Roll20 Character sheet feedback

ZorValachan
Posts: 641
Joined: Fri Mar 03, 2017 9:02 pm

Roll20 Character sheet feedback

Postby ZorValachan » Mon Oct 14, 2019 3:34 pm

So after a long time thinking about it, I added some things to the Roll20 Character sheet.

Basically as combat progresses, time was getting eaten up with calculating stymies, vulnerables, wounds, and other affects and adjusting the DN. I wanted to streamline a few things.

Stymie and Vulnerable boxes (between XP and Movement). I linked the Stymie to Attributes and Vulnerable to Defenses. So if you get stymied, you put a "2" in the stymie box and it basically adjusts the Attribute values down 2 points, so all attribute and skill tests will be at the -2. Very Stymied, you'd put a "4". You could also use the box for other effects that raise or lower all Tests. Vulnerable the same way, but it does it with Defenses only.

Added a "Mod" column to Defenses as there are things that can change defenses without changing the skill they are based on.

I linked Wounds to attributes and skills (like with Stymie), so the number of wounds will directly lower the attributes and skills.
The 2 issues I found was that things like the Berzerker Perk, add the penalties of wounds to melee weapons/unarmed combat as bonuses. My "fix" was to have the player use the mod column in those skills and double the number. So if he had 2 wounds, he would put a 4 in the mod column (2 to offset the wound penalty and 2 more to make it a bonus. Also even though there is a max penalty of -3 because of wounds, I can't figure out how to make it on the sheet, for those characters who have more than 3 wounds, they can decrease the value in the "Stymie" box by the amount of wounds over 3 they take (if they have 4 wounds, they can make the Stymie box -1, which would then lower the penalty down to -3 to tests.

Basically it works well (I tested it last night). Players didn't forget stymies, wound penalties, etc. Which seemed to happen a lot after the button was pressed in previous session, "oh yeah, I forgot to adjust the DN because I aimed, and subtract my stymie, etc." which then led to a lot of recalculations.

As I said, there are always exceptions, and it''s hard to make a character sheet that adjusts for every perk that gives a bonus/penalty, but that can be offset by adjusting the skill mod box or the stymie box.
And as the Attributes/Skills are adjusted for Stymies/wounds, if you ever need just your raw Attribute/Skill value, you can just look at the first base column (and mod if needed).

And as an FYI: Tokens can be linked to character sheets and the green/blue/red bar can be linked to "wounds" so if you change the wounds on the bar or character sheet, it will directly change the other.

Is this something you'd like on the roll20 sheet for your games? Am I missing a possible game breaker?
- Leamon Crafton Jr.
Infiniverse Exchange author:

The Paraverse: An entire alternate Cosmverse
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Greymarch2000
Posts: 521
Joined: Fri Jul 28, 2017 7:48 pm

Re: Roll20 Character sheet feedback

Postby Greymarch2000 » Mon Oct 14, 2019 4:21 pm

That is something I would love, as well as buttons for Small/Large/Very Large to automatically adjust defenses independent of other modifiers.

I already have the green bar linked to shock, blue to possibilities and red to wounds so I assume this would work fine with it?

ZorValachan
Posts: 641
Joined: Fri Mar 03, 2017 9:02 pm

Re: Roll20 Character sheet feedback

Postby ZorValachan » Mon Oct 14, 2019 5:07 pm

Greymarch2000 wrote:That is something I would love, as well as buttons for Small/Large/Very Large to automatically adjust defenses independent of other modifiers.

I already have the green bar linked to shock, blue to possibilities and red to wounds so I assume this would work fine with it?


I think there is room for a "size" button to work the same as vulnerable. I'll check to see if it would work.

I just realized i can do Stymie and Vulnerable as negatives. No need to adjust backwards.

I have blue/green switched, but yes they will still work.
- Leamon Crafton Jr.
Infiniverse Exchange author:

The Paraverse: An entire alternate Cosmverse
http://www.drivethrurpg.com/product/237607/

The Knights of the Road: Archtypes designed as a Storm Knight group
http://www.drivethrurpg.com/product/228365/

ZorValachan
Posts: 641
Joined: Fri Mar 03, 2017 9:02 pm

Re: Roll20 Character sheet feedback

Postby ZorValachan » Mon Oct 14, 2019 9:36 pm

I couldn't get negatives to work with Stymie (subtracting negative numbers made the total go blank). So i read some info on character sheets and figured out check boxes.
I added Stymied/VStymied and Vulnerable/VVulnerable check boxes. when clicked they adjust everything by -2 or -4 as they should. I also added a size box, but it counts as a bonus, not a penalty so if the character is small (-2 to hit), the defenses have a bonus of 2, so it gets added. Large of -2 "bonus" works fine (again the subtractive negative numbers messing the sheet up kept me from have -2 value for small convert to a +2 to defenses.

While I was at it, I added a few checkboxes for common combat options (Aim, All-Out-Attack, and Short/Long/Heavy Bursts). Aim only affects Energy Weapons, Fire Combat, and Missile Weapons attack rolls. All-Out-Attack only affects Melee Weapons and Unarmed combat rolls. Bursts affect Energy Weapons, Fire Combat, and I let it affect Missile Weapons, because who knows what a new sourcebook may add. Aim, AoA, and Bursts only affect when you press the appropriate button next to the skill. The Skill Value and Bonus number will show normally, but the math is there and Result will read correctly.
Such as if I have a 9 energy weapons skill and roll a 12 (bonus of 0) against a DN of 10, it will show the skill of 9, Bonus of 0, roll of 12, but will say "Success"
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- Leamon Crafton Jr.
Infiniverse Exchange author:

The Paraverse: An entire alternate Cosmverse
http://www.drivethrurpg.com/product/237607/

The Knights of the Road: Archtypes designed as a Storm Knight group
http://www.drivethrurpg.com/product/228365/

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TiaMaster
Posts: 263
Joined: Fri Jun 16, 2017 3:45 pm

Re: Roll20 Character sheet feedback

Postby TiaMaster » Wed Oct 16, 2019 5:51 pm

I have the TOrg Eternity sheet selected for my game, but it looks nothing like that. How do i get the latest version?

ZorValachan
Posts: 641
Joined: Fri Mar 03, 2017 9:02 pm

Re: Roll20 Character sheet feedback

Postby ZorValachan » Thu Oct 17, 2019 10:31 am

TiaMaster wrote:I have the TOrg Eternity sheet selected for my game, but it looks nothing like that. How do i get the latest version?


What you have is the latest roll20 version. I have my own custom sheet that I'm currently Testing in my game. If you have a pro account, i can give you my code to use. Otherwise I will have to give it to someone for approval before it'll be updated on roll20.
- Leamon Crafton Jr.
Infiniverse Exchange author:

The Paraverse: An entire alternate Cosmverse
http://www.drivethrurpg.com/product/237607/

The Knights of the Road: Archtypes designed as a Storm Knight group
http://www.drivethrurpg.com/product/228365/

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TiaMaster
Posts: 263
Joined: Fri Jun 16, 2017 3:45 pm

Re: Roll20 Character sheet feedback

Postby TiaMaster » Thu Oct 17, 2019 4:30 pm

Well AFAIAC, a sheet with checkboxes for Sty/Vuln is superior to one that does not. I'll be asking you for code.


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