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Official [AD&D 2E Revised] Update thread

1683984618
Peter B.
Pro
Sheet Author
Lexin said: Didn't every DMG say that the DM's decision is final? Or did I dream that? It does :) 
1684865492

Edited 1684937409
Peter B.
Pro
Sheet Author
I want to add some helping and descriptive text for the thieving abilities (Open locks, Move silently, etc.) but since Roll20 still have not implemented secret rolls despite clearly having the possibility to do so, I have decided that I will implement the same logic as used for psionic powers, namely the player adds a button the the chat that the GM clicks to get the result. It is kinda of a  poor mans version of what I imagine, but at least it will work now so we don't have to wait for another 2 years of "New VTT" and "Dark Mode 2" and "Even more walls and windows" that I simply do not care about. Suggested change I am also planning om removing many of the columns of the rogue section, to reduce visual clutter and confusion. Specifically I will remove the "Leather Armor" columns and the "No Armor" columns. The two armor types "Leather Armor" and "No Armor" will be added to the drop down for armors, to be selected there. That way the values will til be available and easy to access. If anyone is strongly against this, please speak up!
so, is the 2Edefault template limited to just 3 desc lines?  I am trying to build this for my players, but desc3 and desc4 automatically default to a split table format.  am I missing something? here is the code and the output /w @{selected|token_name} &{template:2Edefault}{{name=Ability Checks}}{{subtitle=for @{selected|token_name}}}{{[Str](! #AbilityStr) [Dex](! #AbilityDex) [Con](! #AbilityCon) [Int](! #AbilityInt) [Wis](! #AbilityWis) [Cha](! #AbilityCha)}}{{desc=STR [Open Door](~@{selected|token_name}|opendoor-check)[BB/LG](~@{selected|token_name}|bendbar-check)}}{{desc1=CON [Sys Shock](~@{selected|token_name}|conshock-check)[Res Survival](~@{selected|token_name}|conres-check)}}{{desc2=INT [Learn Spell](~@{selected|token_name}|learnspell)}}{{desc3=WIS [Priest Spell Failure](~@{selected|token_name}|spellfail)}}{{desc4=CHA [Reaction Adj](~@{selected|token_name}|react-check)}}{{color=blue}}``
1686323824

Edited 1686323898
ideally, I would like it to look like this, but with 2 additional lines below for Wis and Cha oh, and one more question, how would I turn the skill checks from buttons to clickable text?
1686331104
Peter B.
Pro
Sheet Author
gabriel b. said: so, is the 2Edefault template limited to just 3 desc lines?  I am trying to build this for my players, but desc3 and desc4 automatically default to a split table format.  am I missing something? here is the code and the output /w @{selected|token_name} &{template:2Edefault}{{name=Ability Checks}}{{subtitle=for @{selected|token_name}}}{{[Str](! #AbilityStr) [Dex](! #AbilityDex) [Con](! #AbilityCon) [Int](! #AbilityInt) [Wis](! #AbilityWis) [Cha](! #AbilityCha)}}{{desc=STR [Open Door](~@{selected|token_name}|opendoor-check)[BB/LG](~@{selected|token_name}|bendbar-check)}}{{desc1=CON [Sys Shock](~@{selected|token_name}|conshock-check)[Res Survival](~@{selected|token_name}|conres-check)}}{{desc2=INT [Learn Spell](~@{selected|token_name}|learnspell)}}{{desc3=WIS [Priest Spell Failure](~@{selected|token_name}|spellfail)}}{{desc4=CHA [Reaction Adj](~@{selected|token_name}|react-check)}}{{color=blue}}`` It is hardcoded to 3 descriptions yes. I think you can m make pseudo more by making keys with white space but I am not sure.  If you check the wiki then you can see the documentation for all player available roll templates
Peter,  on the spells page,  you did a great job with entering spells memorized. Any idea if you will be doing the same thing for the actual spell book below the memorized?
1686641625
Peter B.
