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Latest sheet changes & general discussion

1648276141
vÍnce
Pro
Sheet Author
@Rob Agree that BtB is the focus.  I'm fine with leaving things a little "loose" as well if that allows for the sheet to be used with people's variations.  Thank you for the complement. This is taking some time, but hopefully we'll get something we all like better in the end.
1648322346

Edited 1648322997
Drag to Macro Bar. (I did not pop out the sheet.) Looks like this works different in MacOS - you need to drag the button to a specific area inside the character sheet . I called it the "gray area" previously but I guess I didn't drop it in "the sweet spot". So... Now that the macro is in the macro bar... What was I supposed to do with it? I'm not sure how to access it to change it (right click doesn't work and it's not in collections). I'm sure I'm continuing to miss something else. Looks like you've got most of the major stuff on the PC sheet handled. So what follows are a few little nice-to-haves. 1. My personal preference for these fields is left-justified. Languages for sure. 2. My OCD is requesting a tiny bit of padding on top of the number. In any case it's hard to hit optical center in these shapes (as it's not quite the exact center of the shape). 3. It would be nice to have a little more visible room for these fields ("5-ft. 11-in."). Maybe match all of these to the size of Eyes/Hair. 4. This looked off, but I know we need room for really high wisdoms. Maybe nothing to do here. 5. I really like what you did with the save buttons, getting them all the same size. I think it would be nice to have these buttons match as there is nothing too long in the list. Maybe go left aligned for the text in the column (although I suppose you went center to match the buttons)? Your call. Question. Is there an ability to implement the beta sheet on one of our servers to do in game testing? I also want to do a little testing with the css. Let me know if there are any questions re the NPC sheet feedback - it may be that many are handled already. Super close! Looking great! ~D
1648323827

Edited 1648327872
vÍnce
Pro
Sheet Author
Roll20 changed the way drag and drop to the macro bar works (last year, not sure) where you drop to the grey area that appears within the sheet window footer.  Once that's done, if you have the macro bar enabled from the side bar settings, you should see the button on the macro bar at the bottom of the screen.  Rename, colorize, if desired.  Maybe I should expose the macros for surprise and initiative (this could be done in the settings as not to clutter up the abilities section) edit/update 1. languages are now left-aligned. Looks better. If you see some other long inputs that would benefit similarly, let me know. I feel the smaller input fields look better centered... 2. Adjusted. Looks better. 3. Done 4. Changed this to have placeholder text of "ie 3,1st| 2,2nd| 1,3rd etc." Since this field is just used to track the number of bonus spells per level for high Wis. 5. The Abilities section is VERY tight. I've tried to allow the sheet to be at least a little flexible, allowing the sheet to still be workable when resized down to about 610px(and that's only if the exceptional column is toggled off|settings option) before it starts overflowing. The abilities section is the current threshold. If I apply min-content to the buttons, they will be the same width but some of the buttons become two rows/lines which can make for larger buttons. Maybe bigger is OK/better? or as-is ? beta updated with above. As I get closer to having a final release, I'll make the code available if people want to test. I can make you a GM in the beta game if you would like? Just let me know.
1648331624

Edited 1648331641
vÍnce
Pro
Sheet Author
Initiative and Surprise: exposed macro text in settings to allow for more customization.
@Vince: You rock! Buttons. Could we match the height on all of them (even those with one word?);
1648338989
vÍnce
Pro
Sheet Author
David M. said: @Vince: You rock! Buttons. Could we match the height on all of them (even those with one word?);
1648340331
vÍnce
Pro
Sheet Author
Anyone have a reference(PHB, DMG) for weapon damage types rules in 1e? (slashing, piercing, bludgeoning) I thought there was something regarding weapon type vs armor type or...? But I'm not finding anything.  I know that certain monsters mention this.  Thanks
Vince, you don't want to go there!!!  :)  But the basic chart is PHB, pg 38, and unfortunately, it is vs "AC", but i think most players have always interpreted it as meaning non-magical armor type, without shield".  Not sure it is specifically mentioned again in the official rules, though quite possibly in Dragon magazine or other periodicals at some point.
Yeah it's another one of those "implied" attributes meant to be ruled at the table by the GM based on player discussion and situation (general weapon knowledge, common sense, how are you using the weapon? how much space to you have? etc.). I went ahead and added a damage type column to my weapon charts so players would not need to guess. While there are references here and there in the 3 core books (phb, dmg, mm; mostly in mm), in 1e, you find most of the references in the Unearthed Arcana, primarily in the descriptions in Appendix T (p123) but also in spells (Bind, p23; Golem, p39) and magic items (oil of impact, p90) including the scrolls of protection from weapons, including those that are "blunt" and "edged" (p85). So while there are references, there is nothing as concrete as in 2e (PHB, p68,69,90) which used them as replacements for weapon type vs ac rating as Mr. B. stated above. I would be in favor of a "Type" field in the weapon detail (gear icon) which could be used for this or other purposes (4-5 characters in length min.). But then again, I like a lot of fields...
