dvdmacateer Posted May 17, 2021 Share Posted May 17, 2021 (edited) Roll20 has recently released a Character Sheet Enhancement update. This update has made changes that effect the layout of a large number of community sheets. Changes will have to be made to all of these sheets to stop layouts breaking. Currently there is a setting that has been added so that custom sheets are not effected but as we have seen Roll20 can do things that effect users and creators with little or no warning. I am currently working on changing the sheet so that layout does not break in the future. I need volunteers who will test the changes I have made to stop the layout breaking. If you are interested in doing this please send me a PM/DM and will send you an invite. Edited May 18, 2021 by dvdmacateer 4 3 Quote Link to comment Share on other sites More sharing options...
Arcadiagt5 Posted May 17, 2021 Share Posted May 17, 2021 YIKES! I suppose I had better volunteer since I have two active campaigns and I depend on that sheet a lot. Quote Link to comment Share on other sites More sharing options...
RandomNumber Posted May 17, 2021 Share Posted May 17, 2021 I'm in. I'm about to start a campaign with it this weekend. 1 Quote Link to comment Share on other sites More sharing options...
dvdmacateer Posted May 22, 2021 Author Share Posted May 22, 2021 OK thanks to everyone who has been testing. Things have moved beyond the layout changes and I need and to do some more work and as well as test what I have currently and check everything is functioning as it should be in sheet sandbox which only sheet creators have access too. 4 Quote Link to comment Share on other sites More sharing options...
Jim Posted May 24, 2021 Share Posted May 24, 2021 Happy to test anything on Roll20, feel free to DM if you need Quote Link to comment Share on other sites More sharing options...
dvdmacateer Posted May 31, 2021 Author Share Posted May 31, 2021 The update is live on Roll20 now. Changes to sheet so that layout does not break when legacy sheet toggle is switched offHTML added datalists to provide a dropdown for weapons. Note that datalist do not behave as comboboxes the list limited based on the content of the input.Fixed. Hit Locations table 1-4 should be the right leg but is the left, 5-8 should be the left leg but is the rightFixed Improvement rolls which roll exactly the threshold to increase. Removed yellow box around roll results for improvement rollsThe skill value for a weapon skill name that does not exist or is spelt incorrectly will be set to 0Added ability to translate rune affinity labelsFixed wrapping of attribute text labels on FirefoxFixed issues with buff spellsFixed fumble breakpoints for Honor, Passions and Spirit CombatAdded Ritual to spell duration for Spirit Magic.Fixed 2nd Button under Spirit Magic to behave correctly.Added Cast label to clarify buttons under Spirit Magic.Fixed criticals < 10%Added input for bonuses to spirit combat damage 5 4 Quote Link to comment Share on other sites More sharing options...
Runeblogger Posted May 31, 2021 Share Posted May 31, 2021 (edited) 1 hour ago, dvdmacateer said: Added ability to translate rune affinity labels Thanks a lot for your hard work!!! 👏 Question: if I wanted to translate the sheet into another language, how would I need to do that? Edited May 31, 2021 by Runeblogger 1 Quote Read my Runeblog about RuneQuest and Glorantha at: http://elruneblog.blogspot.com.es/ Link to comment Share on other sites More sharing options...
dvdmacateer Posted May 31, 2021 Author Share Posted May 31, 2021 3 hours ago, Runeblogger said: Thanks a lot for your hard work!!! 👏 Question: if I wanted to translate the sheet into another language, how would I need to do that? https://wiki.roll20.net/Translation 1 1 Quote Link to comment Share on other sites More sharing options...
Arcadiagt5 Posted June 1, 2021 Share Posted June 1, 2021 Initial checks look good! I’ve asked all of my players to confirm with their own characters. Quote Link to comment Share on other sites More sharing options...
RandomNumber Posted June 1, 2021 Share Posted June 1, 2021 19 hours ago, dvdmacateer said: Added input for bonuses to spirit combat damage Thank you! @David Scott 😀 2 Quote Link to comment Share on other sites More sharing options...
David Scott Posted June 1, 2021 Share Posted June 1, 2021 (edited) I'm preparing adventurers for tonight's game as we speak. The sheet looks good. I'm not sure what default box on a weapon line means though. When I check it and roll, it halves the skill used (90% broadsword rolls as 45%). It may have been like this before and I've just never used it. Unless there is another explanation for what this is? Edited June 1, 2021 by David Scott Quote ----- Search the Glorantha Resource Site: https://wellofdaliath.chaosium.com. Search the Glorantha mailing list archives: https://glorantha.steff.in/digests/ Link to comment Share on other sites More sharing options...
Arcadiagt5 Posted June 1, 2021 Share Posted June 1, 2021 3 minutes ago, David Scott said: I'm preparing adventurers for tonight's game as we speak. The sheet looks good. I'm not sure what default box on a weapon line means though. When I check it and roll, it halves the skill used (90% broadsword rolls as 45%). It may have been like this before and I've just never used it. Unless there is another explanation for what this is? It's for using one skill as the default for another weapon. E.g if the adventurer is using a Kopis captured from the perfidious Lunars during a daring escape but doesn’t have any training in Kopis. You'd set up the weapons row with Kopis as the weapon, Broadsword as the skill, and the default check box ticked. 1 Quote Link to comment Share on other sites More sharing options...