Pro
Sheet Author
Rick said: Peter,  on the spells page,  you did a great job with entering spells memorized. Any idea if you will be doing the same thing for the actual spell book below the memorized? I have discussed spell books before   and the primary problem with spells books is that they can only be implemented if there is a single spell book with infinite pages. This is because Roll20 cannot do nested repeating section, ie. a repeating section inside a repeating section. So I could make one spell book where you can keep track of pages and the likes. Now if you find an enemies spell book, or want to make a traveling spell book, or a copy of your spell book or something along those lines, then you would need to create a new character sheet just to hold that spell book. Alternatively I could add 5 spell books to each character sheet, but that would only work until you find your 6th book, then you would need to make a new sheet again. As of right now I think the best approach to handling multiple spell books is to use Handouts. Make the DM create one handout for you for each spell book. Since spell book do not tend to change that often, the math needed to keep track of pages and the likes can be handled manually. I want to be clear. If I had the option of nested repeating section I would totally implement structured spell books on the sheet as it is something I would use myself! 
1686737674

Edited 1686902918
Peter B.
Pro
Sheet Author
Rogue skills overhaul v3! 4.17.0  Github PR: Pull Request Hello everyone It is good to be back! My plan was for a super boring update where I just updated a bunch of data, but I feel into a tiny rabbit whole and well and this ended up with an overhaul to the rogue section. Now it is getting the minimalism treatment and expanded features. Along with that I also have some smaller quality of life stuff. Rogue section redesign For those who have been around for a very long time will know that the rogue section was one of the first things that I added features  for. Since Roll20 did not have datalists and my skills with coding for Roll20 was limited the section got expanded to accommodate for each scenario independently. Now the section has been cleaned up, relying more on autofill giving more customisations. V1 V2 V3 The additional skills from Player’s Option: Skills & Powers, Dark Sun: Dragon Kings, Sages and Specialists are now visible on the same screen as the regular skills. Now you no longer have to tab back and forth if you are using the additional skills. Before Standard tab  Player's Option / Dark Sun After Standard tab Player's Option / Dark Sun Another reason for including the PO: Skills & Powers & Dark Sun tab in the new design was that the old design had hardcoded values inside the roll buttons for wearing "No Armor". I noticed that some settings, like Dark Sun, do not have the same modifiers for Armor as PO: Skills & Powers do, including the modifiers for "No Armor", so to create more transparency with what the value is and to create customisability for other settings all Armor modifiers can now be defined on the sheet. Here is an example of the two tables disagreeing: Player's Option: Skills & Powers Dark Sun: Dragon Kings Therefore I also added a bunch of notes have been added to better explain skill modifiers, autofill, sources and the likes. The redesign have also deleted some fields and buttons and reintroduced some old fields and buttons. There is the complete list of removed fields and buttons: @{ppnoarmorb} @{ppnoarmort} %{ppnoarmor} @{pparmorp} @{pparmort} %{pparmor} @{olnoarmorb} @{olnoarmort} %{olnoarmor} @{olarmorp} @{olarmort} %{olarmor} @{rtnoarmorb} @{rtnoarmort} %{rtnoarmor} @{rtarmorp} @{rtarmort} %{rtarmor} @{msnoarmorb} @{msnoarmort} %{msnoarmor} @{msarmorp} @{msarmort} %{msarmor} @{hsnoarmorb} @{hsnoarmort} %{hsnoarmor} @{hsarmorp} @{hsarmort} %{hsarmor} @{dnnoarmorb} @{dnnoarmort} %{dnnoarmor} @{dnarmorp} @{dnarmort} %{dnarmor} @{cwnoarmorb} @{cwnoarmort} %{cwnoarmor} @{cwarmorp} @{cwarmort} %{cwarmor} @{rlnoarmorb} @{rlnoarmort} %{rlnoarmor} @{rlarmorp} @{rlarmort} %{rlarmor} @{ibnoarmorb} @{ibnoarmort} %{ibnoarmor} @{ibarmorp} @{ibarmort} %{ibarmor} @{repeating_customrogue_crnoarmorb} @{repeating_customrogue_crnoarmort} %{repeating_customrogue_crnoarmor} @{repeating_customrogue_crarmorp} @{repeating_customrogue_crarmort} %{repeating_customrogue_crarmor} Old