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Latest sheet changes & general discussion

Vince, I appreciate all the hard work you have done on this new sheet.  Truly...  That being said though, I have been in my current campaign for almost two years and would like to continue to use the current sheet while I finish it off.   Then transition over to the new sheet on my next campaign.   Can you tell me where the code is for the current one is so that I can add it as a special sheet once the new one goes active?   Thank you very much
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No worries Tilt. I would love to hear how this revised sheet works on a copy of your existing campaign.&nbsp; It would help me make adjustments for the edge-cases wherever possible.&nbsp; Also, in-case anyone is leery... making copies of a game does not double your roll20 resource footprint(storage capacity) or effect the original game in any way. current 1e sheet code:&nbsp; <a href="https://github.com/Roll20/roll20-character-sheets/tree/master/ADnD_1E" rel="nofollow">https://github.com/Roll20/roll20-character-sheets/tree/master/ADnD_1E</a> current 1e revised code; CSS HTML btw: the roll20 repo will always have the code for all sheets paste and present, so you could grab code for a given sheet from 8 years ago if desired. ;-) Cheers
Will there be two separate 1e sheets?
Another quick question: Is there any import function? Like, does anyone use any standard random generators or the like and import them into the sheet, or is it just "do it the old fashioned way, you lazy git!" mode like I'm doing now?
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Kruc said: Will there be two separate 1e sheets? The story really hasn't changed since I started this journey.&nbsp; I'm 99% sure roll20 will not allow a separate "1e Revised" sheet. ;( Unbeknownst to me, there is actually another 1e sheet that was added to roll20 in 2019: Original Dungeons &amp; Dragons Character Sheet ... which doesn't help with trying to release a 3rd. I will try releasing the 1e Revised sheet as it's own... but be prepared to make some adjustments when/if the revised becomes an update for the current 1e sheet.&nbsp; "Don't Hate Tha Playa"
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Ralts said: Another quick question: Is there any import function? Like, does anyone use any standard random generators or the like and import them into the sheet, or is it just "do it the old fashioned way, you lazy git!" mode like I'm doing now? Nothing as far as I know.&nbsp; The ground work has been established with this revised sheet though (w/ the monster section of the sheet) for something to be written using an API mod or maybe even a text parser directly on the sheet. I am open to including something on the sheet (albeit limited by my programming skills) so that you would not have to be a Pro account and use a an API mod to import statblocks. Big question to the group though; is there a "legal" repository of text-based stat blocks that we can access?&nbsp; If not, how does everyone see this actually working/happening?
I'm not really sure. I've pretty much done it the old fashioned way and stopped being lazy. So far, your sheets are really popular with the group.
Is&nbsp;!roll20AM restricted to PRO level accounts? I have&nbsp; PLUS level account and the jukebox plays fine, but&nbsp;!roll20AM commands do nothing. Not even an error message.
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OK, one thing we did notice. When you toggle d10 for initiative, when you are using the init roller, it still says "1d6!" at the top. Despite clicking the "in-use" button, and having weapon speed added, it's not adding to the 1d10 for initiative.
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Namocaw said: Is&nbsp;!roll20AM restricted to PRO level accounts? I have&nbsp; PLUS level account and the jukebox plays fine, but&nbsp;!roll20AM commands do nothing. Not even an error message. All mods are pro level for the DM/game creators, but all players benefit from the DM's subscription. There may be an option for roll20AM to allow player's to issue the commands. Looks like there is: <a href="https://wiki.roll20.net/Script:Roll20_Audio_Master#Player" rel="nofollow">https://wiki.roll20.net/Script:Roll20_Audio_Master#Player</a>
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Ralts said: OK, one thing we did notice. When you toggle d10 for initiative, when you are using the init roller, it still says "1d6!" at the top. Good catch Ralts.&nbsp; Looks like the Initiative macro is incorrectly referencing the "surprise_die" in the subtitle. ie {{subtag=Initiative! 1d@{surprise_die}}} It should be {{subtag=Initiative! 1d@{initiative_die}}} The roll does match the selected die option, so at least there isn't a mechanical error. ;-) I will get the subtitle fixed ASAP. You can manually update the init macro in the Sheet Settings tab to: &amp;{template:general} {{color=@{color_option}}} {{name=@{character_name}}} {{subtag=Initiative! 1d@{initiative_die}}} {{roll=[[ 1d@{initiative_die} + ( ?{Modifier?|0}[MOD] ) &amp;{tracker}]]}} {{Misc. Adjustments}} {{mod_applied=[[ ?{Modifier?|0} ]]}} {{dex_adjustment= @{surprisebonus_inverted}}} {{current_encumbrance=[[ @{current_encumbrance_move} ]]}} Ralts said: Despite clicking the "in-use" button, and having weapon speed added, it's not adding to the 1d10 for initiative. The in-use on attacks is really just an indicator of the "active/in-hand" weapon and initiative is not tied to the weapon attacks in any way on the sheet.&nbsp; I do post the player's DEX adj and Encumbrance for reference purposes.&nbsp; There are SO many variables and alternatives to how people handle initiative in their 1e games RAW and otherwise... I've tried to keep it as open-ended as possible.