1648367125
vÍnce
Pro
Sheet Author
Thanks for the clarification.  I went ahead and added a field for Damage Type.  Similar to the handling of some of the attack attributes (rate, range, weapon speed, etc.) it will be included with the damage roll if it's filled in. I've also added an "Attack Type" field for dual weapon selection which will auto-calc the penalty based on the selection(normal, primary, secondary).  The calculation starts with -2/-4 and further adjusts based on Dex. fyi: You'll need to reset old attack macro-text for the beta sheets if you want to see the latest attack macro.  Just delete the macro-text and select another field.  The sheet should re-populate the field with the new default value. I know that's a pain for now, but I'll address this later with a version check so the sheet will automatically update the macros.  I'm just waiting until I am closer to a finished release.
1648415724

Edited 1648416175
vÍnce
Pro
Sheet Author
Couple additions; - Settings: added options to whisper PC and/or NPC rolls. - Settings: added an Advanced Option to reset all sheet macros. **WARNING:** This option will clear all repeating macro-text which forces the macro fields to re-populate to the latest sheet defaults. Any customization/editing that was done to any existing macro-text fields will be lost if the reset option is utilized. While this sounds dramatic, it will probably mean nothing to the vast majority of users. It's perfectly safe to Reset in the beta game to ensure the sheet is using the latest versions of the sheet macros. I will include an auto-matic check and reset of non-edited macro-text once the sheet is ready to to go live. For testing purposes, using the Reset option is the easiest method to ensure the sheet is using the latest macros.
1648505250

Edited 1648507189
" 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 understand this as i also have concerns.  My game is a custom game that uses aspects from different versions.  Your sheet was the best for us because it was simple and maleable enough that i could make it work for our game.  I am just a bit concerned that it has quite a bit of stuff on it now that i do not personally use or that we use differently I know as i am running a custom game i am prolly not the target audience but here is some feedback. *Multiclassing. (Will this section be collapsable?).  We do not use multiclassing at all.  Although i notice that without it you cannot see XP.  Also i have no idea what the Partial XP thing is.  Its stuff like this that just clutters the sheet for me.  I played a lot of 1st/2nd edition and dont remember that at all.  This is not really a big issue but its annoying to have too much stuff on a sheet that my group dosent need and i have to tell them to ignore. *The AC modifier of "rear" (we just use +2 if flanking and a rogues backstab uses a +4 mod on the rogues end, i suppose this is another rule we never used).  Although it would be useful for my game to have a No Armor section (instead of rear) for when PC's are surprised sleeping etc. *Please do not get rid of the exceptional ability brackets as we use those, like 5e, for all the abilities. *One of the additions we would have liked was a section for Magic Item descriptions Like the proficiencies box, ie: a seperate box per magic item you can click on to get description in chat if needed *I love the Heart/Shield for AC and Hit points but they look wierd in darkmode *Love that you can have your avatar on sheet I suppose im just a bit concerned that too much stuff gets added that we don't use and it makes the sheet too busy (i dont particulary like the look of 3rd edition sheets for example).  I am also wary of too much automation as many groups do things differently from rules as written. Thanks tho for the awesome sheet.
1648512234

Edited 1648518795
vÍnce
Pro
Sheet Author
Hi Tariff, thank you for the feedback.  Always appreciated. As you have probably read above(or perhaps not since this is a rather lengthy topic), I'm trying to walk the line between keeping it simple while also adding additional features.  Unfortunately/Fortunately AD&D 1e is played with a multitude of variations.  This is great for homebrew and people's personal tables, but makes it very difficult to nail down a single sheet that satisfies the majority.  I'm trying very hard to find that balance.  Playing via VTT allows us to use a sheet beyond a paper facsimile.  While we would scribble notes and calculations in the sidebar on a paper sheet, a virtual sheet can handle some of those tasks automatically.  I'm trying to keep any auto-calculations as flexible and transparent as possible to accommodate different interpretations of a rule-set, at times, besieged in ambiguity. *Multiclassing. (Will this section be collapsable?).  We do not use multiclassing at all.  Although i notice that without it you cannot see XP.  Also i have no idea what the Partial XP thing is.  Its stuff like this that just clutters the sheet for me.  I played a lot of 1st/2nd edition and dont remember that at all. I agree that the majority of players probably do not multi-class.  The sheet has included the additional fields since its creation. (I may have added the third upon req...) I can probably include an option(or possibly do this auto-magically) to hide any additional class fields that are not needed.  And if only using a single class, show the current XP in place of the hidden multi-class fields. Partial is just a field to track(it's just a placeholder field) any remainder hp due to rounding when multi-classing since classes never progress/level up at the same time. fyi: the hp Calcs are suggested based on what is input in the class rows, but the sheet's HP field at the top of the sheet can use any number you want. *The AC modifier of "rear" (we just use +2 if flanking).  Although it would be useful for my game to have a No Armor section (instead of rear) for when PC's are surprised sleeping etc. This was my first attempt at trying to figure out a way to automate AC calcs... ;-) AC RATING = uses the best (lowest AC rating) from armor1/2 to get a "base" AC Rating.  REAR = best AC Rating plus any adj. for magic and or adj for the addition of a helmet or misc. armor/item (ie ring of protection). SHIELDLESS = adds DEX adj.  