fields that has been reintroduced are: @{ppa} @{ola} @{rta} @{msa} @{hsa} @{dna} @{cwa} @{rla} @{iba} @{repeating_customrogue_cra} All the old values that were stored in the @{xxarmorp} (heavy armor) field have been moved to the new @{xxa} field that will hold all armor information, both penalty and bonus. All skills have been recalculated to ensure the new Total is correct. Base skills description All the base skills have gotten descriptions, telling what happens on success or failure. Success Failure Critical Failure Note that Remove Traps and Open Locks have gotten Critical Failures where worse stuff happens. The Critical Failure for Open Locks is an optional rule from The Complete Thief's Handbook as is marked as such.  In order to implement this correctly for Find/Remove Traps, a popup have been added when rolling Find/Remove Traps asking what action you are trying to do: Additional skills roll template Before After Since I was doing an overhaul these old outputs was in dire need of an update. Descriptive text have not been added to these skills as the Player's Option: Skills & Powers book and the Dark Sun: Dragon Kings book do not exactly align on how the skills work. Blind/Hidden roll visibility settings Since Roll20 do not prioritise to implement blind/hidden rolls I decided to add it myself! The thieving skills now have visibility setting, on the Sheet Settings tab allowing the DM or the player to decide how skills should be presented in the game. Today all rolls are visible to both the player doing the roll and the DM. This is however not how the rules are written in the book, as multiple rolls should be handled by the DM. To achieve this two new options are now available: 1. Roll visibility is by the book 2. All rolls are hidden from the player (blind / hidden rolls) Using either of these two new options will cause some or all thieving skills to be rolled as blind rolls. This is achieved the same way as was done for Psionic powers. The player clicks their skill button and sends a message in the chat: This message have a button saying “Secret by the DM”. Now the DM clicks this button, and actually performs the roll, whispering it to himself, making it completely hidden from all players. Player POV GM POV The thief player can now play not knowing the result of the dice. If you choose the “by the books” option then only some rolls are blind depending on their description in the books. Here is a short summary: Pick pockets: Public  - PHB: Nothing is described so it is assumed to be rolled by the player Open Locks: Public  - PHB: Nothing is described so it is assumed to be rolled by the player Find/Remove Traps: Blind  - PHB: Find Trap is described as rolled by the DM. Remove Traps is not described, but I assume it follows Find Traps Move Silently: Blind  - PHB: Described as rolled by the DM Hide in Shadows: Blind  - PHB: Described as rolled by the DM Detect Noise: Blind  - PHB: Described as rolled by the DM Climb Walls: Public  - PHB: Nothing is described so it is assumed to be rolled by the player Read Languages: Public  - PHB: Nothing is described so it is assumed to be rolled by the player Legend Lore: Public  - PHB: Nothing is described so it is assumed to be rolled by the player Detect Magic: Blind  - Dark Sun Dragon Kings: Described as rolled by the DM Detect Illusion: Public  - Dark Sun Dragon Kings: Described as the thief making the roll. Bribe: Public  - Dark Sun Dragon Kings: Described as the thief making the roll. Tunneling: Public  - Dark Sun Dragon Kings: Nothing is described so it is assumed to be rolled by the player Escape Bonds: Public  - Dark Sun Dragon Kings: Nothing is described so it is assumed to be rolled by the player Forge Documents: Public  - Dragon Kings: Described as the thief making the roll. Appraisal: Blind  - Sages & Specialists: Described as rolled by the DM Custom rogue skill: Public   Change in success calculation All rogue skills are capped at 95% success chance. Complete Thief’s Handbook p. 31 & 90. A natural roll of 96-100 always fails.  