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v.1.657 Update; - Psionics option added. Uncheck Sheet Settings|Hide Areas|Psionics to reveal additional psionic-related fields under Special Abilities. Attack/Defensive Modes and Disciplines can be added as Special Abilities. I may add a Point Cost field to Special Abilities and possibly some additional output as well, but I'm trying utilize as much of the existing sheet if possible. Double-duty for the less common cases if you will... - Bug Fix; the Initiative roll subtitle was incorrectly referencing the surprise_die selector. Roll was correct, but the title was not.
&gt;&gt;&nbsp; All mods are pro level &nbsp; By "mods" you mean APIs right?&nbsp; Because I have tons of macros that don't require API or Pro. So&nbsp; !roll20AM &nbsp;is an API macro then?&nbsp; Argh!
- Psionics option added. Nice!
I don't suppose you can help me out and give me a line of code to put into the sheet so that it uses weapon speed for initiative? I know you're busy, but I can't figure it out because I've ALWAYS sucked at coding anything more complicated than QBasic.
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Ralts said: I don't suppose you can help me out and give me a line of code to put into the sheet so that it uses weapon speed for initiative? I know you're busy, but I can't figure it out because I've ALWAYS sucked at coding anything more complicated than QBasic. Hi Ralts, Never hurts to ask.&nbsp; ;-P How/when are you currently using weapon speed factors?&nbsp; My general understanding (apologies in advance for my ignorance...) is that the weapon speed factor only applies for a tied initiative of melee combat when it's weapon vs weapon or weapon vs spell.&nbsp; Is that correct?&nbsp;
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FYI: I submitted the AD&amp;D 1e Revised sheet #12819 yesterday as it's own sheet (ie alongside the old/current AD&amp;D 1e sheet) but it was not merged with the other sheets in today's updates.&nbsp; The repo manager has not commented yet (yay or nay), so there is still hope.&nbsp; I'm guessing that they have brought it to the attention of the higher-ups and are awaiting direction. Stay tuned. Cheers
Ralts said: I don't suppose you can help me out and give me a line of code to put into the sheet so that it uses weapon speed for initiative? I know you're busy, but I can't figure it out because I've ALWAYS sucked at coding anything more complicated than QBasic. Ralts, do use 2e-style Init? Say 1d10 + Weapon Speed for those planning on using weapons to attack? Do you also use a "speed rating" for spells (ie segments or whatever it was called in 2e - "nothing" if I remember correctly)? If that is the case, and you assign a different number based on action type, do you really want to hard code weapon speed? Maybe, this is better done using a macro or an API (ScriptCards)?
Here is my init macro.&nbsp; (Again, I use the canned 1e advanced sheet, so some mods may be needed).&nbsp; But it references the related tables in the rules &amp;{template:general} {{color=blue}}&nbsp; &nbsp;{{ROLL INIT}} {{subtag=[hh](<a href="https://www.dieharddice.com/cdn/shop/products/PlatinumRubyd10.jpg" rel="nofollow">https://www.dieharddice.com/cdn/shop/products/PlatinumRubyd10.jpg</a>)}} &amp;{template:general} {{color=blue}} {{subtag=@{selected|character_name} rolls for init}} &amp;{template:general} {{ DEX: @{selected|surprisebonus} }} &amp;{template:general} {{Rolls&nbsp; [[1d10 + @{selected|surprisebonus} +?{Table55?| Normal, 0 | Hasted, -2 | Slowed, 2 | HighGround, -1 |&nbsp; SetToRecieve, -1 | WadingOrSilpery, 4 | Waiting, 1}[STATUS] +?{WpnSpeedFactor?|0}[WPN]+?{Table56?| None, 0 | Wand, 3 | Staff,2 | Rod, 1 | Ring, 3 | Potion, 4, MiscMagic, 3}[RSW]+?{SpellCastTime?|0}[CAST]+?{DM modifier?|0}[DM] &amp;{tracker}]] for initiative!}} {{lowest goes first}}
[quote]Ralts, do use 2e-style Init? Say 1d10 + Weapon Speed for those planning on using weapons to attack? Do you also use a "speed rating" for spells (ie segments or whatever it was called in 2e - "nothing" if I remember correctly)? If that is the case, and you assign a different number based on action type, do you really want to hard code weapon speed? Maybe, this is better done using a macro or an API (ScriptCards)?[/quote] We're doing 1E init. 1d10+Weapons Speed, casting time (if applicable). And I think I'll try Macro instead. We're also doing the "Missile Weapons first, then weapons and spells". Makes it interesting.
