Player’s Options Craziness! v4.10.0 Hello guys! It has been a long time coming, and it is finally here! The great Player’s Options update of 2022. Github PR: Pull Request Added support for PO Critical Hits: System I and II Support for the Critical Hits: System I, rolling damage dice once and doubling the result. Critical Hits: System II This has only been implemented for players for now, as the monsters and henchmen attack tables are missing too many fields to resolve the effect of the crit. Support for the for the Critical Hits: System II. This uses a rather big roll template, so a lot of pop up question needs to be answered before the result can be shown. Fields for weapon Size and Type have been added to the damage and ammo sections used specifically for the Critical Hits: System II. This checks your weapon size vs the target size, your weapon type, rolls for location, severity, and damage. All of the information is printed in a roll template, and if any keywords are present, then notes are shown on how as to how to fix them. If a critical hit causes triple damage that is also included in the damage roll. Special rules for bows and crossbows has also been implemented as described in the Combat & Tactics. Arrows and crossbow quarrel / bolt are considered Medium size, despite being Small. Heavy crossbow quarrel / bolt are considered Large. The code searches the weapon name for either “arrow”, “bolt” or “quarrel” and also checkes for “heavy”. If your weapon name does not include any of these, then the regular size of the weapon will be used. Arrow Heavy Quarrel / Bolt If a weapon has no type such as the Whip, then only the damage will be rolled If a weapon has no damage, then the effect will be rolled If a weapon has no type or damage, then you should really think about getting a new weapon! :D No type No damage No nothing The roll does not handle all the checks to see if the target actually gets hit (fails a save vs. Death) that is up to you to handle all that before rolling the effect. Added support for spell critical hits This functions as above but for spells using the Spells & Magic book. This is available both to players and monsters . It is not available to henchmen , as they use the simple spell section. This roll has quite a few more popups for you to resolve as the rules are more complicated and simply cannot be automatically resolved. One major factor here is the potential damage of a spell, as many spells have complicated damage formulas. As described in the book, if the target is of size Huge or Gargantuan, then the size of the spell will be reduced by 1 or 2 sizes, reducing the number of locations it hits. I am just gonna come out and say it. Who ever came up with this is a crazy guy. If you get hit by a spell with severity Mortal then you will need to be in very good favour with your favourite God to survive. You have to survive a spell that at maximum damage will deal more than the double of your Max HP as damage, therefore it on average should deal your Max HP in damage. You then have to survive an effect roll that has a 23% chance of rolling 12 or above on 2d8, which in nearly all cases directly kills you. If the roll hits 13 or above (15% chance), you get the effect from a 12 roll and you somehow manages to survive that, then spells gets another hit with another effect using the 2d8 roll, which of course can hit another time again if the roll is good. Here is just a single hit that hits the leg, moving to the abdomen and up through the torso. And that was just a single hit. If the spell were Huge or Gargantuan, then the base spell will have multiple hits, all capable of adding additional hits. You are going to be dead, dead, dead. Dead, incinerated, dissolved, exploded, imploded, removed, wiped clean of this earth, sent to the moon and back. You are not coming back from this one! Added section for Special Talents and autofill A section for Special Talents from the Player’s Option: Combat & Tactics, have been added to the proficiency tab. Special Talents are a bit of an odd ball middle child, as it stands right in the middle between Proficiency Slots and Character Points systems, standard Ability Scores and subability Scores. Therefore the UI for it is a bit overloaded, in order to try and encompass everything at once. For the ability score, the sheet looks up if you have filled out any of the Player’s Option subability scores, If you have, then it uses the relevant subability score. If you only use the standard ability scores then the relevant standard ability score is used. For people using the proficiency slots system, you can see how many slots a special talent costs and a total of all slots spent on talents. You also see the ability score and modifier is for the roll. Sadly I cannot subtract the