheet changes & general discussion

Baron Greystone said: " Maybe you could make the current beta into a brand-new sheet choice that people can opt into, instead of as a forced change that they might not end up wanting? " I agree with this, as the beta version would not be usable in my campaign. If that is not possible, could you provide the necessary files for version 1.58 to allow GMs who do not wish to utilize the new version the ability to create a custom sheet.
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S W. said: Baron Greystone said: " Maybe you could make the current beta into a brand-new sheet choice that people can opt into, instead of as a forced change that they might not end up wanting? " I agree with this, as the beta version would not be usable in my campaign. If that is not possible, could you provide the necessary files for version 1.58 to allow GMs who do not wish to utilize the new version the ability to create a custom sheet. Hi SW, Roll20 normally only allows 1 sheet per system with few exceptions, but I would be happy to ask.  BTW: Pro users can grab any version of sheet code they want to use from roll20's github repo .  Grabbing code for a custom game will no longer get automatic updates, but if you have a highly customized game it may be best to grab whatever version you like. "...the beta version would not be usable in my campaign." If you could explain, I am more than happy to listen and make adjustments.  My idea on starting this process was to make the 1e sheet better .  Up to this point, I have tried to avoid breaking anything.  I have purposely not touched many of the "cornerstone" attributes.  If something is broken, beta is the place to fix it. Is there anything on the current version that you would change?  What has been done in the beta update that you don't like or do like.  Without feedback(good/bad), I'm flying in the dark... Sincerely, Vince
Not that I'm trying to argue, but I remember back when I started using R20 there were more than one charsheet choice for the games I played. Just a quick glance now shows 2 for 2nd ed AD&D, and quite a few for Runequest and Call of Cthulhu. So I would think a simpler 1st ed AD&D and a complex macro-ridden version would be legit choices... No?
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Most of the dupes were grandfathered in or there may be an "official" version by roll20 as well. (specifically coc)  That said, I am happy to ask if/when the time comes.
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First off, Vince, amazing work on the 1e sheet. I can see you thinking ahead at every turn, making sure all of the components are exposed for future use through macros. Very thoughtful design in terms of how you're capturing the data. Having built a 1e sheet myself that we've been using for a few years, I know what goes into the whole thing (and I do appreciate you looking to see if there is something you can reuse for your efforts here). Thus based on my prior experience and doing a quick compare, here are a few ideas for where you could improve the public 1e beta sheet - as I understand it. I haven't been able to run a test game (or applied some of our common macros) which is where the rubber meets the road. If you could apply even just the pc sheet enhancements, I'd be happy to run some games testing it. Apologies if any of the below is a duplicate of prior requests: option to change the font used in the data fields. The script font is... non-optimal. This would go a long, long way to making the sheet readable/usable. recommendation: classify weapons as missile or melee; your attack api needs to know this to apply the correct ability score adj. Optimally I'd hide the missile fields for melee weapons personal preference, but the long shadows on the buttons are distracting. See the buttons on my 1e sheet (not the best but better). The "twisties" could also use some design work (sometimes the little details make a big difference in terms of the user's perception on overall quality). attack api: ability to attack a target that auto-calculates weapon type vs. AC and size damage; both pc & npc sheets attack api: ability to adjust AC of opponent and enforcement of worst AC = 10. Most adjustments go against AC and not all are global. It's easiest to send the mod through the attack. And BTW, I'd prefer that the convention be NEGATIVE values make an armor class WORSE (even in a descending AC game; I and my players find that that is the way the spells are described and it's most intuitive that way). attack api: ability to set an option so that weapon type vs. armor rating is an adjustment to AC. This limits the attack bonus to AC 10. At lower levels, this is pretty important (2e applied the adjust to the attack matrix vs ac). I hope this makes sense to folks here. addition of a damage type field with each weapon (helps when facing certain foes); it's easiest to do this now rather than later? have a way to add/remove custom saves; I don't see a way to remove them? same issue with custom entries on the thief skills area I'm not sure an entire column is necessary for a class adjustment to saves based on an entire save category; Why not just use misc? I know it's used for paladins but don't know how much it will be used. Maybe its just there for spacing... in that case, maybe two misc or maybe a temp field? the attack matrix drop down only opens if clicking to the left, not on the down-arrow; im not sure which sheets in the beta are the latest - some show THAC0 and some attack matrix; I assume you shouldn't be using the term THAC0 (so that one is old). Perhaps you'll want to remove the old sheets from the beta game if you add a weapon to the weapons section, I believe they should show up in the equipment section automatically (and vice versa); same with armor; See how we do that on my sheet (i assume it's not complex but just More Work; heh). unless something's not updating, the wealth section is showing on every equipment tab (and should not? right?) under special abilities it might be good to add a modifier field or two. this would allow macros to access those as attributes. i.e. Name-Desc-Mod-RollButton (config sets the die/roll and success if supplied/appropriate) if creating a spell while under a specific spell-level tab, it should auto select the spell level (not critical but confusing if you click around before setting the level as it shows as a cantrip) id put the word "spell type" in the spell parens; im not sure when it began to be referred to as "school" (2e?) note rolls: its unclear how this works; in any case, maybe the config button should set the die-type (and success? as special ability above) you should include a tool-tip or help button for selecting images that don't bork the sheet; in fact I can't tell how the resizing works because adding an image of any size seems to resize the sheet unexpectedly. Help! monster sheet: while less needed, it would still help to classify weapons/attacks as missile vs melee; that way certain conditions (cover) will work properly when applied to the token (for attack macros) I'd auto-add the numbers to the ability scores section; allow over-rides but it's just so easy, it feels like a miss to require players to refer to the book to update these. monster sheet: not all abilities are attack or defense; I think it would be helpful to add a special ability section that works similar to abilities on the pc sheet (ie with a configurable roll; the ability need a name and desc) - and both update each other monster sheet: i'd include a separate field for "To-Hit AC 0" or worst case "Attack AC 0/AAC0" it's just referenced so often, it really hurts not having it in the UI - prominently available. monster sheet: while it's not in the 1e MM, not having a field for Morale feel like a miss. Please add an open field/attribute for Morale. The GM can then include macros for auto calc situations from that base. monster sheet: Not including saves on the monster sheet is missing an opportunity. Why not just add them right there (so the GM can click without navigating) monster sheet: it would be very helpful to separate monster level from XP in the attributes;  MAJOR UPGRADE: allow gm's to point all equipment drop downs to a "database" (character sheet) where they can add a list of items that auto-fill all the data fields and can keep additional data besides. Maybe WEAPONS, ARMOR, EQUIPMENT, CONTAINERS, (heck even) MONSTERS; See RPG Master by Richard @ Damery. Based on #25, you can then tag items as containers and location can become a drop down and the sheet can be smart about what fits in what (low priority but all of this is about removing work for the player/gm) So while I may encounter some additional items, I want to add my voice to say THANKS VINCE for your efforts here. It's great for the community at large to have your talents helping keep 1e as a usable/playable option on Roll20. 1e is a special game and when you know, you know. A usable sheet will drop the barrier to entry for experienced GMs to introduce more players to this version of the game. Keep up the great work! ~D
BTW - the thread in the originating post was locked, so I posted this here. Hope that was OK. Cheers
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Thanks for the detailed feedback David.&nbsp; I'll have to read through and comment later... real-quick: We need to be careful of not adding any features that would require API scripting. Community sheets should function without a Pro requirement. Just something to consider. "Expanding" a sheet's features with a companion script is another matter. ;-) Absolutely fine to post here.&nbsp; I like to hash things out here before posting progress on the public thread.&nbsp; There's a link in the footer of the sheet to latest thread here: <a href="https://app.roll20.net/forum/post/10354613/ad-and-d-1e-update-part-2" rel="nofollow">https://app.roll20.net/forum/post/10354613/ad-and-d-1e-update-part-2</a> BTW I haven't forgot about your sheet. Vince
