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Latest sheet changes & general discussion

ALSO - Does anyone know how to SIZE the image in the above macro?  The default size is a big large for me and takes up a lot of screen.
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Namocaw said: ALSO - Does anyone know how to SIZE the image in the above macro?&nbsp; The default size is a big large for me and takes up a lot of screen. The roll template is setup to allow images with a max-height of 300px.&nbsp; If your image is anything less that than that, it will be seen full-size.&nbsp; If you want a thumbnail sized image, you would have to link to a small image (ie 70x70). What I can do is limit the max-height for any images included in the {{subtag}} to something closer to 100px since it probably makes more sense to use a smaller image there, but still allow the larger images if using any other key within the roll template. example; &amp;{template:general} {{color=red}} {{ATTACK}} {{subtag=[hh](<a href="https://files.d20.io/images/390303450/qari55BZbv2mqymdDzBdHA/thumb.png" rel="nofollow">https://files.d20.io/images/390303450/qari55BZbv2mqymdDzBdHA/thumb.png</a>)}} {{[hh](<a href="https://files.d20.io/images/390303450/qari55BZbv2mqymdDzBdHA/thumb.png" rel="nofollow">https://files.d20.io/images/390303450/qari55BZbv2mqymdDzBdHA/thumb.png</a>)}}
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Edited 1715466881
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Here's what I have going on for the "In-Use" Attack checkbox; Whatever weapon has the "In Use" checkbox enabled will auto-fill the global attribute's @{weapon_in_use} (weapon's name) and @{weapon_in_use_speed} (weapon's speed factor).&nbsp;You can see these in the Misc. Attack Info section just above the repeating attacks. I've also added a "Misc." attribute, @{repeating_weapon_$X_weapon_misc} as well which auto-fills a global attribute when In-Use is checked. @{weapon_in_use_misc} example; I believe these attributes could be used for those of you that wish to modify/customize their initiative rolls and/or other macros? Thoughts?
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I have finally discovered the reason for the damage screen trouble. The "In Use" button is the culprit. I recommend that you refrain from using this button until the sheet is repaired. The only known workaround is to copy the information to a new sheet.
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It causes a problem every time you use the In Use button or...? What's odd is, that checkbox actually does nothing on the sheet... it's a visual cue only. (well, I am currently doing something with it, see above, but this only in my test environment.) I'm not able to reproduce the strange output and no one else has reported anything similar. Can you give the exact reproducible steps David? Just sent you a DM (maybe you can invite me to a copy of your game and I can have a look from there...)
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Follow-up for the weird attack rolls that David K. was experiencing above; Turns out the character name "Delcie Moore (Calvin)" was the culprit.&nbsp; Specifically the parenthesis around "(Calvin)".&nbsp; Removed those and no more issues.&nbsp; ;-) Roll20 does not parse out or flag characters that might interfere with macros.&nbsp; The parenthesis looks like a math problem when included with the macro.&nbsp; This has come up in the past on the forums.&nbsp; I'll see if there's anything I can do on the sheet-side of things to check for illegal characters when the character name is changed but for now, I would avoid anything that might not be outside of an alpha-numeric character.&nbsp;
Found an issue with the live sheet. Monsters with their Initiative changed to a d10 still roll and display a d6. Replicated it repeatedly.
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Edited 1715666431
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Hi Ralts, I just tried changing the init die on a monster to d10 and it rolled a d10... Is this a brand new monster or a converted monster? (ie one from the old sheet) Is it happening on all monsters or only one, or a couple? You can always delete the init-macro in the sheet settings text-field (this forces a reset to default) to make sure the that sheet is using the default macro from the sheet. It's possible with a migrated sheet ("shouldn't" happen with a newly created sheet...) that the init-macro could still be from an older iteration of the init-macro. The sheet will often ignore updating some of the macro-text fields if it has been altered from the default in order to prevent overwriting someone's custom macro-text. Using the "Reset All" macros button will also force all (most of them anyway, including surprise and init macros) the macro-text fields back to the current sheet default. Here's the current default init macro-text for comparison; &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} ]]}} Just giving you some options. For everyone; Just in case it is not clear, a sheet's settings only affect THAT sheet. I have included most of these options as Game Settings as well so that if a game creator wants to set specific settings as the default, they can. Game Settings only affect newly created sheets going forward though... (it's how roll20 handles it) There are API mods available that can make attribute changes to all existing or just selected sheets/tokens. (chatseattr and tokenmod come to mind).