used proficiency slots from the weapon / nonweapon proficiency slots total, as some of the Special Talents can only be bought with nonweapon proficiency slots, while others can be bought with both weapon and nonweapon proficiency slots. This makes things too complicated to automate, so I leave this calculation for the users of the system. I cannot hold your hand forever :) For people using the character point system, you can see how many points a special talent costs, as well as a sum of how many points you have spent on talents in total. The base rating for a talent is added. The modifier is found based on the the standard / subability score value, by checking Table 44 in the Skills & Powers book. This is not stated explicitly anywhere. Table 44 is only described as being used for proficiencies, but since Special Talents in general are old proficiencies that have been converted into talents, I think that it makes sense to use the same modifier. Special talents character points spent have also been added to the character point tracker on the Character -> Info -> Tracker page Added Traits autofill and updated design Before After Traits now autofills character points and ability score. The modifier is not auto set as traits in general do not have any modifiers. These are from the Skills & Powers book Added Disadvantages autofill and updated design Before After These are from the Skills & Powers book Added more Weapons Added weapons from the Complete Wizards Hardbook Added weapons from Combat & Tactics Note for firearms As the Arquebus from the PHB, a lot of the firearms in the Combat & Tactics book have open-ended damage. In the PHB, when you roll the damage die for the Arquebus, it is an exploding die ie. if you roll a 10 on your d10, you roll another d10, and keeps going until you roll something else. You then add all the dice together for a summed result. For instance 10+10+7 = 27 damage. This was super easy to add to Roll20. For the firearms in the Combat & Tactics book, they all work a little different. You roll your damage as normal, and then you also roll your knockdown die, a d8. If the knockdown die rolls a 7 or an 8, then you roll an additional damage die and knockdown die. You keep going like this until the knockdown die rolls 6 or lower. Then all the damage dice are added together. As for the knockdown value, to see if the target is knocked down, only the first knockdown die counts. The rest of the knockdown dice are only used to see if additional damage is rolled. This is rather complicated to implement in Roll20, so the way I have gone about it was to use the following formular d8cs>7!>7 This rerolls the knockdown die if the roll is 7 or greater, and also marks it as a crit. Now it is possible that the first roll is a 7, and the next roll is a 1. Then the rolling would stop and the total would be shown as an 8. However since one of the rolls were a crit and another was a fumble, the roll will show up as “important” with a blue border. This will help you to quickly read if additional damage needs to be rolled: Green / Blue roll -> 1 or more crits: Roll additional damage dice. Read knockdown value from the first dice Red roll -> First roll fumbled: No additional damage or knockdown. Green Blue Red Note for a lot of weapons in the Combat & Tactics All other special properties of weapons, such as Crossbow’s armor-piercing effect, or firearms double penalty for range modifiers have not been implemented. You are responsible for handling these kind of things. Added weapon from Skills & Powers General notes for weapons When I started this project I assume that each weapon would only be described once in a single book and each additional book would only describe new weapons. If for some reason a weapon was described in multiple books, it would of course have the same statistics. Boy was I wrong! There are so many inconsistencies between books, and even some within the same book! I have decided that I will not do any ruling on changes between books, as any chance could be a typo, nerf, buff, update, balance change. Therefore I have develop a system to let you handle it. I have gone back through every single book and added that book's version of each weapon. This also means that if you want to use a weapon that was described in the both the thief's and ranger's handbook, either of the books will activate it. Previously only the books that described it first, in this case the thief's handbook, would activate it. If you have multiple books active on your sheet, and a weapon is present in both books, but with different stats, then a pop up will ask you what version of a weapon to use. So all of you who prefer to use some of the “updated” stats from the Combat & Tactics for some weapons, such as the Crossbows, but keep the