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Thank you David.&nbsp; I'll try and be as brief as possible. My comment are embedded below. &gt;&gt;&gt; David M. said: Apologies if any of the below is a duplicate of prior requests: option to change the font used in the data fields. The script font is... non-optimal. This would go a long, long way to making the sheet readable/usable. &gt;&gt;&gt; The input fields are set to "cursive".&nbsp; That's a mistake (probably a left over from trying different things). All "generic" font-families show vastly different between systems. On my system/browser cursive doesn't look so bad and I didn't see it as an issue, but on someone else's setup... The input fields should be the google font " Hind " which should be VASTLY better than a script-style font.&nbsp; I'll update. recommendation: classify weapons as missile or melee; your attack api needs to know this to apply the correct ability score adj. Optimally I'd hide the missile fields for melee weapons &gt;&gt;&gt; Not really an issue for a human to know if a weapon is melee || ranged and to simply enter the appropriate modifiers... but, I like that I could hide/show weapon fields depending on the category and IF there happens to be a side-benefit that someone's api script might be able to do something based on the toggle, this is probably something that could/should be added. personal preference, but the long shadows on the buttons are distracting. See the buttons on my 1e sheet (not the best but better). The "twisties" could also use some design work (sometimes the little details make a big difference in terms of the user's perception on overall quality). &gt;&gt;&gt; Fair enough.&nbsp; Sometimes it's hard not let the horses run.&nbsp; I can tame the buttons back with less bling.&nbsp; In regards to the "Twisties". Can you be more specific?&nbsp; Is the rotation and/or color change on hover necessary?&nbsp; Just include a "cog" to open additional areas? I was trying to do something that relatively non-intrusive but enough to let someone know there is more options available. attack api: ability to attack a target that auto-calculates weapon type vs. AC and size damage; both pc &amp; npc sheets &gt;&gt;&gt; Apologies up front and I'm probably going to repeat this a few times below... while very cool to have this level of automation, I think this is more of an API-focused feature. I will do what I can to help make the sheet "API-friendly", but a community sheet should work without requiring any API scripting required.&nbsp; A companion script can be HUGELY beneficial for a sheet's DM and players.&nbsp; I hope that someone can write that script once we have a solid, updated sheet to work with. attack api: ability to adjust AC of opponent and enforcement of worst AC = 10. Most adjustments go against AC and not all are global. It's easiest to send the mod through the attack. And BTW, I'd prefer that the convention be NEGATIVE values make an armor class WORSE (even in a descending AC game; I and my players find that that is the way the spells are described and it's most intuitive that way). &gt;&gt;&gt; see response to #4. attack api: ability to set an option so that weapon type vs. armor rating is an adjustment to AC. This limits the attack bonus to AC 10. At lower levels, this is pretty important (2e applied the adjust to the attack matrix vs ac). I hope this makes sense to folks here. &gt;&gt;&gt; see response to #4. addition of a damage type field with each weapon (helps when facing certain foes); it's easiest to do this now rather than later? &gt;&gt;&gt; agreed that damage type would be a beneficial.&nbsp; Include it with the damage roll as well? have a way to add/remove custom saves; I don't see a way to remove them? same issue with custom entries on the thief skills area &gt;&gt;&gt; I didn't make these into repeating section because I didn't think there would be that many uses for them.&nbsp; So, just added an additional three custom options.&nbsp; Not a problem including a toggle to hide/show as desired. I'm not sure an entire column is necessary for a class adjustment to saves based on an entire save category; Why not just use misc? I know it's used for paladins but don't know how much it will be used. Maybe its just there for spacing... in that case, maybe two misc or maybe a temp field? &gt;&gt;&gt; agreed.&nbsp; I will probably remove unless someone can show some edge cases where the column could be handy? the attack matrix drop down only opens if clicking to the left, not on the down-arrow; im not sure which sheets in the beta are the latest - some show THAC0 and some attack matrix; I assume you shouldn't be using the term THAC0 (so that one is old). Perhaps you'll want to remove the old sheets from the beta game &gt;&gt;&gt; Some people play with THAC0 instead of Hit Tables.&nbsp; Originally I only had hit tables, but THAC0 was added by another volunteer under the cover of darkness...&nbsp; Anyhow, it's optional. See settings.&nbsp; You can also choose whether you the matrix is whispered to the DM with an attack. Same with the weapon vs armor type adjustments. if you add a weapon to the weapons section, I believe they should show up in the equipment section automatically (and vice versa); same with armor; See how we do that on my sheet (i assume it's not complex but just More Work; heh). &gt;&gt;&gt; I'll have to have a deeper look.&nbsp; Part of the issue is that we have to work with existing attributes and user data that has already been accounted for in weight and cost. unless something's not updating, the wealth section is showing on every equipment tab (and should not? right?) &gt;&gt;&gt; Wealth and the weight and cost totals are in their own section.&nbsp; It's not on an equipment categorical tab.&nbsp; Truthfully, I placed it there since it didn't seem to warrant it's own larger section of the sheet.&nbsp; I'm open for ideas. under special abilities it might be good to add a modifier field or two. this would allow macros to access those as attributes. i.e. Name-Desc-Mod-RollButton (config sets the die/roll and success if supplied/appropriate) &gt;&gt;&gt; Curious how people are actually using the Special Abilities section on the live sheet?&nbsp; Shouldn't be a problem to add a Misc. field if creating a spell while under a specific spell-level tab, it should auto select the spell level (not critical but confusing if you click around before setting the level as it shows as a cantrip) &gt;&gt;&gt; agreed this would be more user-friendly.&nbsp; I had to really push my css trickery to get this to function as-is.&nbsp; I will have a look see and make this so if possible. id put the word "spell type" in the spell parens; im not sure when it began to be referred to as "school" (2e?) &gt;&gt;&gt; probably more of an edition slip on my part. ;-) note rolls: its unclear how this works; in any case, maybe the config button should set the die-type (and success? as special ability above) &gt;&gt;&gt; notes are just "notes". Personal notes, campaign notes, whatever... The roll button is only there to post them to chat if so desired. The first non-repeating note is a hold over from the live sheet.&nbsp; I'm not married to using a repeating section for these vs a single notes textarea, but I thought it might be beneficial for some. you should include a tool-tip or help button for selecting images that don't bork the sheet; in fact I can't tell how the resizing works because adding an image of any size seems to resize the sheet unexpectedly. Help! &gt;&gt;&gt; good to know.&nbsp; There should be a max size already, so that if you try and paste a 4k image you are only going to see a shrunk 180px tall version of it.&nbsp; Thumbnails will just look like a "thumbnail" and will not fill up the entire area. I haven't included tooltips and such on many areas until I think it has made the cut. (matter of opinion)&nbsp; This will get some tool tip love.&nbsp; Some area's may get a "?" that can be clicked on. Or just hover-text. TBD... monster sheet: while less needed, it would still help to classify weapons/attacks as missile vs melee; that way certain conditions (cover) will work properly when applied to the token (for attack macros) &gt;&gt;&gt; +1 Probably same as #2 above I'd auto-add the numbers to the ability scores section; allow over-rides but it's just so easy, it feels like a miss to require players to refer to the book to update these. &gt;&gt;&gt; I agree, BUT we are still dealing with existing attributes.&nbsp; Many people have voiced their displeasure with auto-calculated fields.&nbsp; As a bit of a compromise, I have tried to provide a few areas that provide "suggested" totals that have been auto-calculated.&nbsp; Maybe I can include an option to allow the sheet to auto-fill the ability rows.&nbsp; I've done this with hit tables already (choose class, level and auto-fill). monster sheet: not all abilities are attack or defense; I think it would be helpful to add a special ability section that works similar to abilities on the pc sheet (ie with a configurable roll; the ability need a name and desc) - and both update each other &gt;&gt;&gt; agreed monster sheet: i'd include a separate field for "To-Hit AC 0" or worst case "Attack AC 0/AAC0" it's just referenced so often, it really hurts not having it in the UI - prominently available. &gt;&gt;&gt;THAC0?&nbsp; There's an option to choose which system your table uses. monster sheet: while it's not in the 1e MM, not having a field for Morale feel like a miss. Please add an open field/attribute for Morale. The GM can then include macros for auto calc situations from that base. &gt;&gt;&gt; I'm open to this. monster sheet: Not including saves on the monster sheet is missing an opportunity. Why not just add them right there (so the GM can click without navigating) &gt;&gt;&gt; I might be able to include an auto-filled save section based HD (like the to hit tables on the sheet) monster sheet: it would be very helpful to separate monster level from XP in the attributes; &gt;&gt;&gt; Not hard, but for what purpose? MAJOR UPGRADE: allow gm's to point all equipment drop downs to a "database" (character sheet) where they can add a list of items that auto-fill all the data fields and can keep additional data besides. Maybe WEAPONS, ARMOR, EQUIPMENT, CONTAINERS, (heck even) MONSTERS; See RPG Master by Richard @ Damery. &gt;&gt;&gt; Richard has done some awesome work with 2e sheet.&nbsp; Maybe we can bribe him to have look at 1e once we have something to lookl at. ;-) Is this handled by the API though? Based on #25, you can then tag items as containers and location can become a drop down and the sheet can be smart about what fits in what (low priority but all of this is about removing work for the player/gm) &gt;&gt;&gt; Same as #25. That was way longer than I planned. "Elf needs food badly."&nbsp; Thanks for the questions David.&nbsp; While my responses to Baron and David were directed toward their comments this is an open forum, so please feel free to comment. Thanks for your time. Vince
We use the Special Abilities entries for abilities that aren't NWP. Like the DMG's Secondary Skills, roles that a character might have. Or a note for race-driven abilities like infravision 60', or the details for a halfling surprising others or dwarf underground abilities, or that a cleric can turn undead. Before you added the line for Languages way at the top, we had an entry for each language known as well. In fact some characters that have a lot of languages still use Special Abilities to list them. But we'd never think to press a "roll" button next to a Special Ability entry.