This will probably be your total AC if you do not have a shield. TOTAL AC = takes shieldless and adds any shield adj. from the shield row. I will probably make Shieldless and Rear user-editable fields, like the main AC field currently is.  This would allow someone to completely ignore the auto-calc row "suggestions" and enter whatever they want.  I am open to making changes to the Armor Details section to make it more user-friendly/clear if possible. I think it would be beneficial to include a field somewhere for "No Armor" as well. *Please do not get rid of the exceptional ability brackets as we use those, like 5e, for all the abilities. Not planning to.  There is an option to hide them in the sheet settings.  I may might have a method to only show exceptional STR (for 18+ fighters) when someone has toggled to hide the exceptional abilities column. While we're in the neighborhood... the sheet is aimed to accommodate BtB play first, but I'm open to adding features that might also benefit other variations in play as long as it doesn't detract from the BtB prime directive. Any thoughts to allowing ability-based rolls?  (ie click a primary ability on the sheet to roll) *Proficiencies/Spells.  The description areas seem very small width wise.  We like to be able to read the info easily from the sheets, these look very cramped (i could be wrong in practice) It sounds counter-intuitive, but spells will change from a 2-column view to a single column if you shrink/re-size the sheet. I was trying to accommodate casters that have lots of spells to get more seen in less sheet real estate.  Special Abilities and Non-weapon Abilities are single-column width and only show a short description and name by default.  A longer description can added when expanded.  I've used a method across the sheet (the little Gear Icon) that collapses the additional/secondary areas (rarely edited info) by default to save room on vertical scrolling. Also hides the info that you usually do not need to see 24/7. The addition of a roll button allows posting the info to chat as well. Our group often uses a "/talktomyself" macro added to the quickbar to easily toggle personal chat output. It's also great for DM's as well when they want to try things out w/out the player's seeing any spoilers in chat.   *One of the additions we would have liked was a section for Magic Item descriptions. Part of the Equipment section is the ability to do some basic sorting.  Magic is a sub-category of equipment where you can add magical items.  Each Magic item can have a name, location, uses/max, qty/max, etc. as well as a longer description when expanded. There is also a roll button and access to the macro text if needed.  BTW: all textarea sections of the sheet can include macros as well as text.  So, you could include an inline roll like Potion of Healing heals for [[ 1d8 ]]. *I love the Heart/Shield for AC and Hit points but they look wierd in darkmode I just made some down and dirty darkmode attention when it was introduced and roll20 has been making changes on their end as well since rolling out... I'll get that patched up and darkmode will get more attention for sure. *Love that you can have your avatar on sheet Me to.
Damage Type. Looks great. Attack Type. Thanks for this. This is great! @Tariff Multi-classing. While I'd support making extra classes collapsable, we'd need one visible at minimum. I don't know though, given the current spacing in the sheet, it would just be blank space. I guess I could go either way. I think it would be tricky though to make it look good for most of us who use multi-class (a lot). Armor Class. I looked closer at this and also eyeballed the 1e goldenrod sheet. The orig sheet kind of hinted at adding things but then just sort of positioned fields around the area. Was not ideal. That said, I spent a few minutes and did a quick mock up of what I think may work. Not all AC will be a formal "armor rating" esp. for non-humanoids. So it makes sense to have a "Base" or "Unarmored" AC in there. Given "Base" is used too much in the books for discussing armor rating, maybe unarmored is usable. The calculated fields would use Armor Rating if available, otherwise Unarmored, or default to 10 if null (?). Because of the presence of a number of effects that change AC against missiles, it would be a "nice to have" to have a field in there, but I'd understand if thats just too many fields. As I thought about it further, a checkbox that indicated that weapons should "ignore AC rating" (even should the creature be wearing armor) would be very very helpful esp. if we want to automate attacks with scripts. For example, in our rules, we take pity on poor monks and instead of every one of them struggling to survive with a base AC rating of 10, they cause weapons to ignore their ac rating as if they were a "monster" (there's a joke in there somewhere). Here's a mockup: Dark Mode. Yeah, the text fields overlap the heart and shield symbols. There's probably some css magic that could be built in, but it's a "nice to have" I think. The white background is the only easy one to read in darkmode given the other fields though the sheet use gray text. I'm not sure how much effort is needed here given how easy it is to switch, but it does seem like lots of sheet authors are making changes for this. --- Heart and Shield Icons. Not sure why, but shadowed elements cause my eye to tick... So, I tried the Heart and Shield with just outlines and filled but without a shadow. Not sure whether they're better, but figured I post it if anyone has preferences. I lean toward outlines like the original sheet (goldenrod or moldvay) and it may make darkmode easier to handle (ie just deal with the textfields rather than icons/images - unless those are css?). But I could grow to like the filled ones too. Anyway, here's a side by side. Vince—You sir, are a gentleman and a scholar . . . (R. Burgundy-meme-style, as opposed to Salinger or.. Michael Scott) Thanks for all the hard work on this. ~D
>> I may might have a method to only show exceptional STR (for 18+ fighters) when someone has toggled to hide the exceptional abilities column. Casting a vote for this. Thx.