Arcadiagt5 Posted June 1, 2021 Share Posted June 1, 2021 19 hours ago, dvdmacateer said: Added input for bonuses to spirit combat damage Ooh, is that for Assistant Shamans and the like? Where do I find that on the sheet? Quote Link to comment Share on other sites More sharing options...
dvdmacateer Posted June 1, 2021 Author Share Posted June 1, 2021 14 minutes ago, David Scott said: I'm preparing adventurers for tonight's game as we speak. The sheet looks good. I'm not sure what default box on a weapon line means though. When I check it and roll, it halves the skill used (90% broadsword rolls as 45%). It may have been like this before and I've just never used it. Unless there is another explanation for what this is? It's been there from the start. p.g. 207 Weapon Categories Each of the weapons tables (page 208–209) list melee weapons by categories (such as 1H Sword). An adventurer can use any other melee weapon in the same weapon category (such as 1H Axe, Fist, 1H Sword, etc.) at 1/2 the skill rating of the best skill the adventurer has in that category Explanation of Headings STR/DEX: The minimum necessary STR and DEX required to handle the weapon. An excess of STR makes up for a lack of DEX, on a 2 for 1 basis. Thus, an adventurer with a 10 STR and a 12 DEX can use a rapier (which requires a 7 STR and a 13 DEX). If both STR and DEX are below the requirements, all attacks and parries with the weapon are performed at half skill 3 Quote Link to comment Share on other sites More sharing options...
Glyph Posted June 1, 2021 Share Posted June 1, 2021 The sheet I'm using is this version How do I upgrade to the new one? Quote Link to comment Share on other sites More sharing options...
dvdmacateer Posted June 1, 2021 Author Share Posted June 1, 2021 You shouldn't have to do anything unless you have a sheet open from before yesterday. Something always gets missed in this case the version number. 1 Quote Link to comment Share on other sites More sharing options...
dvdmacateer Posted June 1, 2021 Author Share Posted June 1, 2021 15 minutes ago, Arcadiagt5 said: Ooh, is that for Assistant Shamans and the like? Where do I find that on the sheet? 1 Quote Link to comment Share on other sites More sharing options...
Arcadiagt5 Posted June 1, 2021 Share Posted June 1, 2021 Thanks @dvdmacateer, I have no idea how I missed that in my previous checks. Very useful to have! Quote Link to comment Share on other sites More sharing options...
Glyph Posted June 1, 2021 Share Posted June 1, 2021 That brilliant, thank you! I might have spotted one other issue, a critical crush should do max weapon damage, plus max damage bonus plus max damage bonus again (according to the Well of Daliath). This looks to roll one of the damage bonus dice. Quote Link to comment Share on other sites More sharing options...
Scotty Posted June 1, 2021 Share Posted June 1, 2021 27 minutes ago, Glyph said: a critical crush should do max weapon damage, plus max damage bonus plus max damage bonus again (according to the Well of Daliath). This is correct. Max weapon plus max db twice 27 minutes ago, Glyph said: This looks to roll one of the damage bonus dice. Note I set the mace to D4 damage so I could see it against the other rolls: This would appear to be the case, I would expect 4+6+6. Note however this error will have little effect on the game as a 1H mace would actually do 8+6+1D6, so 15-20 not 20 damage, with no armour protection. The target is likely to be dead or incapacitated anyway. Quote Link to comment Share on other sites More sharing options...
PhilHibbs Posted June 1, 2021 Share Posted June 1, 2021 2 minutes ago, Scotty said: This is correct. Max weapon plus max db twice ...interesting to see what it does with negative damage modifiers. At my table, I think I would ignore any negative damage modifier on a critical crush. I think applying -8 on a critical hit to someone who has a -1D4 damage modifier would be a little unfair! Even -2 (counting -1 as the "max" of -1 to -4) would be rough. 1 Quote Link to comment Share on other sites More sharing options...
dvdmacateer Posted June 1, 2021 Author Share Posted June 1, 2021 57 minutes ago, Scotty said: This is correct. Max weapon plus max db twice Note I set the mace to D4 damage so I could see it against the other rolls: This would appear to be the case, I would expect 4+6+6. Note however this error will have little effect on the game as a 1H mace would actually do 8+6+1D6, so 15-20 not 20 damage, with no armour protection. The target is likely to be dead or incapacitated anyway. Fixed. But won't show up until the next merge. 1 Quote Link to comment Share on other sites More sharing options...
dvdmacateer Posted June 1, 2021 Author Share Posted June 1, 2021 1 hour ago, PhilHibbs said: ...interesting to see what it does with negative damage modifiers. At my table, I think I would ignore any negative damage modifier on a critical crush. I think applying -8 on a critical hit to someone who has a -1D4 damage modifier would be a little unfair! Even -2 (counting -1 as the "max" of -1 to -4) would be rough. Max damage bonus is set to zero for negative damage bonus but specials will roll the negative damage. 2 Quote Link to comment Share on other sites More sharing options...
RandomNumber Posted June 2, 2021 Share Posted June 2, 2021 15 hours ago, Arcadiagt5 said: Ooh, is that for Assistant Shamans and the like? Where do I find that on the sheet? There’s now a space next to the system-calculated Spirit Combat damage where you can add a modifier. Quote Link to comment Share on other sites More sharing options...
Arcadiagt5 Posted June 2, 2021 Share Posted June 2, 2021 (edited) 16 hours ago, Scotty said: This is correct. Max weapon plus max db twice I will note as an amusing aside that my players have been extremely grateful for this rule during the first year of the Grove of Green Rock when the comedy troupe, er, the trollkin skirmishers criticalled with their slings.... and no damage bonus. 😂 I'm rather looking forward to the second year of that scenario which I have altered somewhat to play to certain characters abilities and which will involve me describing one opponent as the ugliest glittering flying disco ball that they’ve ever seen... Edited June 2, 2021 by Arcadiagt5 Quote Link to comment Share on other sites More sharing options...
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