Vince.&nbsp; Let me start by saying how much the community appreciates all your efforts bringing this magnificent sheet to life. I have a question that might have been answered before, but I can not find it in this thread. Is there any macro or plan to include a macro to AutoFill saving throws automatically when selecting the class and level of the character / monster? Similar to the Thac0 macro. This feature makes the generation of characters super smooth and it would be even better with the saving trows incorporated. If there’s already some solution apologies for missing it. Thank you and all the contributors!!!
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&gt;&gt;&nbsp; What I can do is limit the max-height for any images included in the {{subtag}} to something closer to 100px &nbsp; How did you do that?&nbsp; I don't see any code for setting the max subtag size in your example macro.... Does it require API / Pro level?
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Thanks Javier I agree that auto-filing the Saving Throws data would be a nice feature and it has been on my list of possible updates... Part of the issue is would the sheet only fill in the base? What about the various sub-attributes?&nbsp; It ramps up exponentially from auto-fill a base value to checking race, class, item, etc.&nbsp; Also,&nbsp; &nbsp;people have been using the old sheet that only had a single field and it's difficult to determine what has been included and not included. Currently you need to manually fill-in the row data. I will give it more thought for sure. Cherrs
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Edited 1715903339
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Namocaw said: &gt;&gt;&nbsp; What I can do is limit the max-height for any images included in the {{subtag}} to something closer to 100px &nbsp; How did you do that?&nbsp; I don't see any code for setting the max subtag size in your example macro.... Does it require API / Pro level? Sorry, max-height is coded into the sheet's css file.&nbsp; The update (been waiting 4 days for roll20 to merge...) has my change that will decrease any image placed in a {{subtag}} key to max-height of 100px.
I would say make it something like the old sheet and weapons.&nbsp; &nbsp;You have a base damage, but then you have a Magical Adjust, Bonus Adjustment, etc that you can fill it and it will take those into affect. Have it fill out the base saving through, then have a Race Adjustment, Magic Adjustment, etc. fields that it will use.&nbsp; &nbsp; Would make it much easier to determine what needs to be tweaked when replacing something like a +2 ring to a +3 ring. Just initial thoughts Thanks again vÍnce said: Thanks Javier I agree that auto-filing the Saving Throws data would be a nice feature and it has been on my list of possible updates... Part of the issue is would the sheet only fill in the base? What about the various sub-attributes?&nbsp; It ramps up exponentially from auto-fill a base value to checking race, class, item, etc.&nbsp; Also,&nbsp; &nbsp;people have been using the old sheet that only had a single field and it's difficult to determine what has been included and not included. Currently you need to manually fill-in the row data. I will give it more thought for sure. Cherrs
Vince --&nbsp;&nbsp; Is there anyway to increase the size of the font in the dialog?&nbsp; Like make the number bigger? thx
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Let me see what I can do.&nbsp; Just have to be cautious because the sheet and other people's macros may have those same inline rolls smack dab in the middle of a line of text... ;-)
lol ... thx&nbsp;
It was on all the old sheet from when it was a custom sheet. Time to update my monsters.