Hey Vince! Was just checking up on things and noticed an issue . Under Weapons>THAC0, the repeating 20s (per DMG p74) in the chart have changed to the 2e style THAC0 and I'm not seeing a way to change it (ie. no more repeating 20s which a big game balancer). That said, the "manticore" sheet (PC Tab) looks correct, but the PC tab under "Dr. Ichabod" is changed as described. Perhaps I need to reset the sheet (or do something else)? In any case, it does bring up a feature request though! (because of course it does) Editable Attack Matrix. In the DMG, fighters increase their attack ability by 2 for every 2 levels, however, there is also a "Special Note Regarding Fighters' Progression" that allows for a progression of 1 per level. We use this and most folks I've encountered playing 1e do so as well. In fact, we extrapolate that out to other classes so we give clerics, thieves, and magic-users a small break by giving them increases in their attack matrix without a big jump all at once. I think, for ease of use, it would be beneficial to simply make the attack matrix editable across all fields . That way, if people want to play 2e style THAC0, good for them. If they want to use DMG repeating 20s, cool. If they have a case where they've added a custom class or want fighters to use the optional progression chart, it can be edited to allow for this. Make sense? Because the sheet is AD&D, I'd default (and reset to, if the ability is constructed) to the matrix values found in the DMG. (Also, thx for the Exc. Str. piece of work!) Cheers
1648787882
vÍnce
Pro
Sheet Author
@David You can use either attack system. Look in the sheet settings>Use THAC0.  Both the THAC0 as well as the To Hit table are user editable.  THAC0 you simply enter THAC0.  If you use the Hit Table, you can quickly auto-fill all fields using the class and level selectors and/or you can edit all fields in the table as well.  ;-) 
How'd I miss that!? Your time travel ability is amazing! Thanks ~D
1648856584
vÍnce
Pro
Sheet Author
;-) Unplugging for a few days.  Heading out for the weekend with scouts...  Happy gaming everyone.
1649013323

Edited 1649013968
- " I agree that the majority of players probably do not multi-class.  The sheet has included the additional fields since its creation" That’s strange. Do they just play humans, low levels, or discard the max levels for the other races? Seems to me the whole idea of ‘the other races’ is they have to multi-class on high levels.  Anyways; the more that can be hidden the better for flexibility. I’d like to hide comliness personally. I hate it lol. edit; whoops looks like you already did that!
Minor dark mode issue. The drop downs become hard to read on mouse over in certain fields. You may already know about this one. Enhancement Req. Ignore Armor Rating Indicator. While I'd like the armor class mods posted upthread, the one that is the most helpful/important is "ignore AC rating" indicator. This is the only element that would allow us to ignore AC ratings for monster ACs (when automating an attack/damage roll). Size Indicator. Likewise, it would be very helpful to have a creature size indicator in the PC sheet. PCs often find themselves changing form or using potions of growth, enlarge spells, etc. So when automating an attack, having someplace (on the PC sheet) to indicate size would be super helpful. Assuming we keep the NPC sheet mostly as is, my intent would be to use the PC sheet for monsters as all of the required bits are there to run a combat effectively (saves, armor for humanoids, abilities with rolls, etc.). I guess for class, you just plug in creature type. This also drives the need for a creature size indicator. Thanks, Vince!
1649639933
vÍnce
Pro
Sheet Author
Thanks David. I've been very busy with work as of late and I'm just getting over a flu bug (not covid, but not fun...) Dark mode is still a WIP.  I'll be sure to make an adjustment for that. Ignore Armor Rating: It's easy enough to add a checkbox, but I'm trying to see how this could also be beneficial outside of an API script?  As the sheet currently works (attacks do not require targeting a token) Typically, a player will make an attack roll against an unknown AC and/or AR.  Only the DM knows that info.  The DM will see the attacker's To Hit Matrix or THAC0 table as well as any posted Weapon vs AR adj for the attacker's weapon.  Not really any automation happening here.  Maybe it's fine to have this just a reminder that armor is not being used and as a side benefit "anyone" leveraging the API could use the field as a flag? Size: agree that including a field for size (maybe two attributes since this is something that could change during a game. ie size_base, size_current)
Ignore Armor Rating. Yeah, the checkbox would be easier (if it wrote to attributes) than a null field. ie. If looking at my mock up for armor fields above, I suppose you could leave the "armor rating" null and fill in the base AC ("unarmored") - but... I think searching for a null field is much harder esp. in Roll20 (unless the sheet is jumping in to help and creating the right attribute, even if "n/a"). So all things considered, a check box might be easiest to manage even if it's used as a reminder (and it writes to an attribute field for attack macros or apis). Not married to a check box, a drop down somewhere would work. Size. Yep - maybe Current/Max type field would work here (used as Base/Current?). Otherwise whatever you think works best. Cheers
1649890002
vÍnce
Pro
Sheet Author
Made a few small updates yesterday (see the latest sheet announcements).  Fighting my taxes atm.  Might need some healing soon. ;-)  I'll jump back on the sheet soon.  Cheers
vÍnce said: Made a few small updates yesterday (see the latest sheet announcements).  Do you have a target date in mind for launching the new sheet? If not, is there a way (GitHub?) that we would be able to get ahold of it and implement it, say when it's close to finished but before the official release?