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Sounds like Special Abilities work as a good catch-all.&nbsp; The roll button is there simply to post the text to chat if desired.&nbsp; Post an abilities text to chat for clarity instead of referring to the DMG. IDK.&nbsp; Easily ignored if it's not something you would find useful.&nbsp; Maybe I should change these buttons from "roll" to something else?&nbsp; Maybe a speech bubble, or...? Just to make it less confusing. BTW, all the textarea fields on the sheet also allow inline rolls as well as text.&nbsp; This might come in handy IF you want to include a macro for some reason.&nbsp; ie Turning Undead
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1. Perfect. 2. Awesome! 3. Yes, thanks. The arrow symbol is inconsistent (it gets squished?) based on the text around it and the spacing renders poorly. 4. Ok, maybe a mis-communication. What I mean is the code that runs your buttons in your sheet. (And it should be callable via !chatmenu in any case by those with access) So anywhere I say "api" I mean your attack button. Can you look at these requests with that context? An attack button that: Asks for a target and then rolls the attack against the targeted token/character. An attack button that has the: ability to attack a target that auto-calculates weapon type vs. AC-rating and size damage; both pc &amp; npc sheets An attack button that has the: ability (in the attack roll ie. just like a user requested attack mod; see my sheet) to adjust AC of opponent and enforcement of worst AC = 10. Most adjustments go against AC (DMG p.70) and not all are global. It's easiest to send the mod through the attack. And BTW, I'd prefer that the convention be NEGATIVE values make an armor class WORSE (even in a descending AC game; I and my players find that that is the way the spells are described and it's most intuitive that way). An attack button that has the: ability to set an option (or just does this by default as I think it is the better way to do it; IMO only of course) so that weapon type vs. armor rating is an adjustment to AC. This limits the attack bonus to AC 10. At lower levels, this is pretty important (2e applied the adjust to the attack matrix/thac0 vs ac). I hope this makes sense to folks here. (and you can get all the values for every weapon from my html) 7. I'd have the syntax available but not auto-include. ie. if the user puts it into the call script box. 8. Thanks. A toggle is fine - I think the preference would be to toggle by row assuming you don;t include an ADD/REMOVE button. 9. I'll let other opine; my vote is not to include or change it to MISC and the last column to TEMPORARY/TEMP. 10. Sounds good. I was primarily referring to the fact that the term is not in the SRD. In any case, 1e purists may not use it but it's a handy short hand (even given the fact that some creatures have THAC1 of 20; I write those as THAC0 20*). 11. I'm not understanding but I'm probably just being slow. I'm just saying call the data from the same place and match the entries (add a weapon in the combat section and it shows up in equipment; use the same format or use a cog to hide some of it when looking at equipment). See how we do this with my sheet (add a weapon in the combat page then go check your equipment). 12. I'd prefer it lives in one of the tabs or at least be hide-able. 13. I think for anything you're adding to the sheet, you should have a standard format: Name-Desc-Mod-RollButton (config sets the die/roll and success if supplied/appropriate; you can hide the mod &amp; button in config). So note, ability, attack, defense, skill, etc. I'd include a formatted card to paste to chat just like a spell. Thus, a fire/magma mephit's heat ability would include a die roll for damage while a giant frog's leap ability would not. 14. No worries. Not critical but nice to have. 15. No worries - there is no text in the parens right now. It is just blank which could be confusing when just looking at it. 16. Same as 13. 17. Thanks. Try adding different images using URLs. The sheet does not handle them well. 18. Thx 19. I'd just default to the PHB/D&amp;DG values and then allow over-rides. See how I'm doing it. 20. Cool! 21. I'm asking for a field in the listing where we can enter the monster's base THAC0. It's such a fundamental piece of data and there is nowhere to put it. See the url I sent you for monster stats. 22. Thanks! Most 1e GMs don't use Morale consistently and it is really an important part of the game. With some automation, you can really use it the way it was designed. (and all you need to do is add a single data field that posts to Attributes). 23. Given the rules around hit dice with +'s it could be tricky to auto-calc (you'd need the user to enter the HD just right then look for strip the plus but use the value for calculating hit dice) - maybe it's just easier to provide a nice table for the saves (see my stat blocks in the url). 24. For lots of stuff but mainly for building random encounter macros based off of the monsters in your game - The XP would be handy for when calculating xp (using chatsetattr to grab values from all selected for example). 25. I think your sheet API needs a switch. a.) get data values from your html or b.) get data values from a gm-controlled character sheet in the journal (attributes/abilities tab). Maybe Peter did something to make it work easier (but the sheet is not calling richard's tables from what I can see). 26. See how I'm doing containers in my sheet. We don't need to format things that way, but I like the idea of being able to reach into the sheet and total up what is stored where (for when the container is destroyed, pick pocket'ed, and for encumbrance). Thanks for the quick reply! ~D
We use Special Abilities similarly to the way Baron describes (although not for languages). I like (and would like to keep) the roll button because I've added custom macros for some of the characters SAs (e.g. ranger tracking).
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Please dont make drop downs when the options are large as it makes the sheet very large and that extra characters is added to each PC/NPC/Monster created in the game. Trey H. said: @Vince, I have two suggestions.&nbsp; I will be up-front and say that they are nice to haves, but it would be something that would help me as a DM.&nbsp; Both are related to spells: 1. Would you consider making the spell school field a drop-down?&nbsp; Since there is a static list of schools it might make entering a spell a little easier. 2. I admit I don't know where it would fit in the line, but I would recommend at some point a checkbox for Reversible so at a glance it can be noticed that a spell has a reversible counterpart.
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@David Will work up a continuation on your last reply (thank you for your clarifications!). Real quick though; I was able to jump in your custom game last night to play around a wee bit. You have some cool stuff happening with your sheet and will look to see if there might be any way to implement similar features in the community sheet. We'll can sidebar that discussion as not to bog this thread down too much. It seems like the attack rolls on the sheet only work if you have the API scripts running (companion script and powercards)?&nbsp; What you are describing in #4 above An attack button that: Asks for a target and then rolls the attack against the targeted token/character. An attack button that has the: ability to attack a target that auto-calculates weapon type vs. AC-rating and size damage; both pc &amp; npc sheets An attack button that has the: ability (in the attack roll ie. just like a user requested attack mod; see my sheet) to adjust AC of opponent and enforcement of worst AC = 10. Most adjustments go against AC (DMG p.70) and not all are global. It's easiest to send the mod through the attack. And BTW, I'd prefer that the convention be NEGATIVE values make an armor class WORSE (even in a descending AC game; I and my players find that that is the way the spells are described and it's most intuitive that way). An attack button that has the: ability to set an option (or just does this by default as I think it is the better way to do it; IMO only of course) so that weapon type vs. armor rating is an adjustment to AC. This limits the attack bonus to AC 10. At lower levels, this is pretty important (2e applied the adjust to the attack matrix/thac0 vs ac). I hope this makes sense to folks here. (and you can get all the values for every weapon from my html) seems like it would require an API script because of the computation/logic needed between the selected and target tokens within the roll.&nbsp; Thoughts? TIA
@AquaAlex, I agree, which is why I'm a fan of #25b. in the above list. Plus, spells, equipment, weapons, etc. (and their attributes) can be easily accessed by macros. In terms of the UI, I'm a fan of type ahead that shows a filtered list of options based on 'contains'. And, of course, an 'add custom' option. At the end of the day, it does mean more work/testing, so figuring out a release plan might help (and who can pitch in to help Vince). Maybe you or Vince can confirm, but this type of design does not require Pro access? (a character sheet that accesses a gm-controlled sheet in the journal with 'abilities' that hold the data structure for lists/attributes like spells or weapons). Thanks
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Rob S. said: We use Special Abilities similarly to the way Baron describes (although not for languages). I like (and would like to keep) the roll button because I've added custom macros for some of the characters SAs (e.g. ranger tracking). Thanks Rob.&nbsp; I'm not planning on dropping those buttons for the exact reasons you've mentioned.&nbsp; They've been on the sheet for a while and I'm sure people have gotten very creative in leveraging them.