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@Kruc If you are making a custom macro, placing the roll in the header( ie {{name}} ) will result in larger output. {{name}} and {{subtag}} only wrap long text so I don't think you'll be able to get a newline in there to have the roll below the text...&nbsp; But it's an option. example; &amp;{template:general} {{color=darkblue}} {{name=Roll For Initiative [[ 1d6 ]]}} {{subtag=Roll For Initiative [[ 1d6 ]]}} {{Roll For Initiative}} {{[[ 1d6 ]]}} UPDATE: I'm making an update tonight to the roll template that should allow the text after a "forced line-break" to be center-aligned. example; &amp;{template:general} {{color=darkblue}} {{name=Roll For Initiative [[ 1d6 ]]}} {{subtag=Roll For Initiative [[ 1d6 ]]}} {{Roll For Initiative [[ 1d6 ]]}}
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Ralts said: It was on all the old sheet from when it was a custom sheet. Time to update my monsters. The old sheet only rolled a d6.&nbsp; The new sheet also uses a d6 as the default.&nbsp; If you change a sheet to use a d10 or whatever, it only effects that sheet.&nbsp; AFAIK, you can set default changes from the game's settings page for nearly all of the sheet's settings including initiative, but that only effects newly created pc/monsters going forward. Outside of using an API mod to change the existing sheets is probably the only method available to change per-existing sheets for a game unless I forced everyone to change initiative with a new sheet update. If someone knows something different or another method please post. Another option is to use a single custom initiative macro vs rolling from a sheet. Base it on the sheet's initiative macro-text, modified however you like. This can also be shared to all players. example; default init macro (I only added "selected|") &amp;{template:general} {{color=@{selected|color_option}}} {{name=@{selected|character_name}}} {{subtag=Initiative! 1d@{selected|initiative_die}}} {{roll=[[ 1d@{selected|initiative_die} + ( ?{Modifier?|0}[MOD] ) &amp;{tracker}]]}} {{Misc. Adjustments}} {{mod_applied=[[ ?{Modifier?|0} ]]}} {{dex_adjustment= @{selected|surprisebonus_inverted}}} {{current_encumbrance=[[ @{selected|current_encumbrance_move} ]]}} You can "override" whatever a given character/monster has set as it's initiative die by just substituting "d10" in the macro. Modify further as desired. &amp;{template:general} {{color=@{selected|color_option}}} {{name=@{selected|character_name}}} {{subtag=Initiative! 1d10}} {{roll=[[ 1d10 + ( ?{Modifier?|0}[MOD] ) &amp;{tracker}]]}} {{Misc. Adjustments}} {{mod_applied=[[ ?{Modifier?|0} ]]}} {{dex_adjustment= @{selected|surprisebonus_inverted}}} {{current_encumbrance=[[ @{selected|current_encumbrance_move} ]]}} Save this as a Custom macro, made visible to players, and show on the bottom macro bar. Everyone can make their initiative rolls using it.
thank you sir ! vÍnce said: @Kruc If you are making a custom macro, placing the roll in the header( ie {{name}} ) will result in larger output. {{name}} and {{subtag}} only wrap long text so I don't think you'll be able to get a newline in there to have the roll below the text...&nbsp; But it's an option. example; &amp;{template:general} {{color=darkblue}} {{name=Roll For Initiative [[ 1d6 ]]}} {{subtag=Roll For Initiative [[ 1d6 ]]}} {{Roll For Initiative}} {{[[ 1d6 ]]}} UPDATE: I'm making an update tonight to the roll template that should allow the text after a "forced line-break" to be center-aligned. example; &amp;{template:general} {{color=darkblue}} {{name=Roll For Initiative [[ 1d6 ]]}} {{subtag=Roll For Initiative [[ 1d6 ]]}} {{Roll For Initiative [[ 1d6 ]]}}
Something has happened with the first edition sheet.&nbsp; The line spacing is now huge.&nbsp;&nbsp;
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Tariff said: Something has happened with the first edition sheet.&nbsp; The line spacing is now huge.&nbsp;&nbsp; Thanks Tariff.&nbsp; Looking into it now...
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I'm pretty sure that Roll20 has done something on their side.&nbsp; There has been some discrepancies on how legacy sheets are being parsed/rendered on the live server.&nbsp; <a href="https://app.roll20.net/forum/permalink/11907543/" rel="nofollow">https://app.roll20.net/forum/permalink/11907543/</a> While I didn't see a problem last week with the old 1e sheet, I made an update to the announcements last night regarding the Revised sheet release. There shouldn't have been anything in that update that would affect anything other than some text in the announcement section... I just verified that as well.&nbsp; Here were the changes I made. <a href="https://github.com/Roll20/roll20-character-sheets/pull/12919/files" rel="nofollow">https://github.com/Roll20/roll20-character-sheets/pull/12919/files</a> &nbsp; That said, It looks like the old 1e sheet is experiencing similar issues that other's have mentioned on the forums recently after they tried updating their sheets.&nbsp; I'll bring it up with roll20 and make an attempt to remedy those issues on my end if possible.