1649962540

Edited 1649962656
vÍnce
Pro
Sheet Author
Hi Rob, I will release the beta code as we get closer so that people can test ahead of the release.  Since I'm still working on things that can jeopardize existing attribute data as well as deciding on how/or if certain features can or should be implemented, I really don't want to commit to a release date yet... Sorry.  To put everyone at ease, I will request that the new version of the 1e sheet be allowed to coincide with the old version.  For the record, I'm torn over doing this since there has been MUCH effort that's gone into making sure this sheet is compatible with the old version.  It would have been FAR easier to ignore the old version entirely and make a new sheet from scratch.  I'm not sure if this will help/hurt my request for a separate sheet.  If roll20 approves a "legacy" as well as a "revised" sheet to coexist it would allow people the choice and/or time to transition as desired. Cheers 
I think we fall into three camps. First, those who just want a simple character sheet to record data, probably evoking nostalgia for the tabletop gaming of their youth. Second, those who use and like the current version, possibly having already written some macros for it. And third, those who are enthusiastic about adding more and more functionality, always looking forward to improvements. It can't be easy to keep all three camps happy. Thanks for trying.
Agreed! Once complete, I vote Vince can rightfully add the honorable title, "The".... Cheers
1650133635
AquaAlex
Sheet Author
Translator
API Scripter
vÍnce said: To put everyone at ease, I will request that the new version of the 1e sheet be allowed to coincide with the old version.  Roll20 does not like this, I developed a very simple sheet together with changing the simple sheet and htey were very opposed to it :( But like I said from the start the problem is some people want small basic sheets that laod fast and others want complex sheets with loads of calcs, etc and dont mind hte load time on bigger games.  So developing changes to existing sheets is always a big issues :)
1650133786
AquaAlex
Sheet Author
Translator
API Scripter
But like I said before, this is very nicely done. As an IT guy I like sheets that appear simple, but does loads of work in the background. 
1650170030

Edited 1650187585
vÍnce
Pro
Sheet Author
Few more QoL updates added; NPC: added Save rolls. These are shared with the PC tab and use the Base number to keep things simple. Thief Functions: each row is now auto-calculated. While you can temporarily override the total, any changes made to the row will trigger a recalc. Special handling for pre-existing characters; older thief values will be copied to the Base column. This allows for the "new" save total to still match the old value, but will auto-calc once the row is manually adjusted. New sheets default to level 1 Thief base values. Settings: Toggle Multi-Class fields. Toggle is also included inside the Class Details section. Settings: Toggles all macro-text fields. Only show when you want to edit rolls. Equipment: moved Wealth below the repeating equipment rows. Armor Details: Added No Armor/Natural field. @Khruc Nice. ;-)
vÍnce said: Few more QoL updates added; NPC: added Save rolls. These are shared with the PC tab and use the Base number to keep things simple. Thief Functions: each row is now auto-calculated. While you can temporarily override the total, any changes made to the row will trigger a recalc. Special handling for pre-existing characters; older thief values will be copied to the Base column. This allows for the "new" save total to still match the old value, but will auto-calc once the row is manually adjusted. New sheets default to level 1 Thief base values. Settings: Toggle Multi-Class fields. Toggle is also included inside the Class Details section. Settings: Toggles all macro-text fields. Only show when you want to edit rolls. Equipment: moved Wealth below the repeating equipment rows. Armor Details: Added No Armor/Natural field. @Khruc Nice. ;-) Thank you sir.
Sorry if I'm being dense. I allow players to customize their allocation of points to thief skills. They'll continue to add additional points as they level. Will this still be possible?
Will the new sheets add more color option to choose from?  Will these new sheets corrupt any of the old sheet functions (like the repeating macro issue update last year) ? When will the new sheet be available? How many licks does it take to get to the center of a tootsie roll tootsie pop?
1650218724
vÍnce
Pro
Sheet Author
Baron Greystone said: Sorry if I'm being dense. I allow players to customize their allocation of points to thief skills. They'll continue to add additional points as they level. Will this still be possible? Absolutely.  The sheet simply adds up the column values for the row.  The Base column is what you would normally change as you level up. The other columns might change depending on circumstances.  Any changes to the row will trigger a calculation for the Total.  The sheet also checks if there was an existing "Total" that doesn't equal the current row total.  This would indicates an older sheet with a value has been detected and the sheet will simply write the old value to the Base as a fail safe. This prevents losing any existing data for older sheets.  Once someone makes new changes to the row, the sheet autocalcs the row as designed and creates a new Total.  Saves work similarly.
1650219893

Edited 1650220108
vÍnce
Pro
Sheet Author
Khruc said: Will the new sheets add more color option to choose from?&nbsp; Will these new sheets corrupt any of the old sheet functions (like the&nbsp;repeating&nbsp;macro issue update last year) ? When will the new sheet be available? How many licks does it take to get to the center of a tootsie roll tootsie pop? Sheet background color options or roll templates? Renaming the repeating sections was primarily necessary to prevent issues with sheetworkers and api scripts.&nbsp; Apologies for any custom macros that needed to be edited to match the new attribute names.&nbsp; I can handle on-sheet conversions, but anything off the sheet must be handled by either manual editing or custom api.&nbsp; That said, I don't believe I've changed any existing attribute names.&nbsp; I have added many new attributes. You can hover over any field to see the attribute name. I've worked hard to preserve existing attribute data if and when it's being manipulated in the updated sheet.&nbsp; Some of the default macros themselves have changed as well as the roll template. (you can force all repeating macros to use the newest defaults by using the "Reset" option in the sheet settings) While older macros should still look and behave like they have, people may want to update their custom macros to take advantage of the new roll template... I know you have made extensive use of custom macros Khruc, so I'm curious to hear your feedback. Sorry, still no release date, but we're getting closer every night(lol).&nbsp; I want to make sure this is SOLID and the best version I can produce within my wheelhouse.&nbsp; I'm also not sure if roll20 will allow me to release this as a separate "AD&amp;D 1e revised" sheet, so... I will continue to make the sheet backward compatible. <a href="https://tootsie.com/howmanylick-experiments" rel="nofollow">https://tootsie.com/howmanylick-experiments</a> ;-)
Sheet background color options or roll templates? Both !!&nbsp;&nbsp; but mainly Template options !!! More Colors would be awesome !!&nbsp; How about Pink?&nbsp;
1650221635
vÍnce
Pro
Sheet Author
Khruc said: Sheet background color options or roll templates? Both !!&nbsp;&nbsp; but mainly Template options !!! More Colors would be awesome !!&nbsp; How about Pink?&nbsp; Pink has been added just for you. Happy Easter. ;-)
1650221690

Edited 1650221753
Kruc
Pro
HAHAHAHAH !!!&nbsp; Awesome !!&nbsp; what other colors can be added???? White doesn't work well at all... just saying...
1650224383
vÍnce
Pro
Sheet Author
I really don't want to code every color under the sun (or even 32 of them)... Here's 18.&nbsp; (starting to look like Mork's socks) I'll have a look at getting better contrast in the roll template (text vs background)&nbsp; As it is, there isn't any change in the header text color based on user background color selection.&nbsp; Probably just swap black/white text color to keep it simple.&nbsp; It's something I'll need to look into though. &nbsp;
Awesome.. THX!!
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Edited 1650353332
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NPC: attacks and special abilities is now shared between pc/npc. Same attributes.
nice job sir !!
Great work Vince.&nbsp; I'm happy to just have the new sheet.&nbsp; I do like the added functionality and layout.&nbsp; I can see having 2 sheets will just cause issues down the line.
Hey Vince! Looking great! That said, I still think the Armor section needs a little work. (I'm including some explanations that I know you already know but is supporting material) Armor Class Rating. &nbsp;This was intended to set the base AC for a humanoid. This rating is normally 10 without armor and each type of armor has its own rating. It is important to distinguish the difference between "Armor Class Rating" and "Armor Class". Armor Class Rating plays a big role in terms of attack adjustments due to Weapon Type (really the specific weapon being used). While the table shows rating changing in combination with a shield, I submit the shield adds an adjustment to the AC Rating. Shields are often taken away from - not only armor class but also Armor Class Rating, based on number of opponents attacking, facing, various conditions, etc. Thus, an unarmored humanoid with an Armor Class Rating of 10 that can employ a shield becomes an Armor Class Rating 9 (against certain attacks only). For our game, Armor Rating is so important, it is included on each token (AC|HP|AR). We use token-mod to turn on/off things like shields. Armor Class. &nbsp;There are a myriad of conditions that affect Armor Class. Many of them temporary or apply to some attacks but not others. In all cases, AC 10 is the "worst" Armor Class allowable by rule. There are a ton of misc adjustments based on non-armor magic items and spells. Helms. &nbsp;These items are special in 1e. All suits of armor come with a helmet or other head protection. If not worn, for each weapon attack that is attempted, there is a 1-in-6 chance of striking at the head at AC 10 and if the opponent is intelligent this chance goes to 3-in-6 (DMG p28). A great helm gives the head an AC 1. One assumes that Armor Rating for the head matches the armor worn unless no head covering is worn which means base unarmored Armor Rating. In any case, a helm of any kind does not affect the Armor Rating of the wearer for body attacks. For clarity, unless the target is not wearing head protection or something else special is going on, attacks do not (and perhaps cannot) target the head. Defect? &nbsp;Currently, the "Adj." field between AC Rating and Magic seems to be adding Dexterity. Additional Adjustments. &nbsp;I'd recommend we add more Other fields to handle things that adjust your AC such as spell effects and other circumstances. I'd also add a column for Misc. Adjustments (non-Magical) for things like Cover, etc. Maybe put whatever "Armor 2" is into Other. Nomenclature. &nbsp;Perhaps "In Use" is better for wide applicability than "Worn"? Carried. &nbsp;In this section, it seems redundant. If Armor Bulk is only in the Equipment section, then you're going to need to add your armor there. Additionally, "carried" is not applicable to effects or conditions. Editing. &nbsp;I think all non-drop down fields should be editable. Once edited, it should not change unless you reset the fields to recalculate again. Perhaps a button that resets would be a good add. Maybe you can keep the calculated fields (in gray in my mockup) from being edited (but even there, I could see folks wanting to use those fields differently). In any case, overall AC should be editable via the sheet or an API. When we created my 1e sheet, we had to remove all of the auto-calcs because it simply got too complex. ArmorClass vs. armorclass_total. &nbsp;(in Attributes) I think these should be the same and kept in sync on both the PC and NPC sheet. The number in the shield should match the field below. I think what could work is something like this mockup, but where any non-drop down field can be edited and then if desired, reset to sheet norms. I know you're juggling a lot of stuff with the sheet and legacy support. Managing Armor Class and, for 1e, Armor Rating, is of critical importance which is why I think it deserves some quality discourse. In any case, all of the fields in the calculated row need to be made editable so folks can ignore entering armor but still update armor class, AC with/without shield, current Armor Rating, and AC with/without Dex. Thanks again for your efforts! ~D Edit: Fixed the pic (Unarmored value)
Hmph. Regarding the mockup, perhaps it would be good to split the column totals in gray into "In Use"/"All". Here's an edited mockup. (If it were only so easy to code it!)