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AquaAlex said: Please dont make drop downs when the options are large as it makes the sheet very large and that extra characters is added to each PC/NPC/Monster created in the game. Trey H. said: @Vince, I have two suggestions.&nbsp; I will be up-front and say that they are nice to haves, but it would be something that would help me as a DM.&nbsp; Both are related to spells: 1. Would you consider making the spell school field a drop-down?&nbsp; Since there is a static list of schools it might make entering a spell a little easier. 2. I admit I don't know where it would fit in the line, but I would recommend at some point a checkbox for Reversible so at a glance it can be noticed that a spell has a reversible counterpart. A select still only uses one attribute, so while it gives the illusion there are 25 choices, there would only be one variable. Datalists can be used now on roll20 that allow someone to start typing to sort the list quickly down to matching options as well as allow you to enter any text in the field if there isn't a read-made option.
@Vince - My assumption for any sheet to work properly is that the GM has a Pro account and can add a script. I honestly thought most sheets required a script to be installed to work properly. I guess like so many other things, maybe we need a switch based on access level. I can't imagine running a 1e game that's totally manual now that we use some basic automation. I might be able to get you some help so my script works with your sheet, but I think maybe you want to do it yourself? Just let me know. Thx.
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99% of the sheets on roll20 do not require an API script to be "fully" functional.&nbsp; I agree that you can get much more mileage from leveraging the API to help customize/improve your game.&nbsp; Sheetworker javascript is a godsend but is limited to only managing the attributes on a sheet.&nbsp; Sheetworkers cannot interact with anything outside of the sheet, which is strictly the realm of the API. It is possible to include API options on a sheet that can send API commands via a roll to chat. Such an integration needs to be optional though and does require careful planning to work in lock-step with a companion script. I did something similar on the Forbidden Lands sheet for the API dice roller.&nbsp; The sheet's built-in dice pool works but is somewhat cobbled by roll20's non-API environment. (recent jquery/custom roll options that roll20 has added may have solved this issue but I still need to investigate...)&nbsp; It's possible that something similar could be used with the 1e sheet, but the sheet should be fully functional without an API script.
Absolutely agree. I don't have a Pro account but eventually I might. Nonetheless, I can't see how it makes sense to have a sheet that requires it. vÍnce said: 99% of the sheets on roll20 do not require an API script to be "fully" functional...the sheet should be fully functional without an API script.
OK. Let me see what can be done with a macro. I know you can target and attack and apply different modifiers to the attack and even modify the success roll. I think that's all we're talking about. Nothing on the sheet is being modified and we're not even auto-applying damage to a token. So I'm not sure what about the attack requires an API even though that's how I solved for it. I'll do a little testing and get back. Thanks much for your help!&nbsp; ~D
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I believe the Star Wars(FFG) sheet was one of the first sheets(of very few. roll20 has 1000+ sheets in the repo btw) that required an API dice roller...&nbsp; That said, the API can truly expand a sheet's features. BUT, it requires a Pro account and the game's creator will probably need a deeper understanding of the integration the sheet and API in general to fully reap the benefits.&nbsp; Pretty much true of most API usage IMO I've found handling 1e combat through roll20 difficult given 1e's combat mechanics.&nbsp; I like Dave's solution but I believe it would require an API script.&nbsp; A companion script is not out of the question for those that would like such a feature.&nbsp; I would like to make the sheet's handling of attack resolution as easy as possible. Currently the attacker's To-Hit AC table or THAC0 (and optionally posting the hit vs ac type as well) can be whispered to the gm on each attack, meaning the DM must look at the table posted and make a determination if the attack is a success/fail and call for damage if applicable.&nbsp; Does anyone see any way that this can be improved short of an API script?
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David M. said: OK. Let me see what can be done with a macro. I know you can target and attack and apply different modifiers to the attack and even modify the success roll. I think that's all we're talking about. Nothing on the sheet is being modified and we're not even auto-applying damage to a token. So I'm not sure what about the attack requires an API even though that's how I solved for it. I'll do a little testing and get back. Thanks much for your help!&nbsp; ~D I believe it's the math that is required between the sheets(selected vs target) to determine a hit and if it's a hit, rolling the appropriate damage vs size. If you don't need to automatically resolve hit and damage(but that's the point of the API...), you absolutely can use selected vs target to pull the hit and the ac of the target, but then you are just posting everything to chat and having to manually/visually decide if it's a success or not. If you can figure out how to make this work without the API I am very open.&nbsp; I've found 1e's combat resolution to be a pita within roll20's parameters. ie variable hit tables and variable hit vs ac types (only if the opponent is wearing armor correct?)&nbsp; Not nearly as simple as later editions roll(attack) vs target number (AC)
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Just a simple system... lol
Ugh. So, yeah, it could be done (??; using public datasheets for ac adj. data values, setting/using bars on tokens, using @{target}, rolling both damage types, etc.) but through a lot of&nbsp;rigmarole that should be unnecessary. Egads. How folks run a game without scripts (attack/damage script, tokenmod, chatsetaddr, something to help with status tracking, etc.) is beyond my ken. Vince, because your sheet roller is exposed and can be changed, it looks like an api can be inserted manually - the table can be printed via&nbsp;@{weapon_tohitacadj} but is there something to parse it a little easier? Thanks and apologies for being a pain. ~D
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Yeah, those combat workflow charts are rough. Because basically all interpretations of 1e initiative are essentially houserules (heh), here's our simplified chart. I use a series of macros so that a player selects a chat button for their specific declaration (if any), then the party leader rolls initiative and then a macro throws everyone into the turn tracker (using initiative die rolls and other numbers/decimals to help auto-sort). Even then, in order to have any semblance of automation (esp. dealing with groups), I'm using chatsetattr, act, and ipt along with powercards for presentation. So each round, it's Declare (or click No Declaration) then Roll Init, then every one is auto-plugged into the tracker, it's sorted, and ipt runs the turn order. "No declaration"s are then declared ahead of your group's initiative and sorted that way. Multi-attack (which means you'll have iterative attacks after your primary which occurs first) requires using the add turn button, but that's life I guess. Cheers. (quick edit: Declared movement is ordered ahead of the high init so that we get people moving right away which may not be evident from the chart)
Man, to a hammer everything looks like a nail. I've been playing 1e AD&amp;D since it came out. Automating anything just throws me off my stride. Anyway, still grateful for an R20 sheet. So long as I can use it like a piece of paper, I'm happy.