Thank You
Simple Question why did you pull the 1E Original sheet off the New Game Selection? I have weeks into building macros and calls went to create a a game and no longer an option to use the original sheet. &nbsp;I use only the 1E Original sheet from Vince. Why did it have to be removed from the Game Settings? As a Pro user can you give me directions for how to use the old code? As for the new sheet Feedback looks pretty no picture it is a nod to the original sheet but Bio area is better.&nbsp; I am not spending that much time rewriting everything for a new sheet.&nbsp; I don't want auto populating in my sheets.&nbsp; I use the 1E sheet for other game platforms.&nbsp; Or give an option to turn off that stuff. I wish WebRPG was still around at least it was stable.
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Oh and the latest change on the original 1E sheet messed up equipment, spells and NWP areas/&nbsp; Offsets in boxes and lost the boxes in most area.&nbsp; Is the character sheet at <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> the last weeks code or this weeks?
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Cin said: Simple Question why did you pull the 1E Original sheet off the New Game Selection? I have weeks into building macros and calls went to create a a game and no longer an option to use the original sheet. &nbsp;I use only the 1E Original sheet from Vince. Why did it have to be removed from the Game Settings? As a Pro user can you give me directions for how to use the old code? As for the new sheet Feedback looks pretty no picture it is a nod to the original sheet but Bio area is better.&nbsp; I am not spending that much time rewriting everything for a new sheet.&nbsp; I don't want auto populating in my sheets.&nbsp; I use the 1E sheet for other game platforms.&nbsp; Or give an option to turn off that stuff. I wish WebRPG was still around at least it was stable. Hi Cin, short answer; I tried to release the 1e Revised sheet as it's own sheet but roll20 would not allow that. Either the Revised sheet would be a forced update over the Old Sheet or the Old sheet could be deprecated.&nbsp; A deprecated sheet can still be used in any games that currently use it or the Old Sheet code can be used in a Custom game (Pro subscription required).&nbsp; The Old Sheet will not be available for new games going forward, only the Revised sheet. Pro users can grab the latest Old 1e code from roll20 repository here: <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> Make a custom game and copy/paste the html and css into the game settings in the appropriate tab. Long answer; just have a read through this long thread.&nbsp; In a perfect world we would have both sheets available equally, but that was not allowed by roll20. As for the Old Sheet being messed up recently, that is also a roll20 problem. For an unknown reason, the vtt has parsed out all inline styling on legacy sheets that have recently been updated.&nbsp; Read about it here and here .&nbsp; I have actively worked to get the Old Sheet back on track, but my hands are tied until roll20 has figured their bugs out.&nbsp; I have a pull request pending #12933 following the Devs latest instructions for a possible fix.&nbsp; Roll20 has been lagging in the sheet merges lately, and given it's a holiday weekend in the United States, it will probably not get merged until Tuesday.&nbsp; Very sorry, but this is out of my control.
Ok ....&nbsp; Thanks Vince.&nbsp; Okies so it, Roll20 doesn't want one Author to have more than one sheet?&nbsp; Or more than one 1E sheet? Or the Name of the Sheet?&nbsp; Oh .. and BTW Thank You for creating the 1E sheet and maintaining it.&nbsp; I know it takes a huge amount of time and commitment. &nbsp; But still I love the Original 1E sheet because it doesn't connect and can use it for any platform.&nbsp;&nbsp;
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Hi Cin, roll20 has a company policy one sheet per rpg with rare exception.&nbsp; There are a few grandfathered sheets allowed particularly the ones where roll20 has made an "official" sheet.&nbsp; The idea is to continue to update one sheet.&nbsp; I agree that the old 1e sheet is fine for most people but I wanted to make something that took advantage of some the features that have been added to roll20 since 2015(about the time I started adding/changing the old sheet).&nbsp; I really had no intention to force the people that like the more static sheet into the revised and automated sheet (many of these features are optional btw).&nbsp; The compromise was to deprecate the old sheet.&nbsp; I wish they could both be available, but I don't make the rules.&nbsp; I may still "help" the old sheet as it's needed as well, but my primary focus will be the Revised sheet. Hopefully roll20 will work out their latest bugs with legacy sheets and the Old 1e sheet will look fine once again.&nbsp; Cheers
Yeah i am in a similar position.&nbsp; I cannot put that amount of work in to transfer to a new sheet.&nbsp; We use many different elements from different versions of D&amp;D and that sheet was great as it didnt automate or force game rules on me.&nbsp; Oh well.&nbsp; Back to Old School Essentials.&nbsp; Thanks for the work you did tho Vince.