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Edited 1650414677
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Thanks for the feedback David.&nbsp; Totally agree that AC handling on the sheet should be given extra attention.&nbsp; The fallback is to just use manual fields... but I would like to see IF we can find a calculated method that's flexible and user-friendly. (everyone stop laughing) ;-) Look for my replies embedded below. Armor Class Rating. &nbsp;This was intended to set the base AC for a humanoid. This rating is normally 10 without armor and each type of armor has its own rating. It is important to distinguish the difference between "Armor Class Rating" and "Armor Class". Armor Class Rating plays a big role in terms of attack adjustments due to Weapon Type (really the specific weapon being used). While the table shows rating changing in combination with a shield, I submit the shield adds an adjustment to the AC Rating. Shields are often taken away from - not only armor class but also Armor Class Rating, based on number of opponents attacking, facing, various conditions, etc. Thus, an unarmored humanoid with an Armor Class Rating of 10 that can employ a shield becomes an Armor Class Rating 9 (against certain attacks only). &gt;&gt;&gt; I guess I'm having a hard time separating the math for Natural Armor(unarmored human or monster) vs the Armor Rating(armored humanoid or monster).&nbsp; Here's my understanding (which could definitely be flawed...) &nbsp; 1. Humanoids w/out armor or shield have a base Armor Rating of 10. &nbsp; 2. Monsters have Natural AC but no Armor Rating (unless they wear armor).&nbsp; Is this correct? Armor Details auto-calc bottom row overview (sheet is adding negative values to give the lowest/best AC) No Armor = Defaults at 10 (ie humanoid w/out armor/shield), but monsters could have 8, 5, 0, or whatever. AC Rating = No Armor + any armor listed above.&nbsp; If there isn't any armor or if it's not worn, only the No Armor/Natural base will be used. Rear = AC Rating + Misc. Adj + Magic.&nbsp; Misc Adj. is added in from "Helm" and "Other" row above.&nbsp; Probably should remove Helm Adj.(since helmets are considered part of your armor)&nbsp; Magic Adj. seems like it they should apply since magic that boosts AC should be cumulative as well as passive.&nbsp; No Dex here since this is Rear/Flank/Flat-footed... No Shield = Rear + Dex Best AC w/out a shield. Total AC = No Shield + Shield Adj + Shield Mag&nbsp; Proposed addition; Add an AR field to show the best armor rating (armor+shield) &gt;&gt;&gt; Armor Class. &nbsp;There are a myriad of conditions that affect Armor Class. Many of them temporary or apply to some attacks but not others. In all cases, AC 10 is the "worst" Armor Class allowable by rule. There are a ton of misc adjustments based on non-armor magic items and spells. &gt;&gt;&gt; Agree &gt;&gt;&gt; Helms. &nbsp;These items are special in 1e. All suits of armor come with a helmet or other head protection. If not worn, for each weapon attack that is attempted, there is a 1-in-6 chance of striking at the head at AC 10 and if the opponent is intelligent this chance goes to 3-in-6 (DMG p28). A great helm gives the head an AC 1. One assumes that Armor Rating for the head matches the armor worn unless no head covering is worn which means base unarmored Armor Rating. In any case, a helm of any kind does not affect the Armor Rating of the wearer for body attacks. For clarity, unless the target is not wearing head protection or something else special is going on, attacks do not (and perhaps cannot) target the head. &gt;&gt;&gt; I must have taken one too many blows to my head.&nbsp; I will remove Helm from the calcs, but it will be left for description (or, what if they do not have a helmet?) &gt;&gt;&gt; Defect? &nbsp;Currently, the "Adj." field between AC Rating and Magic seems to be adding Dexterity. &gt;&gt;&gt; Not sure.&nbsp; I'm not able to replicate in quick check.(made the Defensive Adj."-99" and nothing changed in the Adj. field)&nbsp; Dex should only be added in after Rear clalcs. &gt;&gt;&gt; Additional Adjustments. &nbsp;I'd recommend we add more Other fields to handle things that adjust your AC such as spell effects and other circumstances. I'd also add a column for Misc. Adjustments (non-Magical) for things like Cover, etc. Maybe put whatever "Armor 2" is into Other. &gt;&gt;&gt; Agree on additional Other.&nbsp; I only had armor2 if perhaps someone wanted to swap out armor depending on the situation.&nbsp; Typically you want your best, but maybe wear your leather while on the water...? &gt;&gt;&gt; Nomenclature. &nbsp;Perhaps "In Use" is better for wide applicability than "Worn"? &gt;&gt;&gt; Agree &gt;&gt;&gt; Carried. &nbsp;In this section, it seems redundant. If Armor Bulk is only in the Equipment section, then you're going to need to add your armor there. Additionally, "carried" is not applicable to effects or conditions. &gt;&gt;&gt; This is kind of a holdover/workaround from the existing sheet since the armor/shield weight was grouped together.