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Baron Greystone said: Man, to a hammer everything looks like a nail. I've been playing 1e AD&amp;D since it came out. Automating anything just throws me off my stride. Anyway, still grateful for an R20 sheet. So long as I can use it like a piece of paper, I'm happy. Not a problem.&nbsp; ;-)
Nice. Initially I was like, "Cool! A stylus..." (and yeah, 1e since we had to use the MM with different rules) Cheers
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Thanks for commenting David.&nbsp; You're not a pain.&nbsp; No really.&nbsp; ;-) Going to try and work through some of this My comments are embedded below. &gt;&gt;&gt; David M. said: 1. Perfect. 2. Awesome! 3. Yes, thanks. The arrow symbol is inconsistent (it gets squished?) based on the text around it and the spacing renders poorly. &gt;&gt;&gt; That's odd. Would you mind posting a screen shot?&nbsp; Browser?&nbsp; Thanks 4. Ok, maybe a mis-communication. What I mean is the code that runs your buttons in your sheet. (And it should be callable via !chatmenu in any case by those with access) So anywhere I say "api" I mean your attack button. Can you look at these requests with that context? An attack button that: Asks for a target and then rolls the attack against the targeted token/character. An attack button that has the: ability to attack a target that auto-calculates weapon type vs. AC-rating and size damage; both pc &amp; npc sheets An attack button that has the: ability (in the attack roll ie. just like a user requested attack mod; see my sheet) to adjust AC of opponent and enforcement of worst AC = 10. Most adjustments go against AC (DMG p.70) and not all are global. It's easiest to send the mod through the attack. And BTW, I'd prefer that the convention be NEGATIVE values make an armor class WORSE (even in a descending AC game; I and my players find that that is the way the spells are described and it's most intuitive that way). An attack button that has the: ability to set an option (or just does this by default as I think it is the better way to do it; IMO only of course) so that weapon type vs. armor rating is an adjustment to AC. This limits the attack bonus to AC 10. At lower levels, this is pretty important (2e applied the adjust to the attack matrix/thac0 vs ac). I hope this makes sense to folks here. (and you can get all the values for every weapon from my html) &gt;&gt;&gt; I think we've gone over this.&nbsp; Since most of this functionality must be handled using an API script we are probably going to need to wait and see if someone decides to write a 1e companion...&nbsp; If anyone has some other ideas on how attacks can be improved please comment. 7. I'd have the syntax available but not auto-include. ie. if the user puts it into the call script box. &gt;&gt;&gt; That could probably be handled by the roll template. 8. Thanks. A toggle is fine - I think the preference would be to toggle by row assuming you don;t include an ADD/REMOVE button. &gt;&gt;&gt; I'll include an option to hide these additional rows. 9. I'll let other opine; my vote is not to include or change it to MISC and the last column to TEMPORARY/TEMP. &gt;&gt;&gt; I think removing the Class column from Saves would be OK given it's limited usage and given the Misc. Adj. should work as a good "catch-all".&nbsp; Including a Temp Adj. is a good idea.&nbsp; Without touching the existing attributes for each save, I may just add a column next to it that auto-calcs the row for convenience but still allows the user to enter whatever amount they want for the actual Save. 10. Sounds good. I was primarily referring to the fact that the term is not in the SRD. In any case, 1e purists may not use it but it's a handy short hand (even given the fact that some creatures have THAC1 of 20; I write those as THAC0 20*). &gt;&gt;&gt; Purists don't care for vtt's ;-P 11. I'm not understanding but I'm probably just being slow. I'm just saying call the data from the same place and match the entries (add a weapon in the combat section and it shows up in equipment; use the same format or use a cog to hide some of it when looking at equipment). See how we do this with my sheet (add a weapon in the combat page then go check your equipment). &gt;&gt;&gt; Normally it wouldn't be a problem.&nbsp; Especially if the sheet starts out with that already.&nbsp; The problem is that existing sheets already have armor and weapons calculated outside of the repeating equipment fieldset calcs.&nbsp; I've left it that way moving forward so that total weight and costs do not get borked when the update happens.&nbsp; In the existing sheet, all armors(armor, helmet, shield) have a single entry for weight. Fine if you do not need to track armor separately, but the beta now includes separate options.&nbsp; Weapon weight and cost are also outside the repeating equipment fieldset calcs.&nbsp; Although you can add weapons and armor as equipment, I've actually hidden weight and cost since it's already handled in their particular sections respectively. I like the feature of adding weapons or armor as equipment and having it automatically show in the appropriate section, but I'll have to look at how that could be implemented. 12. I'd prefer it lives in one of the tabs or at least be hide-able. &gt;&gt;&gt; I might move this back to it's own section.&nbsp; On a tab under equipment might not be a bad idea except all existing equipment items are currently repeating attributes and the wealth attributes are not. 13. I think for anything you're adding to the sheet, you should have a standard format: Name-Desc-Mod-RollButton (config sets the die/roll and success if supplied/appropriate; you can hide the mod &amp; button in config). So note, ability, attack, defense, skill, etc. I'd include a formatted card to paste to chat just like a spell. Thus, a fire/magma mephit's heat ability would include a die roll for damage while a giant frog's leap ability would not. &gt;&gt;&gt;I may have to add a separate Special Abilities section for Monsters... Since it appears that characters use the Special Abilities for a multitude purposes how do you determine if a roll is actually needed/desired? I could add a couple fields; "Dice"(ie 1d6) and a "Misc."(added to the roll or just displayed for reference?)&nbsp; and if the "Dice" field is filled in, display the roll.&nbsp; BTW: the Notes(textarea) field already allows users to enter their own inline rolls/macro if desired. The sheet roll's macro-text field is also exposed for customization.&nbsp; All non-attack sheet rolls use the sheets "general" roll template so they all should have a consistent output already. 14. No worries. Not critical but nice to have. &gt;&gt;&gt;I think I can use sheetworkers to read the current active spell level tab's value and set the newly added repeating spell level to match. 15. No worries - there is no text in the parens right now. It is just blank which could be confusing when just looking at it. &gt;&gt;&gt;That's a slip, it should have placeholder text.&nbsp; I just recently added the datalist selector for spell types mainly due to a discussion earlier in this thread.&nbsp; The field used to just be blank because there are sooooo many variations/combos that it really doesn't work well as a normal selector.&nbsp; The datalist selector allows you to filter the list as you type or you can override with any text you want. 16. Same as 13. 17. Thanks. Try adding different images using URLs. The sheet does not handle them well. &gt;&gt;&gt;I'll test and update. 18. Thx 19. I'd just default to the PHB/D&amp;DG values and then allow over-rides. See how I'm doing it. &gt;&gt;&gt;I like the idea of auto-filling the abilities tables and I think it's a time saver.&nbsp; Might have to sell this one to the masses. This is more about not overwriting existing attribute data.&nbsp; Nearly all the existing fields/attributes have been there since the sheet was originally created in 2015.&nbsp; The sheet was 90% a static sheet when I first started working on it in 2017.&nbsp; Many of these fields are also text fields that users have been able to enter any value they want 1e rules be damned. 20. Cool! 21. I'm asking for a field in the listing where we can enter the monster's base THAC0. It's such a fundamental piece of data and there is nowhere to put it. See the url I sent you for monster stats. &gt;&gt;&gt;I'm not opposed to such a field.&nbsp; fyi: the attack matrix(located just above attacks) can be auto-filled with the to hit table #'s and is whispered to the DM with each attack. 22. Thanks! Most 1e GMs don't use Morale consistently and it is really an important part of the game. With some automation, you can really use it the way it was designed. (and all you need to do is add a single data field that posts to Attributes). 23. Given the rules around hit dice with +'s it could be tricky to auto-calc (you'd need the user to enter the HD just right then look for strip the plus but use the value for calculating hit dice) - maybe it's just easier to provide a nice table for the saves (see my stat blocks in the url). 24. For lots of stuff but mainly for building random encounter macros based off of the monsters in your game - The XP would be handy for when calculating xp (using chatsetattr to grab values from all selected for example). &gt;&gt;&gt;OK 25. I think your sheet API needs a switch. a.) get data values from your html or b.) get data values from a gm-controlled character sheet in the journal (attributes/abilities tab). Maybe Peter did something to make it work easier (but the sheet is not calling richard's tables from what I can see). &gt;&gt;&gt; I think Peter has embedded the entirety of 2e within his sheet. ;-)&nbsp; I could be wrong, but I don't believe it's possible to grab attribute data from another sheet without an API script, so I think this would have to be hard coded into the sheet and handled by sheetworkers. THAT seems like a lot of very meticulous data entry. 26. See how I'm doing containers in my sheet. We don't need to format things that way, but I like the idea of being able to reach into the sheet and total up what is stored where (for when the container is destroyed, pick pocket'ed, and for encumbrance). &gt;&gt;&gt; I did see that and it does seem like a neat workaround for roll20's limitation of not being able to nest repeating sections.&nbsp; I'll have to look at your code to see if I can figure out how that is all handled. Thanks for the quick reply! ~D
It is so ridiculous that it has to be true!&nbsp; Vince is the coolest person i have met on the internet!&nbsp; And he works so hard at these sheets and pays attention to excellence for every one when we live in an age where any mediocrity that can earn a dollar is passed off as Egyptian Cotton.&nbsp; Sorry about the non topic interjection, but this man is a warrior, and i appreciate that the community has been so good about recognizing his work.&nbsp; I don't know what compensation if any that Vince gets for this, but his dedication to excellence, you can't just "buy" that -it has to come from the heart!&nbsp; Love to you, Vince&nbsp; :)
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#3. I see what's going on. The text is treated as a button as it is selected. My preference would be not to highlight the text that way but just switch the state of the down arrow indicator. Attached is what I was seeing (Monterey 12.2.1; Chrome v.99.0.4844.51; MacPro 2019). #13. Here's a quick mockup of what I was thinking. I suppose you could leave off the Mod and Roll and just make the user enter them into the Chat field but it is not great if they need to enter mods (although if they know to include a user query, they could do it that way I suppose). Your call! (In the mockup, I'm using Roboto as my brain is pre-programmed by material.io &nbsp;although not evident by my sheet. Here are some icons .&nbsp;See 'expand more' and 'expand less' for the arrows. Ugh, I have the buttons flipped in the mockup, sry about that. I placed the cog to the right of the ability name and it would open everything under that first line just as you do it.) Screen Shot: Mockup: Let me know if this is helpful or just more... er, pain. Thanks. ~D
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@David #3. Layout Design: Hide/Show sub-nav text/buttons Thanks for posting that.&nbsp; Maybe I can convince my better half I need to buy a Mac for testing. ;-) Those triangles and the unfolding sections are actually using a new feature that roll20 added in the CSE update.&nbsp; They allow sheet authors to hide and show without needing a button and attribute and very little css.&nbsp; I'll have to work on it to improve the consistency.&nbsp; Worse case, I can always go back to the old method. #13. Special Abilities: Include a Die and Mod I like what I see. +1 Update/edit: We can @import google fonts but I don't think we have a method to access google's Material Icons. ;-( UPDATE/EDIT part2 : good news, after discussing this on the sheet authors discord channel, it looks like it is now possible to access Google's material icons!&nbsp; This opens up a metric ton of iconic options for sheet authors!