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Tariff said: Yeah i am in a similar position.&nbsp; I cannot put that amount of work in to transfer to a new sheet.&nbsp; We use many different elements from different versions of D&amp;D and that sheet was great as it didnt automate or force game rules on me.&nbsp; Oh well.&nbsp; Back to Old School Essentials.&nbsp; Thanks for the work you did tho Vince. Hi Tariff, have you tried using the revised sheet with one of your old sheet games? Just make a copy and change to the revised sheet in the game settings. Simply delete the game anytime you like.&nbsp; I'm honestly curious to know what doesn't work or where the pain points are?&nbsp; Most of the auto-calc features on the revised sheet are optional btw. Also, the old sheet will continue to be used for any existing games and is available indefinitely for Pro users as a custom option.
I just copied the game and used the new sheet.&nbsp; The big issue for us is as i said we use custom rules.&nbsp; So we use the exceptional field for all abilities (Dex, Int, Str for example) and we use the 5e ability stats there.&nbsp; Spells then may use those stats.&nbsp; The old sheet was great as it had exceptional fields for all stats. Also, how do you change a macro for a spell on the new spell sheets.&nbsp; For example, my player cure light wounds do 1d8+ exceptional wisdom modifier (as 5e).&nbsp; The spells on the new sheet are incorporating the old mods, even tho there is no exceptional number now...how do i change it? Ive only just started looking at the new sheet.&nbsp; There is some stuff i like, but a lot i dont.&nbsp; I dont like having to press attack and then have to press in chat to roll damage...&nbsp; Ill continue to have a look, but ultimately if it involves too much work we will have to move to something else.
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Thanks for having a go with it Tariff. Exceptional is still available for all stats.&nbsp; There's an option for hiding those fields it in the settings page. As-is, those fields only show up if the primary stat is 18+ though... (I'm open to removing the 18+ pre-req if the option to show all exceptional is toggled) Nearly all rolls on the sheet can be edited. See the sheet settings to un-hide the "Sheet Macros" fields. You will be able to see and/or edit the macro for a given roll. I've tried to cover 1e BTB first but leave it flexible enough to also allow people's alternative rules.&nbsp; It's very difficult to make a sheet for a given game system's rules (ie 1e) but also allow people to mix/match their homebrew and other game system mechanics. ;-) Anyhow.&nbsp; Try playing with it.&nbsp; If it's too much of a hassle, I totally understand.&nbsp; If I can adjust the revised sheet with the idea it's BTB first then homebrew, I will make my best attempt to incorporate it into the sheet. BTW:&nbsp; I hope to get a sheet-guide up on the wiki as soon as roll20 figures out why no one can log in and edit anymore. We've been waiting for a fix for months. Cheers
Ok, thanks for that.&nbsp; I can now edit the spells.&nbsp; Howver, the exceptional fields i would need to work on any number, not just an 18.&nbsp; If it would be possible to change that, then we can maybe make it work.&nbsp; Thanks again for your help.
Does the new sheet handle ascending AC?.&nbsp; Can't see the option for it.
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Tariff said: Does the new sheet handle ascending AC?.&nbsp; Can't see the option for it. The sheet uses the Attack Matrix tables from the DMG (ie 6 repeating 20's) or THAC0. As-is, the sheet Attacks only show the total modified attack roll. Optionally, the table data can be whispered to the DM with the attack to help determine if the roll is successful. w/ Class Attack Matrix data w/THAC0 table data It has been suggested that it may be preferred that the THAC0 option simply show the best AC that the attack would hit instead of the THAC0 table data. Which I'm open to BTW. attack macro example; Hits AC = @{THAC00} - (1d20 + (@{weapon_tohitbonus}[BON]) + (@{weapon_magicbonus}[MAG]) + (?{To Hit Modifier?|0}[MOD])) Is this what you mean by "ascending AC" or...?
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Tariff said: Ok, thanks for that.&nbsp; I can now edit the spells.&nbsp; Howver, the exceptional fields i would need to work on any number, not just an 18.&nbsp; If it would be possible to change that, then we can maybe make it work.&nbsp; Thanks again for your help. made a change in the next update that removed the 18+ score pre-req to show the exceptional field.