&nbsp; I purposely hide the weight and carried info on the equipment sheet to prevent duplicates. &gt;&gt;&gt; Editing. &nbsp;I think all non-drop down fields should be editable. Once edited, it should not change unless you reset the fields to recalculate again. Perhaps a button that resets would be a good add. Maybe you can keep the calculated fields (in gray in my mockup) from being edited (but even there, I could see folks wanting to use those fields differently). In any case, overall AC should be editable via the sheet or an API. When we created my 1e sheet, we had to remove all of the auto-calcs because it simply got too complex. &gt;&gt;&gt; AC is still manual.&nbsp; I Rear and Shieldless "were" manual as well but I got overzealous with my AC calcs and made them read-only.&nbsp; Like I mentioned, the fallback is to just resort to manual fields.&nbsp; Not sure if we can have both(obviously you game to numbers by inputting something in the rows above&nbsp; GIGO ), although your idea with a button to auto-calc might work.&nbsp; I'll experiment. &gt;&gt;&gt; ArmorClass vs. armorclass_total. &nbsp;(in Attributes) I think these should be the same and kept in sync on both the PC and NPC sheet. The number in the shield should match the field below. &gt;&gt;&gt; I've kept them from syncing because people have existing values for ArmorClass already, so I've left it as a manual field.&nbsp; HitPoints as well.&nbsp; Those fields are shared across pc/npc.&nbsp; I may come up with an Option to auto-calc HP and AC, but for now they are manual. &gt;&gt;&gt; I think what could work is something like this mockup, but where any non-drop down field can be edited and then if desired, reset to sheet norms. I know you're juggling a lot of stuff with the sheet and legacy support. Managing Armor Class and, for 1e, Armor Rating, is of critical importance which is why I think it deserves some quality discourse. In any case, all of the fields in the calculated row need to be made editable so folks can ignore entering armor but still update armor class, AC with/without shield, current Armor Rating, and AC with/without Dex. Thanks again for your efforts! ~D Edit: Fixed the pic (Unarmored value) I like the mockup. Let me see what I can do. ;-) Cheers
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Edited 1650415118
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-Added Secondary Skill field in the Personal Attributes section. -Added Weapon Proficiency fields to the top of the Weapons section. Selector is linked to all attacks.
&gt;&gt;Armor Class Rating &gt;&gt; 1. Humanoids w/out armor or shield have a base Armor Rating of 10. &gt;&gt; 2. Monsters have Natural AC but no Armor Rating (unless they wear armor).&nbsp; Is this correct? 1. [Typically] Humanoids w/out armor or shield have a base Armor Rating of 10. [although this is not set in stone based on your definition of "humanoid".] 2. Monsters [undefined!] have [a defined Unarmored AC] but no Armor Rating [unless {per the GM!} they normally have an Unarmored AC = 10 AND wear Armor] OR [have "natural/un-natural" protection deemed by the GM to be Armor Rating of "X"]. (DMG p28; WEAPON TYPES, "TO HIT" ADJUSTMENT NOTE). &gt;&gt; No Armor Agree (Drop-Down or Form Filled) &gt;&gt; No Armor Agree (if not Used, use "No Armor") &gt;&gt; Rear Agree (Only armor and untyped/effects magic adjustments apply; Some GMs may categorize "Magic" to apply and "Misc" to not apply here; ex. Boots of Speed; but I'd be fine to make it simple and force the player/GM to edit the field); Rear AC is typically +2 unless special circumstance (thief+surprise+rear+unaware+backstab). &gt;&gt; No Shield If taken literally, you could still get Dex, but yes, most situations mean "No Dex = No shield". Also, if not a rear attack, no +2 (+4) bonus. &gt;&gt; Total AC Yeah, everything added in including spells, effects, and conditions (cover, on a slope, partially in water, etc.). &gt;&gt;Add AR field for best Armor Rating Yes; and consider the way it's done in the mockup &gt;&gt;Helms I'm sorry for your loss. :) Yeah, I think just leaving them out for Armor Rating is fine. As you imply, the "Helm" category is really for those who eschew head protection altogether (such that the GM can teach them a hard lesson per rules; see DMG p28). &gt;&gt;Defect Hmmm. Take a look at the "Leofric Amblesail" character in the Test Game. Perhaps something is not updating. (Adj. is -7 so I assumed that 4 of that came from Dex.) &gt;&gt;Additional Adjustments My suggestion would be for the player to keep "Armor" a current ("In Use") field only (updated on change). &gt;&gt;Carried. I see. Well, it does use up space and it may seem confusing in the new sheet if not included in the Equipment section. Your call! &gt;&gt;Editing. Thanks for looking into. I suspect it would be popular to have both (edit + button to reset). &gt;&gt;Attributes Ok - I do think AC: as in "Total AC" vs. "AC:Shield Icon" should be kept in sync. Seems weird if they're not. Regarding Hit Points, thats a whole other can of worms. Yes, keep that sucker filled in separately (but synced between PC/NPC). I mean just rounding rules (esp. for multi-class) and how Con (esp. when multi-class levels out-of-sync with one class) is treated gets complicated. &gt;&gt;Mockup Coolio! --- Thanks Vince!