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Buddahbaba said: It is so ridiculous that it has to be true!&nbsp; Vince is the coolest person i have met on the internet!&nbsp; And he works so hard at these sheets and pays attention to excellence for every one when we live in an age where any mediocrity that can earn a dollar is passed off as Egyptian Cotton.&nbsp; Sorry about the non topic interjection, but this man is a warrior, and i appreciate that the community has been so good about recognizing his work.&nbsp; I don't know what compensation if any that Vince gets for this, but his dedication to excellence, you can't just "buy" that -it has to come from the heart!&nbsp; Love to you, Vince&nbsp; :) I hope know one thinks I had anything to do with this... ;-)
Hi Vince. At one time there was some discussion about adding a section for a mount (or a pet/familiar/etc.). Is that still under consideration?
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Rob S. said: Hi Vince. At one time there was some discussion about adding a section for a mount (or a pet/familiar/etc.). Is that still under consideration? Yes
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@David UPDATE/EDIT&nbsp;part2 : good news, after discussing this on the sheet authors discord channel, it looks like it is now possible to access Google's material icons!&nbsp; This opens up a metric ton of iconic options for sheet authors!
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Hey Vince! Wow! Lots of updates! It's looking great! I did a little testing on the PC Sheet, I'll look at the NPC sheet a little later. Here are a few notes: Format: Area on Sheet &gt; Enh/Defect &gt; Comments (I guess priority is in order listed but didn't think too hard about it): Weapons &gt; Defect &gt; Both rows are not aligning horizontally (see image) Saving Throws &gt; Enh? &gt; Shouldn't the total auto add from the other fields? Just seems strange that it does not. Reorder List &gt; Enhancement Req. &gt; Being able to reorder the weapons list and equipment/gear lists will be a popular enhancement request if it's not available out of the gate. Senses &gt; Enh. &gt; Personally, I like having a field for senses somewhere near racial abilities and then surprise near that. For monsters too. This includes infravision, ultravision, ability to detect invis, excellent senses, etc. then somewhere prominent for surprise adjustments (surprise for yourself and surprise others). I'll do a mock up so you can see what I'm thinking about. Surprise &gt; Enh? &gt; I notice you're hardcoding a d6? Some creatures use different dice. Because of all of the permutations, I just converted all of the rolls to percentile dice which handle all cases pretty well. So maybe the pop up allows you to select the die type/success and mods (or a config). Not super critical as I assume people use macros for this but then I think they'd want somewhere to place the mods (esp. for monsters and it should just be an integer field as opposed to a drop down or limit to 1 character). Special Abilities &gt; Enh? &gt; I think including ability notes by default in the chat display would be preferred (rather than hand edit each entry to include them; it appears they are not being included but it could be what I put in there; ie. http links) Spells (and other chat templates) &gt; Enh? &gt; Is there anyway to ensure pasted links are clickable by default? I find I want to add a http link into just about everything. Spells (and perhaps other chat templates) &gt; Defect? &gt; I pasted in a link followed by the word "and" and then another link (in the notes field). The entry looks like it disappeared or was auto deleted. Spells &gt; Enh? &gt; The entries "jump around" when clicking the gear icon (leading to editing a previous entry). It would be nice to afix the location whether it is open or not but I'm not sure how much work that would be. Anyway, "nice to have". Equipment &gt; Enh &gt; In the gear/equipment section it was not obvious that you needed to click the add button for something to show up and clicking around on the tabs made it seem that something was not working. I'd add at least one blank entry there to get folks started and set it to "Gear" (which would be the default when first viewing the section). Weapons &gt; Enh &gt; Several of the choices there could benefit from a tooltip (e.g. penalty; w/gm; magic adj. - letting them know it mods both attack &amp; damage) Sheet Image &gt; Enh &gt; It would be a benefit to have the "rules" for optimal image selection somewhere (mainly optimal size parameters). Thanks again for all your work on this sheet, it's getting super close. ~D Weapons Formatting Image (both rows unaligned):
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Thanks for the feedback David. I'll be sure to look them over. Other's can comment/discuss as well, and it is highly encouraged . My presence will be hit and miss here for a few days (doing some overnight work for my business) I'll continue to update and post as I can.
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I went ahead and reviewed the Monster/NPC Tab. Here are a few (well, maybe a 'bunch') of findings/requests/thoughts... Monster/NPC Tab: On my sheet I ended up just going with one format for both PCs and Monsters/NPCs. I just kept wanting most of the functionality for both. I suppose if everything carries over between the two, it may work as well. But it appears weapons, abilities, etc. are not shared. Here are some feature requests for the Monster/NPC tab. Format: Area on Sheet &gt; Enh/Defect &gt; Comments (order is based on just running through the page) Creature Type Field &gt; Enh &gt; Please add a long text field under monster name for creature type, we often name our monsters. No. Appearing Field &gt; Enh &gt; Please make the field longer; I often keep the info around Number by Dungeon Level here (DMG 174-179). Armor Class &gt; Enh &gt; Many NPCs wear armor with an armor rating as do "monsters" and some monsters will be given an armor rating by the GM (e.g. scales); we need to record that somewhere (next to AC) Attack Matrix &gt; Enh &gt; Maybe change "Level" to Hit Dice or Level? Special Attacks &gt; Enh &gt; A good chunk of NPCs and Monsters use manufactured weapons. These weapons will need to operate under the rules for Weapon Type vs. Armor Rating. Given this, could we add that capability here? Special Defenses &gt; Enh &gt; Ability to add to this as per "Special Abilities" (or special attacks with roll buttons etc.); Would like an option that whispers to GM (and would appreciate a whisper option in the PC sheet as well; ie. whisper to player/controller and GM) Intelligence Field &gt; Enh &gt; Can we reset this to a long text field? (or add a text field): to show the INT range (Low to Avg) and any adds, like cunning Magic Resistance &gt; Enh &gt; Can we add a Roll button here? Pls dont hard code a success chance (for example I add 55% to all MR and then just subtract 5% per caster level as opposed to trying figure vs 11th level); ie. the field should go out to 3 characters min. &nbsp;Reordering capability (for special abilities, attacks, defenses, etc) as per the PC sheet would be optimal (hopefully, just all the same code). Additional Field Requests: Saving Throws &gt; Enh &gt; A section to roll saves similar to PC sheet. Weaknesses &gt; Enh &gt; While not in the traditional stat block, it's super handy to have; ie. light sensitivity, undead, mindless, hedged by pro/evil, etc. I guess I can add to Special Abilities if we can;t add it (or add as a config) Special Abilities &gt; Enh &gt; Add a section here just as per the PC sheet Languages &gt; Enh &gt; A text field to record languages Environment &gt; Enh &gt; A long text field for recording environment (i.e.: Environment. Sub-arctic (Ghoul. [night only] marsh), Temperate/sub-tropical, uninhabited/wilderness areas (Ghoul/Ghast. forest, rough, hills, mountains, marsh), Temperate/sub-tropical, inhabited and/or patrolled areas (Ghoul/Ghast. [night only] rough, marsh); Underwater, fresh water (Lacedon. shallow, deep), salt water (Lacedon. shallow, deep), Waterborne, fresh water (Lacedon. large), salt water (Lacedon. shallow, coastal); Important Adds for Roll20 Play: A place to hold a clickable html link to an online write up of the monster A Surprise button with fields for holding mods Instead of one text field for description/notes: A multi-line text field for a sharable monster description with a roll button to print to chat; Optimally, it would be able to post a picture to chat. Option: Should be able to be whispered to those controlling selected tokens? (or is this a bridge too far?) A multi-line text field for Gear (will also include specific treasure); I'd make it consistent with a roll button; incl. whisper function; A multi-line text field for Monster Abilities which would include a quick reference for the GM to view spell-like abilities, put in item abilities, innate abilities, etc. A multi-line text field for GM Monster Notes which includes flavor text on the creature found in the MM UI Comments Drop down fields sit lower than Multi-line text fields or single line fields. Maybe treat the Drop Down and Multi-line the same?; Keep single line as is. Note: (Defect?)&nbsp; When I used an NPC attack and chose to whisper the Attack Matrix, I didn't see it appear in the chat; Perhaps it only showed to the GM, but I thought it would show for both the controller and GM as per the PC sheet. Thanks again for working on this sheet Vince! Apologies for the long lists!!&nbsp; ~Dave
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I need to play some catch-up. ;-) Stay tuned.