Thanks for implementing the exceptional field Vince.&nbsp; &nbsp; Ascending AC is a option many gamers use, even in old school games.&nbsp; Higher AC=better.&nbsp; Plate is AC 17 for example instead of 3.&nbsp; Its not really a problem as i know i can just set the AC to whatever, it just makes some of the sheet redundant for our group.&nbsp;&nbsp;
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Added an option to auto-fill Saves base chance (class and level selected) and Thief Skills base chance (level selected).&nbsp; On beta now, but planning to update live Monday. &nbsp;&nbsp;&nbsp;&nbsp;
@Vince I want to thank you for correcting the Original 1E sheet I know I ranted.&nbsp; So Thanks.&nbsp; Like Tarrif above the new sheet does not work for me. Suggestion ... Allow to turn off the functionality of the auto population.&nbsp; I know that is the crowning jewel, sorry.&nbsp; Oh I like more big block of text on a not to interfere with the actual structure of the sheet....&nbsp; aka bottom.&nbsp;
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Hi Cin, I appreciate your opinion and I would like to accommodate the majority of 1e sheet users whenever/wherever possible. Given there are multiple areas where auto-fill can be toggled off already, can you please elaborate a little more on where you would like auto-fill/calculations disabled? Oh I like more big block of text on a not to interfere with the actual structure of the sheet....&nbsp; aka bottom.&nbsp; Not sure I understand that.&nbsp; Are you asking for a static(basically a form-fill with no calcs) stat-block style option of the sheet?
Oh the Big Block of Text sorry .. like the notes are at the bottom of the 1E original sheet just a few more of them.&nbsp;
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Ok so on the new sheet the Notes section is two columns more like an inventory with a space to write a short note. Just a big area to write free style notes....&nbsp; that is all a big block of text is.&nbsp; Here this Chat area in Post Reply is a big block of text.&nbsp; Oh I do like the Inventory area.&nbsp; It is alot like the BECMI character sheet inventory. Which is one of the few things really liked about the BECMI sheet :)
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Cin said: Ok so on the new sheet the Notes section is two columns more like an inventory with a space to write a short note. There's an option at the top of the Notes section to use 1-column or 2-column. (Special Abilities, Spells, Custom Attributes, also have this option) I kept the original non-repeating @{notes} here as well.&nbsp; I debated on just copying it to a new repeating note and hiding the non-repeating attribute. I thought it may be a little easier to organize notes using a repeating section, but it's just as easy to only use one field if that's all you need.
Cin says:&nbsp; "I like&nbsp; big block &nbsp;and I can not lie"
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Namocaw said: Cin says:&nbsp; "I like&nbsp; big block &nbsp;and I can not lie" LOL Thanks for that Cin.&nbsp; I needed a good laugh today.
Hi All! First and foremost, THANK YOU VINCE AND THE TEAM!!! You all are AMAZING! I tried to find the answer, but how do I /w gm the rolls for my NPCs and Monsters? &nbsp;I see where /w gm? is written on the sheet, but no clear means to enact it.
Small followup, how do I auto add in the dex bonus to initiative rolls? The top was with armor on, but no mod added, the second the mod was added, the third no armor, no mod. Id like the Dex reaction bonus to mod the init roll, can this be done too? &nbsp;
TBC said: Small followup, how do I auto add in the dex bonus to initiative rolls? The top was with armor on, but no mod added, the second the mod was added, the third no armor, no mod. Id like the Dex reaction bonus to mod the init roll, can this be done too? &nbsp; FWIW - I saw in the Initiative roll box that adding any "permanent" modifier to the roll could be done by putting in an extra " +1 +" between any two existing items in the existing &amp; exhibited formula, &amp; have done that successfully. If you need a clearer hint feel free to contact me on FaceBook (as Jay Ayess, using a barbershop quartet icon)... but please mention this post on Roll20 or I might ignore you!!!
FWIW - I saw in the Initiative roll box that adding any "permanent" modifier to the roll could be done by putting in an extra " +1 +" between any two existing items in the existing &amp; exhibited formula, &amp; have done that successfully. If you need a clearer hint feel free to contact me on FaceBook (as Jay Ayess, using a barbershop quartet icon)... but please mention this post on Roll20 or I might ignore you!!! OMG, super! and Sorted! Thank you! :D Is there a way to make Monster and NPC attack rolls set to "/w gm"? On the old sheet the macro was right there.