This limit was previously only enforced when calculating the Total success chance on the sheet. If any positive miscellaneous modifier was added when rolling the check, then you could go to 100% or more, thus guaranteeing success. From now on the numbers on the rogue section will not be capped at 95, you can go to 125 if you like, but when the roll is made, your chance for success, including the miscellaneous modifier, is reduced to 95%. Ranger limit and reduction Rangers skills have a limit higher than thieves and can go to 99% success chance. A new toggle have been added where you can select if you are a ranger. If you are, then the limit is raised to 99%. If a ranger tries to use his move silently or hide in shadows in a non-natural environment (crypt, indoor, city street, etc.) then his chance for success is halved. This has been added to the sheet with a popup, allowing the ranger to select the surroundings he is operating in. Natural surroundings Non-natural surroundings Advanced calculations When going above your maximum of 95 the rules of the Dungeon Master Option: High-Level Campaign is used: The sheet will use the rules from DMO:High-Level Campaign at all times, ie. from 1st level instead of from 11th level. This is in not be entirely “by the book”, but I opted to do this for multiple reasons: The math is straight forward and easier to read and understand It is easier to implement Adding another toggle for such a specific edge case would cause more confusion than clarity Basically this allows you to not “waste” points in any of your skills. Here is an example of how events could unfold: Say you are a Human (no modifier) thief, 13 Dexterity (no modifier) in leather armor (no modifier).  Now this thief wants to be the best lock picker there ever was, so he spends all his allowed points into pick lock. So we have  10% (base) + 85% (from levels) = 95%, max skill  Now the thief puts on a Studded Leather, getting -10% to his pick pocket. To counter act this penalty the thief puts even more points into lock picking.  10% (base) - 10% (studded leather) + 95% (from levels) = 95%, max skill  Now the thief finds a magical leather armor +3, and puts that on instead. Now the calculation becomes  10% (base) + 95% (from levels) = 105% ≈ 95%, max skill  If the DM now says "You forgot your lock pick, and are using improvised thieving tools. You get -30% chance to pick the lock”, the final calculation will be: 10% (base) + 95% (from levels) - 30% (improvised tools) = 75% If you disagree with this calculation and believe that the success chance for the above should be (10% (base) + 95% (from levels) ≈ 95% total base skill) - 30% (improvised tools) = 65% Then it will be up to yourself to maintain the maximum skill at 95 on the sheet. Dexterity, Aim, Balance adjustments table The modifiers for Dexterity, Aim, and Balance was updated to use the corrected table from PO: Skills & Powers, 2nd Printing February 1996. Due to new values from the updated table going from PO: Skills & Powers 1st printing to 2nd printing you might need to update your skill modifiers. To add more transparency for the autofill the table for ability score adjustments have been added to the sheet. The table follows the PHB and PO: Skills & Powers, 2nd Printing February 1996. Note that some settings have different modifier for Dexterity below 9 and above 19. If you play in such a setting you need to update the sheet manually every time your Dexterity changes. Here is a example of such a setting, Dark Sun: Base skills Extra skills A long convoluted note about Escape Bonds and Tunneling: If you use DMO: High-Level Campaign, then you will see this table for Escape Bonds and Tunneling, using Dexterity / Aim: I have chosen not to use Aim for these two skills, but only use Dexterity based on the following. July 1995 PO: Skills & Powers 1st printing was released with a table full of errors and without defining what ability scores where used for what skills August 1995 the DMO:High-Level Campaigns was released with the above table, assumingly clear up some of the confusion. February 1996 PO: Skills & Powers 2nd printing was released with a corrected table: Along with the 2nd printing the WotC official website was updated with an errata, including note for this table specifically: Player's Option: Skills & Powers (second printing) Errata Skills & Powers Errata and Clarifications effective 9 February 1996 Page 53, Table 29: All of the numbers on this table should agree with those on Tables 4 and 5. Where there is disagreement, the earlier tables are correct. Pick pockets, open locks, and find/remove traps adjustments are based on Dexterity/Aim scores. Move silently, hide in shadows, and climb walls adjustments are based on Dexterity/Balance scores. Tunneling and escape bonds adjustments are based on the original Dexterity score (including racial modifiers). This information was gained through the wayback machine and has been permanently saved with the sheet’s code for referencing . I interpret this errata to take precedence over DMO:High-Level campaign. Less confusion about modifiers For those who remember my first update to the rogue section  will recall that I did some pretty convoluted checks to find what modifier to use for the skills depending on if you were using the sub ability scores or not. Happily I can say a lot of this has been removed with the new table. Now both tables agree what the modifier should be if you have 17 Dexterity or 17 Balance for the appropriate skill. The only skill that still has a special case is Climb Walls as it does not have a modifier under the PHB. So if both Aim and Balance is empty, then Climb Walls will have a modifier of 0. If either Aim or Balance have a value, then Climb Wall will get a modifier as written in the table. Ranger armor information Added the table for ranger skills armor adjustments along with a few notes Follower->Rogue->Detect magic The roll button for rogue followers using detect magic had the incorrect name %{dm} which did not match the mouseover text %{dm2} and was hiding the player detect magic roll button. This has been fixed.  The repeating rogue follower detect magic button has been renamed from %{dm2} to %{dm22} H2 Quality of life and corrections H3 Psionic power telekinesis corrected modifier The power score modifier is now correct set to 0 instead of -1 when lifting something weighing exactly 3 pounds. It also show the attack modifier based on the weapons weight. Before After Psionic power Life Draining refers to itself as a power The book incorrectly had Life Draining refer to itself as a Devotion when it actually is a Science as stated in Sage Advice #186. This has been updated to the generic term power as it is written in the Psionic Power Cards #78 of 288 H3 Endurance (Dwarf) cost 0 The table says it cost slot 1, but the description says it free. Sage Advice #184 clears this up. It is free for dwarves and cost slot 1 to improve. Added V, S component to Quest spells Tome of Magic p. 12 describes that all Quest spells uses V and S components. M are never used for Quest spells Before After Update notes for casting from scrolls Tome of Magic sphere suggestions for Paladins, Rangers, and Druids The sage gave some suggestion for the new spheres from Tome of Magic for generic Player’s Handbook Paladins, Rangers, and Druids. These have been added Major Minor   Paladin and ranger casting levels Added paladin and ranger casting scaling to the priest casting level. Paladins cast spells as first level when at level 9. Ranger start at level 8. Both max out at 9th casting level. Turn Undead correction for Outer Planes Turn Undead work on all creatures from the Outer Planes, not only Undead. Sage Advice #248 p. 22 That is all folks! Phew! What a mouthful! This update definitely grew way larger than expected! I will be honest the rabbit hole might have been a little deeper than first expected. I hope you will enjoy this update! Happy gaming and may the new blind roll thieving skills cause copious amount of PTSD to all your thieves!
1686806674
vÍnce
Pro
Sheet Author
That's all Peter? ;-P
1686820699
Peter B.
Pro
Sheet Author
vÍnce said: That's all Peter? ;-P Well yeah. I don't want to overwhelm people with too many changes you know :P
1687282768
Peter B.
Pro
Sheet Author
For the next update the roll modifier for the Core Psionics will be removed. I sincerely believe that it should never have been added to the character sheet (by Seth) in the first place. Having researched Psionics thoroughly there is no indication that you should ever modify the roll. All explanations of psionic powers assumes that the roll result is between 1 and 20. No where is it defined what will happen if you roll a modified 0 or 21. Looking at Dark Sun Boxed Set   and  The Will and the Way  it even have clarifications to ensure that psionic Power Scores do not exceed 20, further indicating that the roll result should stay below 20. The only indication that the roll should be modified is that sometimes the books sometimes refer to a "natural 20" or a "natural 1" indicating that a modified roll exists. This is however not the case. The closest is that sometimes the books does not explicitly say that a numeric bonus or penalty is for the Power Score, but instead for the Power Check. The use of Power Check seems to be a synonym for Power Score. An example of this is the power Splice that refer to both: The Will and the Way seems particularly prone to jump back and forth between the two terms when describing it's powers. A final reminder is from The Complete Psionics Handbook, that states that psionic powers basically work like Non-weapon proficiencies: Looking at proficiencies it is described on the Tracking NWP that all modifiers is applied to the Ability score and a natural roll is made against that. All of this was the long way around of saying that I am completely confident in my decision to remove the Roll modifier field. Along with the removal the Miscellaneous modifier will be added to psionic powers, allowing you to modify the power score ad hoc. All of these changes will require you to update your macros on your sheet!
1687547705

Edited 1690489397
Peter B.
Pro
Sheet Author
Guaranteed failure and quality of life v4.18.0  Github PR: Pull Request Hello everyone I had some days off work and did a bunch of minor cleanup stuff, so nothing too fancy but a few new features and bug fixes. Nonweapon proficiencies upgrade A little word about the design of AD&D 2E. 2E generally favours failure when it comes various checks. Looking at thieving abilities there is always the risk of failure by rolling 96-100, but no reverse rule exists for rolling 01-05 always giving success. Actually if you have below 0 chance, then you cannot even attempt to use a skill. The same goes for nonweapon proficiencies. Looking at p. 75 it is clear that a roll of 20 (a fumble) always fails. Studying the individual NWPs it is clear that there is no reverse rule for rolling a 1 (a crit) always giving success. Looking at Tracking on p. 86 it can be seen that if your skill falls below 0 it is impossible to Track any further. Always fail on 20 Tracking Nonweapon proficiencies always fail on a roll of 20 Therefore NWPs now always fail on a roll of 20 no matter what you skill level is. Furthermore NWP also show how well you made your check, just like ability scores Before After This will work for any proficiency, but Gambling, so if you use Gambling you will have to read the roll yourself. Nonweapon proficiencies now highlight critical success Some NWPs, like Bowyer/Fletcher have critical success outcomes, so therefore NWP can also show if you made a critical success Following the design description above, a critical success can only happen if the check was already a success. If your chance is so low that any roll would be a failure a natural 1 will still be a failure Saving throws fail on natural 1 I did quite a bit of research on this and following the rest of 2E’s design philosophy I believe that the Sage is correct. Therefore saving throws now always fail on a natural 1. Sage Advice issue #156 p. 56 + #216 p. 103 Natural 1 failure In the above scenario my character has a +5 to save vs. Poison, but even so the natural roll of 1 is a failure. Psionic reordered The psionic powers were ordered in a seemingly random fashion. Now they are ordered like they appear in the books Before After This ordering have been done for all psionic sections: Character Core / Revised, Static follower Core / Revised, and repeating follower Core / Revised Also the titles have been changed slightly to match the books. So for instance Psychokinesis Sciences are now Psychokinetic Sciences Removed roll modifier for all core Psionic powers As stated in my previous post the roll modifier have been removed Character Before Character After Follower Before Follower After Remember to update your macros for this to take full effect! Along with the removal of the roll modifier, the misc modifier have also been added to all psionic core powers, allowing easier modification for the Power Score. Psionic bug fixes and minor quality of life Two of the revised psionic powers were sharing a power cost field. This has been fixed so each power now has its own cost. Gif below The static psionic follower Core Clairsentient Sciences first power were not printing to the chat. This has been fixed Before After The repeating psionic follower Core Psychoportive Sciences third power were throwing an error when trying to roll it. This has been fixed Before After Finally psionic followers nonweapon proficiencies now use a roll template for their result Before After Rogue followers Updated the layout to be like the character rogue skills Before After This include armor type selection and autofill for armor modifiers.  Updated the follower rogue skills to use the same calculations as the character rogue section, with the skill being limited to 95 and a %-sign was added Before After The output here is still basic, and does not give all the additional information is is given for characters. Functionality around rangers or find/remove traps have not been implemented for followers. Missing %-sign to rogue skills Thank you to Erik H. for noticing that I forgot to add a %-sign to Move Silently, Hide in Shadows, and Find/Remove Traps. Before After That is all folks! The summer cleaning is done and we can all get back to make the house messy again! Happy gaming out there.
Hi Peter,  thanks a lot for all these updates. Great Job. After the last update (4.18.0) i am getting this warning after each psionic power invocation: What could it be? Thanks
1687838934
Peter B.
Pro
Sheet Author
Gunner said: Hi Peter,  thanks a lot for all these updates. Great Job. After the last update (4.18.0) i am getting this warning after each psionic power invocation: What could it be? Thanks This is due to The removal of the psionic roll modifier as mentioned in the update. Just remove your power and add it again, then everything should work :) 
Peter,  is there a way or a trick to keep the inventory pages from emptying when you do updates? I utilize the inventory page for weights and encumberance. but every update they get wiped out.   
1688530696
Peter B.
Pro
Sheet Author
Rick said: Peter,  is there a way or a trick to keep the inventory pages from emptying when you do updates? I utilize the inventory page for weights and encumberance. but every update they get wiped out.    By inventory, you mean the Equipment tab? Please give me a screenshot so I am sure we talk about the same Thing . I have lost No data after every update and heard nothing from other players, so I am inclined to think this issue only affecting your game.  Are you using any mods / APIs in your games that May interfere with the character sheet. 
Thank you for the reply,  we are talking about the same thing,   as far as mods/API's i am not using anything different then others in this thread. I will have to keep a better look out when the next update comes.
1688668477
Peter B.
Pro
Sheet Author
Rick said: Thank you for the reply,  we are talking about the same thing,   as far as mods/API's i am not using anything different then others in this thread. I will have to keep a better look out when the next update comes. I can tell you that it will be a while as I have not started on the next update, but I have started playing WoW Hardcore and I keep dieing, so you will have to be patient :P
Just wanted to pop in again and say I am, once again, blown away by the amount of work you've put into making these sheets functional, fleshed out, and fantastic! Having the optional rules be togglable was a great idea, for instance! However - it would be great if there was a way to have a 'select all' option, since I use basically everything except psionics at my table, in bits and pieces.
1688937517

Edited 1690489521
Peter B.
Pro
Sheet Author
Chronische said: Just wanted to pop in again and say I am, once again, blown away by the amount of work you've put into making these sheets functional, fleshed out, and fantastic! Having the optional rules be togglable was a great idea, for instance! However - it would be great if there was a way to have a 'select all' option, since I use basically everything except psionics at my table, in bits and pieces. A select all is not a bad idea, but I feel it is unnecessary. Did you know you can set the default options when you create a game? That way all the options you select will apply to all new character sheets created in that game. Follow the guide below to set the defaults for your game. Setting the options you prefer here, will save you time every time you create a new character sheet in your game. If you have a bunch of old character sheets in your game that you would like to all have the same settings as defined above, you can click this button inside the game: This will overwrite any settings set specifically on the character sheet to those defined by the game. Any custom setting needed for a single character sheet can then be added again, after the Default Settings have been applied. I hope this solves your issue.
Wow, that's awesome. Didn't know r20 had that sort of function!
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Edited 1692464145
Peter B.
Pro
Sheet Author
Just writing to keep the threat alive (Roll20 closes all threads that have been inactive for 2 months.) Still hard at work on the next update, going through spells in the PHB. Also it is taking longer because I die in Hardcore wow. If you are interested, here are my deaths... level 18 - Mage level 22 - Shaman level 35 - Shaman level 19 - Shaman Apparently I am not as good as I thought *shrugs*
What's WOW?
1692479251
Peter B.
Pro
Sheet Author
Lexin said: What's WOW? World of Warcraft ;)