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My comments are embedded below. &gt;&gt;&gt; David M. said: 1. Weapons &gt; Defect &gt; Both rows are not aligning horizontally (see image) &gt;&gt;&gt; I've made some adjustments for this. Using multiple types of input fields together can often make aligning everything in a row a bit of a pain. IMO, these kind of tweaks can be fleshed out more in the future as needed/desired as well. 2. Saving Throws &gt; Enh? &gt; Shouldn't the total auto add from the other fields? Just seems strange that it does not. &gt;&gt;&gt; I agree that these rows "should" be auto-calculated (same goes for the thief functions). I purposely have not done this yet... Various people have mentioned their distaste for sheet automation. I feel that auto-calculating Saves and Thief Functions should be fine. Again, since there is existing sheet attributes for the last 6+ years, I have to be very cautious about overwriting an existing attribute through auto-calculating a field. Ability rows are another area of the sheet that could greatly benefit from auto-filling fields. 3. Reorder List &gt; Enhancement Req. &gt; Being able to reorder the weapons list and equipment/gear lists will be a popular enhancement request if it's not available out of the gate. &gt;&gt;&gt; You can reorder any repeating row as per roll20's built-in feature. (at the bottom of a repeating section, toggle the lock, then grab the "hamburger" icon to drag rows up/down and release. Toggle the lock when done.) Are you thinking of a more "robust" option? 4. Senses &gt; Enh. &gt; Personally, I like having a field for senses somewhere near racial abilities and then surprise near that. For monsters too. This includes infravision, ultravision, ability to detect invis, excellent senses, etc. then somewhere prominent for surprise adjustments (surprise for yourself and surprise others). I'll do a mock up so you can see what I'm thinking about. &gt;&gt;&gt; The Notes field under Personal Attributes was the intended spot for such PC info, but there isn't necessarily a specific spot for Racial Abilities or Senses. Monsters would probably either include these as a Special Ability(which will be added to the NPC page), Special Defenses, or Notes/Description. Post a mock up and I'll see if I can work it in as it's own section. 5. Surprise &gt; Enh? &gt; I notice you're hardcoding a d6? Some creatures use different dice. Because of all of the permutations, I just converted all of the rolls to percentile dice which handle all cases pretty well. So maybe the pop up allows you to select the die type/success and mods (or a config). Not super critical as I assume people use macros for this but then I think they'd want somewhere to place the mods (esp. for monsters and it should just be an integer field as opposed to a drop down or limit to 1 character). &gt;&gt;&gt; Like Initiative, lot's of people play this in various ways. I've added the option in the sheet settings to change the die used. I'm open to making this as flexible as possible. 6. Special Abilities &gt; Enh? &gt; I think including ability notes by default in the chat display would be preferred (rather than hand edit each entry to include them; it appears they are not being included but it could be what I put in there; ie. http links) &gt;&gt;&gt; Hmmm. Including anything in the short description or the longer one should post to chat. If all you need is a little reminder of the special ability, just use the name and/or the short description. If you want the full Monty, fill in the long description as well. I think roll20 sanitizes any urls included within a roll template, so they require using additional formating for links/urls. ie [x](url) Where "x" is the clickable text. This also works for posting images within the roll template's output. No promises but I'll see if I can add some special handling for pasting raw links. The sheet would need to monitor the field and parse as needed. 7. Spells (and other chat templates) &gt; Enh? &gt; Is there anyway to ensure pasted links are clickable by default? I find I want to add a http link into just about everything. &gt;&gt;&gt; see #6 8. Spells (and perhaps other chat templates) &gt; Defect? &gt; I pasted in a link followed by the word "and" and then another link (in the notes field). The entry looks like it disappeared or was auto deleted. &gt;&gt;&gt; see #6 9. Spells &gt; Enh? &gt; The entries "jump around" when clicking the gear icon (leading to editing a previous entry). It would be nice to afix the location whether it is open or not but I'm not sure how much work that would be. Anyway, "nice to have". &gt;&gt;&gt; Repeating sections with multiple columns have always been a bit of a whack-a-mole feature. I'll have a look. 10. Equipment &gt; Enh &gt; In the gear/equipment section it was not obvious that you needed to click the add button for something to show up and clicking around on the tabs made it seem that something was not working. I'd add at least one blank entry there to get folks started and set it to "Gear" (which would be the default when first viewing the section). &gt;&gt;&gt; The sheet now checks and auto-generates a repeating row for each repeating section that doesn't already include a row. Should help as a placeholder. 11. Weapons &gt; Enh &gt; Several of the choices there could benefit from a tooltip (e.g. penalty; w/gm; magic adj. - letting them know it mods both attack &amp; damage) &gt;&gt;&gt; absolutely I've waited on adding some of this until I feel pretty good about it becoming "permanent". Tooltips. 12. Sheet Image &gt; Enh &gt; It would be a benefit to have the "rules" for optimal image selection somewhere (mainly optimal size parameters). &gt;&gt;&gt; I'll add a little something to help. The avatar option is going to auto-grab the assigned portrait from the Character Journal's Edit screen. fyi: Regardless of the image size used for the character portrait or from a url, the sheet is going to shrink anything larger than 160px in height down to 160px. (200px on the npc page) While a large 3K+ image can be used, it's probably not a good practice for performance reasons.;-) AFAIK, rol20 allows jpg, png, and non-animated gif's as portrait options. <a href="https://wiki.roll20.net/Image_Best_Practices_for_Roll20" rel="nofollow">https://wiki.roll20.net/Image_Best_Practices_for_Roll20</a>
Reorder List - huh, well will you look at that? Yeah, that'll work! Links - That syntax works and I'm ok with it. If a tooltip is easier than handling raw html, maybe do that. Senses - On the PC sheet, the racial notes field will work; I think what I'm looking for is a "Surprise" field (tooltip "Surprised on a") which is a simple integer field (that writes to attributes) we can use for macros and a "Surprise Others" field (tooltip "Chance to Surprise Others") which is the same type of data field. That way, you don't need to handle converting for surprise chances and surprise segments for all those instances where a Svirfneblin crosses paths with a Drow inside the sheet (or a mid-level monk navigating a room hosting a gaggle of piercers). Everything Else (on the PC Sheet) - Looking good!&nbsp; (I'll double check images at 160px) Thanks Vince!! ~D
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Added Auto-calculating Saves; each save row is now auto-calculated. While you can temporarily override the save total, any changes made to the row will trigger a recalc of the row. Special handling of Saves for pre-existing characters; older save values will be copied to the Base/Class column. This allows for the "new" save total to match the older value(which may or may not have already included base+/-adj.), but will auto-calc once the row is manually adjusted. New sheets default to 20. example; Older pre-existing character using the beta sheet (Total column shows the old Save values) fyi: ignore the first row in this screenshot because I had already ran my test code on the first save row as a POC.&nbsp; Normally, it would show "20" in the Base/Class column like the other rows. but, after the sheet is opened with auto-calc saves update; The old value has been copied to the Base/Class column to act as a "placeholder" value, so the old save data is not overwritten (yet).&nbsp; Once you manually adjust any of the sub-attributes (base, racial adj, ability adj, etc.) the row will auto-calc.&nbsp; Save rolls use the Total value as the threshold for success. I think I can do the same for Thief Functions.
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@David I think what I'm looking for is a "Surprise" field (tooltip "Surprised on a") which is a simple integer field (that writes to attributes) we can use for macros and a "Surprise Others" field (tooltip "Chance to Surprise Others") which is the same type of data field. an additional field besides the Reaction Adj?
Re saves: Super awesome of you to keep the existing values! That's great. Regarding Reaction, yes, I'm thinking two different fields and neither are tied to Dexterity. One is called "Surprise" field (tooltip "Surprised on a") and the other is called "Surprise Others" field (tooltip "Chance to Surprise Others"). Super geek answer follows... (A positive) Dexterity Reaction adj. has two effects (and like anything in 1e there may some interpretation going on by me):&nbsp; If you're unencumbered and you've declared the use of a missile weapon (and you didn't win initiative), then you'll add the reaction adj. to your initiative die and if that result is equal to or greater than the winning initiative die, you'll be able to attack during high initiative.&nbsp; The second is related to surprise. When one group is surprised, based on the result of the dice, some number of Surprise Segments will exist. Given the state of the surprised group, this allows the unsurprised group to act without giving time to typical combat defensive maneuvers so certain actions will happen quickly. For an individual with a Dex. Reaction adj., if your group is the one that is surprised, then you'll reduce the number of surprise segments for yourself only (by the number in your Dex. Reaction adj.). My interpretation of this is that, while you're not technically surprised, you still won't act until your group acts during the normal round (and anyone targeting you will instead act during the normal round and there's no way to tell the difference when choosing targets; it sort of takes a little sting out things as 1e surprise is super dangerous).&nbsp; In any case, house rules or no, none of the adjustments above affect a creature's ability to surprise another in terms of overall chance to surprise nor their chance to be surprised according to the initial surprise dice (i.e. Dex does not modify the dice rolled for surprise itself). Surprise: Typical creatures will be surprised on a 1-2 on a d6 and there are normally no modifiers (assuming a chance for surprise exists). Some creatures are surprised only on a 1 in 6 and others only on a 1 in 8. Monks chance to be surprised is given as a percentage. Some creatures ability to Surprise Others is a 5-in-6 or sometimes it's listed as a percentage. "Surprise Others" adjustments will adjust the result of the Surprise dice rolled for the other party. When the die types are incompatible, the GM will typically convert everything to percentages. I've just done this as a matter of course and list all surprise chances and modifiers in percentages. And I do a little rounding to keep some sanity. Thus a duergar in my game is listed as &gt;&gt; SURPRISE: 10%; Others +20% (typical Surprise in percentages I list as 30% so a +20% means the duergar will have a 50% chance to surprise "typical" opponents with normal chances for surprise) In the MMII they are listed as "Surprise only on a 1-in-10" and that they "surprise (others) 3-in-6". (ie. if the others are normally surprised 2-in-6, then they would be surprised by a duergar 3-in-6); Anyway, apologies for way too much detail and I'm sure you know all this (perhaps your reply was a little late in the eve; or as you probably call it, "lunch time"). Thanks again Vince! ~D
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Thanks David. The sheet is definitely individually focused in regards to surprise and initiative rolls.&nbsp; Currently, the Surprise roll has a query for "Surprised on?" that sets the threshold for success. (defaults to 2)&nbsp; Reaction Adj. and Current Encumbrance Adj. are only displayed for reference so that the DM can adjust segments as needed. Maybe the roll query can work for either. ie&nbsp; "Surprise /Surprises others on?"&nbsp; It's easy enough to add a couple fields, but since there's a query with the roll, is having the extra fields necessary? Does this seem like a proper BtB handling for Surprise? <a href="https://dnd.sinister.net/surprise-an-operational-guide/" rel="nofollow">https://dnd.sinister.net/surprise-an-operational-guide/</a> related: <a href="https://dnd.sinister.net/im-surprised/" rel="nofollow">https://dnd.sinister.net/im-surprised/</a> <a href="https://dnd.sinister.net/a-surprising-look/" rel="nofollow">https://dnd.sinister.net/a-surprising-look/</a> (fyi: very good AD&amp;D1e blog/articles by this person. Rick) Still need to work through the back log...&nbsp; Been a busy week.
Surprise. Yes, I'd appreciate access to the two fields/attributes. I don't see any other easy way to change the default Surprise Chance (or add a way to grab a modifier from another sheet). And given the math necessary to calculate the number of surprise segments (for any case where one creature is using percentages), I think we will need to write our own macro to access those fields (it shows as blank when using a d100 dice which is not too surprising [heh] as this is a calculated number based on both party's rolls). It's also an important piece of data to eyeball when setting up an encounter. I'd be ok if it only lived on the monster sheet (hah, take that rangers and monks!) or if it lived in the settings. Roll Query. I tried several ways to drag the surprise button to the macro bar, but none of them worked. In fact, the button would not exit the sheet at all. And I tried dropping it in the gray area as well. I could right click to inspect element to see the query but didn't see any way to access it from the sheet. Again, I'm macos and chrome. Maybe that function can only be used by GMs? Popout Sheet. This may be intended behavior or at least a known limitation, but while the popout button on the sheet works fine, if I set the settings to "Character popout windows" the sheet will not load (white space only). Blog. Yeah, very nicely thought out and done. (even better is that we use same interpretations of the rule!) There's a few out there. Some of the DF'ers are basically PHDs (or at minimum "Tolkien scholars") of the rules. It does remind me to indicate the presence "complete surprise" in my macro where applicable. Iterative Attacks and/or Two-weapon Fighting. Have you given any thought to including an indicator for two-weapon use&nbsp;around the weapons area? I don't do it in my sheet and just use the description field (and regret it). Two-weapon fighting is used a lot and, while I don't use Unearthed Arcana personally, many do, which means iterative attacks (and specialization bonuses) are all over the place. In order to have a useful two-weapon check box, you'd need two fields in Dex—one for primary hand and one for secondary. I screwed up and just added one field so I extrapolate by just putting in the secondary attack mod in there (which lets you know what the primary would be). So whether we add a check box to the weapon or we build it into the roll query, you'd still want a field that populates with the mod based on Dex score, otherwise, we would need to build a table for mods by dex score (yuk). Anyway, I thought I'd ask since the "patient is open". I don't know that there's much to do regarding iterative attacks other than indicating it's there and I suppose it could be listed under special abilities - I tend to use it as a declared action ahead of initiative and then it fills in the turn tracker order based on that (unfortunately adding turns after the 1st is manual and must be done by the gm—which is a pain depending on the number of creatures involved). I guess the take-away here is that two-weapon fighting in 1e is (in my experience) very popular and it would be great to handle it better than having to enter attack mod values for every attack. (or modifying the base attack regardless of situation) Regarding the roll query, let me know if I'm missing something to access the query and modify it other than copy and paste from inspect element (some alt-shift-right-click access or what have you). Thanks ~D
I think it's important that the character sheet be written in such a way as to facilitate BtB Surprise (as described below) as much as possible but not to force it in any way. In my game, I am not handling Surprise (or Initiative) BtB as I find the whole thing absurdly fiddly without any real benefits. Thus far, Vince, you've done a great job in walking this tightrope and I want to take the opportunity to thank you for that. I know AD&amp;D can be frustratingly open to interpretation/modification and insofar as your character sheet supports the RaW while not making house rules overly difficult, I really appreciate it.&nbsp; vÍnce said: Thanks David. The sheet is definitely individually focused in regards to surprise and initiative rolls.&nbsp; Currently, the Surprise roll has a query for "Surprised on?" that sets the threshold for success. (defaults to 2)&nbsp; Reaction Adj. and Current Encumbrance Adj. are only displayed for reference so that the DM can adjust segments as needed. Maybe the roll query can work for either. ie&nbsp; "Surprise /Surprises others on?"&nbsp; It's easy enough to add a couple fields, but since there's a query with the roll, is having the extra fields necessary? Does this seem like a proper BtB handling for Surprise? <a href="https://dnd.sinister.net/surprise-an-operational-guide/" rel="nofollow">https://dnd.sinister.net/surprise-an-operational-guide/</a> related: <a href="https://dnd.sinister.net/im-surprised/" rel="nofollow">https://dnd.sinister.net/im-surprised/</a> <a href="https://dnd.sinister.net/a-surprising-look/" rel="nofollow">https://dnd.sinister.net/a-surprising-look/</a> (fyi: very good AD&amp;D1e blog/articles by this person. Rick) Still need to work through the back log...&nbsp; Been a busy week.
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@David Surprise Button Drag/Drop not working: I can drag and drop the Surprise button(actually I believe all the buttons on the sheet should drag/drop btw) to the macro quickbar in both Chrome and FF without issue.&nbsp; Make sure the sheet is NOT popped out.&nbsp; Roll20 breaks drag and drop when sheets are popped out.&nbsp; ;-(&nbsp; You should be to open a sheet normally and drag/drop buttons as expected.&nbsp; Let me know if that's not the case. Popped Out = blank sheet: this happens to me as well in chrome and ff. ;-(&nbsp; I did a search through the roll20 forums and it looks like people that have experienced this issue had a browser extension/add-on that was causing a conflict with this roll20 option.&nbsp; For me, I found that the HTTPS Everywhere extension I use must have been causing the issue.&nbsp; Disabled that and I could see the sheet when popped out.&nbsp; This worked in FF and Chrome for me.&nbsp; Sounds like roll20 is a little buggy.&nbsp; Go figure... TWF: &nbsp; Normally I would say name the attack using primary/secondary ie "Short Sword Primary", "Dagger Secondary", etc. and adjust the "to hit adj." field accordingly. -2/-4 base, adjust +/- according to Dex.&nbsp; I suppose the to-hit adj could become confusing with too many adjustments. Maybe add a selector with 3 options; Normal(0) which is the default, Primary(-2), Secondary(-4) with an auto-calculated field(dual_wield_pen) next to it that shows the penalty adjusted by Dex if applicable.&nbsp; Include "@{dual_wield_pen}" in the default attack macro. I'll need to open up UA have a read on the iterative attack mechanic.