James-
I appreciate the feedback! So far it's only been my ideas and thought processes, so it's great to get another perspective. I'm happy to hear any ideas you have for improving the sheet as it has been an ongoing effort that has stagnated since my ACKs game petered out a few weeks ago. It is still something I'd like to polish up and submit; however there is one outstanding issue I haven't ironed out which I'll mention below.
1:
You are correct. There are no restrictions, but if you don't enter an expected value they default out. That is why you were seeing all 20s in the saves at one point, for example. It would be possible to make some of them dropdowns, if you think that is a better solution. To be honest, that is how I originally did it, but then I wasn't sure how close to the line I was when it comes to the "automatic advancement" guidelines found here: https://github.com/Roll20/roll20-character-sheets#contributing
2:
I can certainly add normal man to the accepted class names in the calculations. Is that a good use case? I do have normal man saves selectable for the STATBLOCK side of the sheet, which I use for monsters and NPCs.
3/4/12:
I went down a rabbit hole on this one while I was working on the sheet. Originally I tried to automate as many modifiers as I could but it got to be too much to account for, and no matter what I was always stumbling across one I hadn't included. So rather than calculate it, the number next to the action is editable for anyone to apply their modifiers directly to the target number. I included misc modifiers for everything I could think of to cater to these kinds of modifiers. This is where I would put the Barbarian +1 Initiative bonus, or the +1 AC from Shield Fighting Style, or the +2 to all saves from Divine Blessing, etc. I even added a Carry Mod to account for damaged knees as a result of the mortal wounds table. Let me know how you feel about it. I felt that I had to draw the line for automation somewhere, and this allows modifiers to be applied at the GM's discretion outside of what might be in the book.
5:
All of the roll buttons are little d20s that bold when you mouse over them. They should be present for the weapons, as long as the fields have been filled out*. Aside from the name you select the type (melee,missile, or finesse) which will allow for automatically applying the relevant attribute to the attack throw and damage roll. If it is a missile weapon, the range bands should be entered, as it will query the appropriate one when the button is pressed. The weapon die needs to be selected from the dropdown, and any other modifiers can be added into +Hit and +Dmg, for things like the +1 enhancement on a magical weapon or even creating a weapon profile for charging with a +2 built in. Focus yes/no refers to weapon focus and will apply a multiplier on a critical if it is set to yes. A seperate multiplier field is also present, useful for a macro for charging with a spear, or backstabbing.
*There is an issue here that I mentioned above that I have not resolved yet. When a new weapon is added it defaults to type melee. After you type in a name, the roll button disapears from the sheet. You have to set the weapon type again, including choosing something else and then choosing melee again if it is a melee weapon. That makes the button come back, and then it won't happen again. I don't know why this is happening.
Last note on the roll buttons. Almost universally they query for a modifier. This is for any circumstantial stuff not on the sheet that you may apply sometimes, or that the GM may tell you to apply. It defaults to 0, and a quick tap of the enter key is all it takes to bypass.
6:
Ok, I lied, this is another issue that I haven't ironed out. In the custom sheet preview this offset isn't present. I will see if I can fix it.
7:
Thank you, this was a PITA because of the way repeating sections work, but I finally got it with the help of a second pair of eyes on the roll20 forums.
8:
Inline rolls function in the description box (and range, and duration), so instead of typing blah blah fireball 5d6 damage, you can enter blah blah fireball [[@{level}d6]] damage and it will roll it on the output when you click it. Using the roll engine you can do just about anything you can think of. Here is a fire elementalists burning hands spell damage for example: [[ [[{5,@{level}}kl1]]d4+[[{5,@{level}}kl1]] ]].
9/10:
Total should be the caluclated total of your encumbrance from equipment and coins carried. Make sure that the number of items, as well as their individual weights are entered, so that it can multiply them. For 1/6 stone items I usually enter .16 or .17. I like to throw an entry for a backpack in the unencumbering section with an account of every item in it, and then just put 1 backpack with the correct weight in the equipment section. Based on total encumbrance and strength, the movement rates are calculated. I even adjust for poor little halflings.
11:
Combat move is at the top of the sheet, while exploration(charge/run) and Daily March speed are on the right side movement section. I haven't included climb and stealth speeds, but I can try to squeeze those in!
13:
I might consider this if I can fit it nicely on the sheet. It's my understanding that this house rule is very often applied, and was made official in the Heroic Fantasy Handbook. For now, it can be counteracted by negating the wisdom modifier in the save mod fields.
14:
I copy directly from the monsters in the pdf rulebook. The parsing just formats it nicely, it still needs to be copied over to the relevant fields on the right side of the sheet. Here is the template I use for custom stuff (things can be left blank and it should still work):
NAME
% In Lair:
Dungeon Enc:
Wilderness Enc:
Alignment:
Movement:
Armor Class:
Hit Dice:
Attacks:
Damage:
Save:
Morale:
Treasure Type:
XP: