RandomNumber Posted August 7, 2021 Share Posted August 7, 2021 7 hours ago, David Scott said: What do others say? I think ‘vs’ will work just fine. Thanks 1 Quote Link to comment Share on other sites More sharing options...
StephenMcG Posted August 7, 2021 Share Posted August 7, 2021 I agree, vs works for me. Quote Link to comment Share on other sites More sharing options...
dvdmacateer Posted August 7, 2021 Share Posted August 7, 2021 I added turn order buttons for spells on the magic tab. The sorcery and rune spell sections have one button. Aall rune spells go on SR 1 + boosting mps. Sorcery spells have minimum intensities but most of the MP cost / SR modifiers seem to come from the manipulation so rather than having a a button each spell I saved some space so that the spell name has more room. The spirit magic spells have a button for each spell. When pressed a prompt will show DSR+pts listed for the spell this can changed for variable spells or boosting. 3 3 Quote Link to comment Share on other sites More sharing options...
Arcadiagt5 Posted August 7, 2021 Share Posted August 7, 2021 I’ve been testing the Magic tab (except for the latest changes just posted, I'll test those probably on Monday night), and I'm really excited by what the next version of the character sheet will give us. So, can I get a round of applause for @dvdmacateer for all of his great work? 2 2 Quote Link to comment Share on other sites More sharing options...
StephenMcG Posted August 7, 2021 Share Posted August 7, 2021 Never shy in thanking folk with the technical expertise to make my life easier! 👏👏👏 1 Quote Link to comment Share on other sites More sharing options...
skulldixon Posted August 11, 2021 Share Posted August 11, 2021 Just popping in to make a suggestion - this came up in the Discord the other day and I think it would be a great help to players. Adding the associated Rune next to the Skill category (or Skill if its different) for ease of reference. Example: 1 1 Quote Link to comment Share on other sites More sharing options...
FlamePaps Posted August 12, 2021 Share Posted August 12, 2021 On 8/7/2021 at 3:20 PM, dvdmacateer said: I added turn order buttons for spells on the magic tab. The sorcery and rune spell sections have one button. Aall rune spells go on SR 1 + boosting mps. Sorcery spells have minimum intensities but most of the MP cost / SR modifiers seem to come from the manipulation so rather than having a a button each spell I saved some space so that the spell name has more room. The spirit magic spells have a button for each spell. When pressed a prompt will show DSR+pts listed for the spell this can changed for variable spells or boosting. If @dvdmacateer is keeping a wishlist on the sheet's to-do list, may I suggest some mean to attach rune spells with runes. Simplest way I can think of would be adding a drop-down list from which to select a rune to use with each spell. The roll could still be made from the runes above, but the yearn for such an info on the sheet has come up in our game. As for now we duplicate the list of all knwon rune spells in the frame below and write after each spell which rune to use. I understand the layout would probably need some adjustment if runes are added this way... If someone has a better idea how to tackle this one, I'd be glad to hear! Quote Link to comment Share on other sites More sharing options...
dvdmacateer Posted August 12, 2021 Share Posted August 12, 2021 (edited) 4 hours ago, FlamePaps said: If @dvdmacateer is keeping a wishlist on the sheet's to-do list, may I suggest some mean to attach rune spells with runes. Simplest way I can think of would be adding a drop-down list from which to select a rune to use with each spell. The roll could still be made from the runes above, but the yearn for such an info on the sheet has come up in our game. As for now we duplicate the list of all knwon rune spells in the frame below and write after each spell which rune to use. I understand the layout would probably need some adjustment if runes are added this way... If someone has a better idea how to tackle this one, I'd be glad to hear! Graphics cannot be added to <select> dropdowns on chrome. The only other way to do it requires a lot of work. There is something on the Roll20 test server that might make it easier at some point in the future . Edited August 12, 2021 by dvdmacateer 2 Quote Link to comment Share on other sites More sharing options...
dvdmacateer Posted August 13, 2021 Share Posted August 13, 2021 (edited) 11 hours ago, dvdmacateer said: Graphics cannot be added to <select> dropdowns on chrome. The only other way to do it requires a lot of work. There is something on the Roll20 test server that might make it easier at some point in the future . Actually, since the last time I looked at something like this for the Heroquest sheet there have been changes that are already on the live server that could make this a lot easier. But whatever the solution the there is only so much room and I will have to shorten the spell name. Edited August 13, 2021 by dvdmacateer Quote Link to comment Share on other sites More sharing options...
dvdmacateer Posted August 13, 2021 Share Posted August 13, 2021 (edited) Something like this. But if you are wanting to click the rune and have drop down with graphics that's a different story. Edited August 13, 2021 by dvdmacateer 3 Quote Link to comment Share on other sites More sharing options...
Arcadiagt5 Posted August 13, 2021 Share Posted August 13, 2021 20 minutes ago, dvdmacateer said: Something like this. But if you are wanting to click the rune and have drop down with graphics that's a different story. So I'm guessing you select the rune in the text drop-down, then the Rune changes to match the selection, and clicking on the Rune rolls the Rune? That’s really elegant. Anyone who wants to complain about the text drop down can go build their own sheet IMO. 1 Quote Link to comment Share on other sites More sharing options...
dvdmacateer Posted August 13, 2021 Share Posted August 13, 2021 1 hour ago, Arcadiagt5 said: So I'm guessing you select the rune in the text drop-down, then the Rune changes to match the selection, and clicking on the Rune rolls the Rune? That’s really elegant. Anyone who wants to complain about the text drop down can go build their own sheet IMO. I should be able to put a button in there. Accept an issue with making this a button is what happens with common spells and others that are marked with an R. Also what about a spell that has more than one rune attached like healing trance which has fertility and harmony? Quote Link to comment Share on other sites More sharing options...
Arcadiagt5 Posted August 13, 2021 Share Posted August 13, 2021 14 minutes ago, dvdmacateer said: I should be able to put a button in there. Accept an issue with making this a button is what happens with common spells and others that are marked with an R. Also what about a spell that has more than one rune attached like healing trance which has fertility and harmony? Brute force it. Standard text drop down containing every rune all the time, button matches the rune selected in the drop down, it’s up to the players to pick the right rune when they set up the spell. You can’t be expected to automate everything. 3 Quote Link to comment Share on other sites More sharing options...
g33k Posted August 13, 2021 Share Posted August 13, 2021 On 8/1/2021 at 9:41 AM, StephenMcG said: ... For example, an attack button on the main screen which would give you a drop down containing your weapons. A battle magic drop down for your spells ... I had similar thoughts. Spitballing & brainstorming ... I might split Spirit/Rune/Sorcery magics, each a button that drops a menu. Extra Rune-buttons if you have multiple-deity Initiations. The basic principle is to have a mini-sheet where you can see it "all" at any given moment, and never scroll. Instead, the extra content is in tabs/drop-downs/pop-ups/whatever. You never have more content than shows on-screen. Skills might be drop-downs from their respective Characteristics, with a 🔍 lookup for when you forget, and a "show all skills" for browsing everything... Sheet might be context-sensitive, with "combat mode" showing combat-abilities and magic as the "front" sheet, needing to drill-down to see raw STR/DEX/etc (upon reflection, this is likely a bad idea as both TONS of dev-work, and likely confusing to most players). Quote C'es ne pas un .sig Link to comment Share on other sites More sharing options...
Arcadiagt5 Posted August 14, 2021 Share Posted August 14, 2021 Oh by the way @dvdmacateer? I ran a session with the updated character sheet on Thursday night and all of my players in that game wanted to pass on their thanks for the work you've done on the character sheet. 1 Quote Link to comment Share on other sites More sharing options...
Bill the barbarian Posted August 14, 2021 Share Posted August 14, 2021 On 8/11/2021 at 9:39 AM, skulldixon said: Just popping in to make a suggestion - this came up in the Discord the other day and I think it would be a great help to players. Adding the associated Rune next to the Skill category (or Skill if its different) for ease of reference. Example: I was working on that a couple of years ago, but took the past couple of years off to do a couple of failed projects. Good to see others taking it up. Quote ... remember, with a TARDIS, one is never late for breakfast! Link to comment Share on other sites More sharing options...
RandomNumber Posted August 14, 2021 Share Posted August 14, 2021 Suggestion for NPC rolls but interested in the views of others. Add a check box "Display skill" on NPC skill rolls: I don't intend to Whisper rolls for my NPC's (dice as rolled etc) but I'm reluctant to display the NPC's skill level to my players: Maybe this is an edge case in terms of play style? The easiest solution is simply to Whisper, I guess. 1 Quote Link to comment Share on other sites More sharing options...
Arcadiagt5 Posted August 14, 2021 Share Posted August 14, 2021 Is there a whisper option for the main sheet? I have a couple of NPCs that are complex enough that I use the main sheet for them so that I can more easily find a relevant skill. Quote Link to comment Share on other sites More sharing options...
FlamePaps Posted August 17, 2021 Share Posted August 17, 2021 Thank you, @dvdmacateer! The changes solved my dilemma already! Quote Link to comment Share on other sites More sharing options...
skulldixon Posted August 17, 2021 Share Posted August 17, 2021 Just to let you know. Under Characteristics, for Charisma is I set as CHR instead of the usual CHA. It was correct the other week so its probably just something that got changed on accident. 1 Quote Link to comment Share on other sites More sharing options...
StephenMcG Posted August 21, 2021 Share Posted August 21, 2021 Been working on my idea of banks of macros. I can now create sets of buttons in the chat menu. So a macro that pushes buttons for all the characteristics into the chat bar which can be clicked to make a roll. Only made it happen for INT and POW, but the principle is there. You can make two characteristics appear per row. Quote Link to comment Share on other sites More sharing options...
StephenMcG Posted August 22, 2021 Share Posted August 22, 2021 I reckon these chat menus could quite easily provide a character sheet on the screen for play purposes, especially if the macros were built to call out elements of the character sheet which would be used to maintain all of the detail and when you want to go look at the character as a whole instead of playing it at the table... Of course, my menus are horrid to look at but I think a bit of CSS magic for those with that knowledge would make a huge difference.... Quote Link to comment Share on other sites More sharing options...
skulldixon Posted August 29, 2021 Share Posted August 29, 2021 I think someone had mentioned before about Combat Unit sheet. After running a big combat session last night I made a separate NPC sheet in roll20 to handle just all the rolls for attacks/defense/etc. That way I wouldn't have to keep pulling 5-8 different sheets up when it was the group of skeleton's turn. But this got me think about what a Unit sheet could look like since a simple NPC sheet could completely be able to easily track each hit location for each NPCs. So I took a jpg of the sheet into photoshop and came up with this idea. This is just a very rough basic idea I figured I would share. 3 Quote Link to comment Share on other sites More sharing options...
g33k Posted September 1, 2021 Share Posted September 1, 2021 On 8/29/2021 at 3:43 PM, skulldixon said: ... Speaking for myself, I vastly prefer the graphic "humanoid" layout for the hit-location tracker. It's the core of my own "homebrew" combat-mook sheet, alongside a few crucial numbers like best-weapon skilsl, casting scores, whatever (varies by the mook). Quote C'es ne pas un .sig Link to comment Share on other sites More sharing options...
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