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The problem with 1e initiative is that it has been home-brewed since the 70's and there are often circumstantial factors in the RAW as-well-as the house rules which makes it nearly impossible to cover every initiative case. Everyone has/should know about the ADDICT (Advanced Dungeon &amp; Dragons Initiative and Combat Table)? <a href="https://www.dragonsfoot.org/php4/archive.php?sectioninit=FE&amp;fileid=263&amp;watchfile=0" rel="nofollow">https://www.dragonsfoot.org/php4/archive.php?sectioninit=FE&amp;fileid=263&amp;watchfile=0</a> I can probably come up with a global weapon speed attribute that's equal to the fastest "In Use" weapon which could be used for custom initiative macros. Maybe in-use missile weapons are always faster than melee weapons?
I'll just tell them to quit whining. THat usually works.
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Ralts said: I'll just tell them to quit whining. THat usually works. The DM has spoken... I'll create some global attributes that reflect the fastest weapon(s) "In Use" based on the weapon's speed factor as well as include it's length.&nbsp; I can post this info with attack and initiative rolls as well.&nbsp; Anyone that desires to use speed factor and/or length, should be able to modify their game's initiative rolls to grab these global attributes if desired.
THere is an oddity we've noticed. When you set the attack matrix, close the character sheet, then open it, sometimes it has reset to the bards/0-level humans" entry instead of the character class you JUST set. Level stays just fine.
Hey Ralts, I had the same question. The answer is: The fighters line includes bard/0-level and it simply wraps - so what appears to be it "resetting" is simply the first part of the line - if Vince changed it, the underlying data fields would change (I think) so while he could have added Bard/0-level as a separate row with the same data, APIs and macros might see it differently so I think he wanted to keep it the same (at least that is my recollection). So while it is initially confusing, it does make sense given bards/0-level also use the fighter attack matrix! Cheers, ~D Ralts said: THere is an oddity we've noticed. When you set the attack matrix, close the character sheet, then open it, sometimes it has reset to the bards/0-level humans" entry instead of the character class you JUST set. Level stays just fine.
OK. There's been a lot of worry.
I have a special initiative modification based on weapon type or attack type. It is computed in advance, for example +3/-2. I would like the modification to be clearly visible on the character sheet so that players can see it at a glance. On the old character sheet, I put the modification in the weapon speed slot. Could you add a place for special initiative modifications to your character sheet? Also, based on those modifications, the attack can be executed multiple times, each time with a different initiative roll. Could you add a button for each attack, such as 1st, 2nd, and so on? this would show up in the turn order as first attack second attack...I know this is a lot to ask, but I truly appreciate the time and effort you have invested in the character sheet.
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Ralts said: THere is an oddity we've noticed. When you set the attack matrix, close the character sheet, then open it, sometimes it has reset to the bards/0-level humans" entry instead of the character class you JUST set. Level stays just fine. There shouldn't be any "resetting"... The drop-down looks like this (note there are two options that have value="2"); &lt;select class="width-fill border" name="attr_matrix_class" title="@{matrix_class}"&gt; &lt;option value="0" selected&gt;Select a Class or Monster&lt;/option&gt; &lt;option value="1"&gt;Clerics, Druids and Monks&lt;/option&gt; &lt;option value="2"&gt;Fighters, Paladins, Rangers,&lt;/option&gt; &lt;option value="2"&gt;Bards, &amp; 0-lvl Halflings &amp; Humans&lt;/option&gt; &lt;option value="3"&gt;Magic-Users and Illusionists&lt;/option&gt; &lt;option value="4"&gt;Thieves and Assassins&lt;/option&gt; &lt;option value="5"&gt;Monsters&lt;/option&gt; &lt;/select&gt; as David mentioned, the option for "Fighters, Paladins, Rangers," and the "Bards, &amp; 0-lvl Halflings &amp; Humans" option are actually the same programmatically.&nbsp; I could combine the two lines like so; &lt;option value="2"&gt;Fighters, Paladins, Rangers, Bards, &amp; 0-lvl Halflings &amp; Humans&lt;/option&gt; but that results in a very wide selector which I felt did not look right.&nbsp; It also only displays the first half of the option's text, even if your desire was something from the last half of the text. ;-( I'll see if I can come up with a better solution so that it's less confusing.