stats for other weapons can now choose on a case by case basis. The popup takes into account what fields are being set, so if two weapons are the same for Hitting the target, but not for damage, then this will be reflected in the pop up Light Crossbow - Hit and Range Light Crossbow - Damage and Knockdown If you want to see the underlying data you can see it all here: <a href="https://htmlpreview.github.io/?https://github.com/Roll20/roll20-character-sheets/blob/master/ADnD_2E_Revised/misc/weapons-overview.html" rel="nofollow">https://htmlpreview.github.io/?https://github.com/Roll20/roll20-character-sheets/blob/master/ADnD_2E_Revised/misc/weapons-overview.html</a> Added spells from Spells & Magic Added Lorloveim’s creeping shadow spell from ToM So apparently I missed this one when doing the Tome of Magic. Whoops! Added Nonweapon proficiencies from the Spells & Magic book The same logic used for weapons have been implemented for nonweapon proficiencies to determine what version of a proficiency to use when there are multiple with the same name. The data can be seen here: <a href="https://htmlpreview.github.io/?https://github.com/Roll20/roll20-character-sheets/blob/master/ADnD_2E_Revised/misc/nonweapon-proficiencies-overview.html" rel="nofollow">https://htmlpreview.github.io/?https://github.com/Roll20/roll20-character-sheets/blob/master/ADnD_2E_Revised/misc/nonweapon-proficiencies-overview.html</a> Added option to use the rearranged Priest Spheres from the Spells & Magic book The PO: Spells & Magic book took a good hard look at all the priest spells and what sphere they were placed in, and rearranged them around in order to fix some mistakes. An example of this is the 4th level spell Reflecting Pool, that have been moved from the sphere of Divination to the sphere of Elemental (Water). Removing clerics from accessing it, making it druid exclusive. If the rearranged spheres is active, it will overwrite the options above for the Complete Druids and the Complete Necromancers sphere extensions, as these have been taken into account when rearranging the spheres. If the rearranged spheres is active, it will also be used for determining spells to add when using the “Add Priest Spells” button. This option can be used without having the Skills & Powers book active. Then it will only rearrange the spells that have been activated in the other books. Original spheres Rearranged spheres The spells with new spheres can be seen here: <a href="https://htmlpreview.github.io/?https://github.com/Roll20/roll20-character-sheets/blob/master/ADnD_2E_Revised/misc/spheres-overview.html" rel="nofollow">https://htmlpreview.github.io/?https://github.com/Roll20/roll20-character-sheets/blob/master/ADnD_2E_Revised/misc/spheres-overview.html</a> Only spells that have been rearranged is shown. All spells that remain in their original spheres have been left out of the overview. Added option to use the rearranged Wizard Schools from the Spells & Magic book The PO: Spells & Magic book changed some of the wizard spells around to ensure that all wizards have access to some base spells, by introducing the school of Universal Magic. Previously some of these base spells would be unavailable to specialists of the opposite school. This also effectively removes the Lesser Divination school, as these spells either have been moved to the school of Universal Magic or another school. Some other spells have also been moved around a bit. Original schools Rearranged schools On top of that this also adds the Schools of Effect (Elemental water, fire, earth air, dimensional, force, shadow) and School of Thaumaturgy. (Alchemy, Artificer, Geometry, Song, Wild Magic) Original schools With schools of Effect and Thaumaturgy The spells with new schools can be seen here: <a href="https://htmlpreview.github.io/?https://github.com/Roll20/roll20-character-sheets/blob/master/ADnD_2E_Revised/misc/schools-overview.html" rel="nofollow">https://htmlpreview.github.io/?https://github.com/Roll20/roll20-character-sheets/blob/master/ADnD_2E_Revised/misc/schools-overview.html</a> Updated design for Potions, Dusts, and Scrolls Before After Fixed monster additional attacks initiative Before After So I apparently implemented the monster additional attacks incorrectly. When rolling these, the monster would not get added to the turn tracker. I fixed this, however one side effect is that monster initiatives are now always rolled hidden to the GM, and do not follow the Public / To GM toggle. No fields have been removed, only moved around. The fields have been moved around so that quantity is not next to a button and now have a proper heading showing what the field is for. That is it for this time Pheew! That was quite a bit update! I hope you guys will play around with all the changes and have some good fun!