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Gave 0-lvl Halfling or Human it's own row.&nbsp; Should be less confusing now..?
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david k. said: I have a special initiative modification based on weapon type or attack type. It is computed in advance, for example +3/-2. I would like the modification to be clearly visible on the character sheet so that players can see it at a glance. On the old character sheet, I put the modification in the weapon speed slot. Could you add a place for special initiative modifications to your character sheet? Also, based on those modifications, the attack can be executed multiple times, each time with a different initiative roll. Could you add a button for each attack, such as 1st, 2nd, and so on? this would show up in the turn order as first attack second attack...I know this is a lot to ask, but I truly appreciate the time and effort you have invested in the character sheet. Hi David, It sounds like you are using an alternate Initiative system.&nbsp; Is that correct?&nbsp; Are you using weapon speeds as well as additional initiative adjustments?&nbsp; You are also looking to add "iterative" attack rolls? For the record; I've tried to keep the sheet as close to 1e RAW as possible while at the same time, building in as much flexibility for variant/homebrew.&nbsp; For obvious reasons, there should be careful consideration when adding any additional non-1e-RAW features.
I use a system from Dragon magazine that I've playtested and improved. Once the modifier has been established, I have an "in" range and "out" range. "Out" represents first contact at about 8 feet, where long weapons have an advantage. "In" represents less than 5 feet, where small, quick weapons have an advantage. What I need is a place to put the modifiers for each individual weapon or attack. Anyone interested in my system, feel free to contact me. On another subject, I noticed that the THACO is not lined up correctly. After "to hit AC 10," everything is off by one space or slightly off-center, making the whole chart confusing or unusable as it is. Thanks again for your time and a great sheet.&nbsp;
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Hey David, Would a single "misc" field on each attack work? The to-hit numbers "should" align properly... The to-hit table should look like this (image also includes the vs armor type). Appears to be working for me in Chrome v.124.0.6367.156 and FF v.126.0 Can you post a screenshot of the thac0 misalignment?&nbsp;What browser? On my phone at work, but I'll be sure to check that tonight. Thanks
Vince it appears they have instituted your new sheet.&nbsp; I made a copy of a game and the only 1E ADD sheet choice appeared to be your new sheet.&nbsp;&nbsp;
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So... as suspected, roll20 would not allow both sheets to coexist.&nbsp; ;-(&nbsp; The Devs have agreed to deprecate the old sheet (meaning it still exists for anyone using it in their games and you will not be forced/auto-updated to the revised sheet, but it will not show up on the list for new games going forward)&nbsp; The old sheet will remain in the repository and can still be accessed for custom games (Pro req) if so desired. Anyone that wants to convert their game from the old sheet to the new sheet can simply choose the revised sheet from the character sheet template list in their games settings page.&nbsp; You may want to try on a game copy first just to be safe, or rather have an idea what if any adjustments may need to be made.
I'm using Chrome on a Windows PC with OS 11. A single field for the initiative modifier would be very helpful. As a workaround, I currently put the modifier in the weapon description, but that could be confused with other things like magic weapons. I appreciate the time you're taking to help a single person. I'll post a screenshot of the attack table.&nbsp;
I noticed that the damage on the sheet wasn't working. I created another sheet, and everything seems to be working correctly now. Perhaps the sheet got corrupted somehow. We deleted the old sheet and created a new one, and so far there are no problems. Even the combat table is correctly now.&nbsp;
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That's odd.&nbsp; I'm sure it's an oversight on my part and I probably did not notice since it's THAC0 (I'm usually rolling using the hit tables).&nbsp; Should be fixed with the next merge.
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david k. said: I noticed that the damage on the sheet wasn't working. In what way?&nbsp; Was this an old sheet converted to the revised?
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I'm not sure, but I think that when I change the weapon verse's armor, I get a scrambled macro. I'll post a screenshot of what I see. I'm still experimenting to isolate the exact problem, but I'll send you a screenshot and keep you updated. I understand that I'm still learning about the sheet, and that you haven't had time for exhaustive testing. If we create a new sheet the problems is fixed. lucky for me my player is very understanding and it well before the next game. so it's a learning process. Now the AC verses weapons shows up when not clicked(new sheet) and is offset but everything else appears to work. intermittent problems are hard to diagnose.
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That looks funky... The to-hit tables are shown by default but the weapon vs Armor Types table should not be included unless the "show w/roll" box is checked.&nbsp; 1. Can you replicate what happens in the image you posted?&nbsp; Exact steps/causation would be awesome.&nbsp; Maybe post a screen shot of the attack (fully expanded) as well.&nbsp; It's very odd the extra text is getting posted with the attack. 2. Is this an old converted character and has the attack macro been previously customized/edited? Thanks David
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&nbsp; &nbsp; I'm using the sheet for the first time. The text only shows up on the damage button if you fill in the armor class adjustments. There must be an error in the armor class adjustment table. When you do fill in the armor class adjustment, the table will also be offset by one. The only fix once it happens is to delete the sheet and start over. i think i was mistaken when i said the armor class table shows up. we tried so many configurations to find the problem.
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Odd.&nbsp; I'm not able to replicate.&nbsp; I can fill-in the armor type adjustments and toggle the "show w/roll" without issue.&nbsp; Does the attack break as soon as you enter anything in the armor type adjustments? Do you have anything in your attack description?
I also can't replicate the error posted by david k. at 8:09PM (CST!). I suspect it is only happening: 1.) On an old (possibly very old) sheet converted to the new sheet; and 2.) david is saying he made a manual change to the Armor Type Adjustment table. I tried with some old(-ish) sheets but did not see any macro errors similar to david k.'s. Also, to clarify, david k.: Your post at 11:00PM (CST!) is showing that everything is working as designed - on a new sheet, right? ie. That post displays no errors. -- It would be great to see screen shots of an expanded weapon row that is actually generating the errors... including description field (and macro field if the user has this un-hidden). Thanks!!
I still haven't worked out what is causing the damage button to give macro text instead of working correctly. It seems to be random, and I can't identify the true reason. It happens on some sheets but not all.
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david k. said: I still haven't worked out what is causing the damage button to give macro text instead of working correctly. It seems to be random, and I can't identify the true reason. It happens on some sheets but not all. Please keep us posted David.&nbsp; I would love to solve this mystery.
Thanks a bunch for your help. There's nothing worse than random code issues. You fix one bug and get 100 more! LOL
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Interesting.&nbsp; I like that it shows the character level adjusted THACO table, but I would prefer it just shows the AC that is hit like this: <a href="https://imgur.com/a/jtQFEON" rel="nofollow">https://imgur.com/a/jtQFEON</a>
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I'm not sure if I can (or rather how difficult it would be) to implement multiple attack macros/roll templates options... Can you post the attack macro for that?
&amp;{template:general} {{color=red}}&nbsp; {{ATTACK}} {{subtag=[hh](<a href="https://files.d20.io/images/390303450/qari55BZbv2mqymdDzBdHA/max.png" rel="nofollow">https://files.d20.io/images/390303450/qari55BZbv2mqymdDzBdHA/max.png</a>)}} &amp;{template:general} {{color=red}} {{name=@{character_name} attacks with}} {{subtag=@{weapon_name}}} &amp;{template:general} {{color=red}} {{=@{weapon_notes}}} &amp;{template:general} {{color=blue}} {{name=TO HIT CALCS}} {{My THACO: =@{THAC00}}} {{Wpn Mgk Bns: =@{weapon_magicbonus}}} {{StrDex TH Bns: =@{weapon_tohitbonus}}} {{Othr Bns: = ?{To Hit Modifier?|0}}}&nbsp; {{Hits AC: =[[(@{THAC00}) - (1d20 + @{weapon_tohitbonus}[BON] + @{weapon_magicbonus}[MAG] + ?{To Hit Modifier?|0}[MOD])) ]]}}&nbsp; &amp;{template:general} {{color=blue}} {{name=DAMAGE CALCS}} {{StrDex Dmg Bns: =@{weapon_attackdmgbonus}}} {{Wpn Mgk Bns: =@{weapon_magicbonus}}} {{Othr Bns: = ?{Damage Modifier?|0}}} {{Damage S/M: (@{weapon_damagesmallmedium}) =[[@{weapon_damagesmallmedium} + @{weapon_attackdmgbonus}[BON] + @{weapon_magicbonus}[MAG] + ?{Damage Modifier?|0}[MOD] ]]}} {{Damage L: (@{weapon_damagelarge}) =[[@{weapon_damagelarge} + @{weapon_attackdmgbonus}[BON] + @{weapon_magicbonus}[MAG] + ?{Damage Modifier?|0}[MOD] ]]}}