Difference between revisions of "Palladium Fantasy 1E"
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* The parry roll will automatically include the bonuses from the hand to hand combat skill section. As with strike, you need to manually add W.P. or weapon specific bonuses. | * The parry roll will automatically include the bonuses from the hand to hand combat skill section. As with strike, you need to manually add W.P. or weapon specific bonuses. | ||
* The damage roll will pull in the P.S. and hand to hand damage bonuses. You just need to enter your dice and any weapon specific modifiers. | * The damage roll will pull in the P.S. and hand to hand damage bonuses. You just need to enter your dice and any weapon specific modifiers. | ||
− | * The notes section will not display in chat if left empty. It uses the description section of the template. One use of it is as a reminder for men of arms that can stun with their attacks. <code>Stun for [[1d6]] melees on an 18 or above.</code> Entering that in notes would display that message below the attack and damage and resolve the d6 roll. | + | * The notes section will not display in chat if left empty. It uses the description section of the template. One use of it is as a reminder for men of arms that can stun with their attacks. <code><nowiki>Stun for [[1d6]] melees on an 18 or above.</nowiki></code> Entering that in notes would display that message below the attack and damage and resolve the d6 roll. |
== Ranged and Spell Attacks == | == Ranged and Spell Attacks == |
Revision as of 18:07, 29 July 2020
Origin
This sheet started out as an edited version of the Palladium Megaverse sheet. Over time, it became something very different, borrowing elements from other sheets and gaining features based on comments and help from other sheet and script authors. This is still a fairly simple and utilitarian sheet, but hopefully will meet the needs of anyone who is running this system.
Roll Template
- The roll template is based on one written by Jakob here on the forums. I have 2 versions of the template which are called by &{template:custom} and &{template:menu}.
- You can specify a color for the header and border of the template by using {{color=desired color}}. The colors available are black, brown, blue, red, grey, yellow, green, teal, orange, pine, ice, violet, sun, and wine. The reason for that many color options is to be able to use different colors for different types of magic or abilities.
- The sheet uses black through green on that list for various types of rolls.
- The template has a title and subtitle section options, followed by the normal table entries you can put attacks and damage similar to the default Roll20 template, and finally a description section.
- The roll template is built to change the pink "chat menu" buttons into blue text with no box. I use the description section for chat menus, and when using the menu version of the template, all description text is displayed as bold italics.
- Because I like to apply circumstantial bonuses and penalties to skills when I run a game, I do not have skill or stat rolls set up to show success or failure. Instead it will show the roll and the target number.
- I have added a toggle to the first tab of the sheet to enable the option to whisper sheet rolls to the gm. All sheet rolls respond to that toggle, and Ability macros can do so as well if written to check for the toggle.
Example Macro Structure
&{template:custom} {{color=black}} {{title=Desired Title}} {{subtitle=Desired Subtitle}} {{Attack=[[1d20]]}} {{Damage=[[2d6]]}} {{desc=Any notes that might be useful.}}
Example Macro Structure With Whisper Option
@{whispertoggle}&{template:custom} {{color=black}} {{title=Desired Title}} {{subtitle=Desired Subtitle}} {{Attack=[[1d20]]}} {{Damage=[[2d6]]}} {{desc=Any notes.}}
- Note that there is no space before the "&" symbol.
Spells Template
The spell template formats all rolls in the psionic, spell, ward, and circle sections of the sheet. It has all the behavior of the "custom" template, plus some additions. It extends the subheader if there are values for the following labels after subtitle in 2 columns:
- ispcost (displays as: I.S.P. Cost: # )
- range (displays as: Range: # Text )
- preptime (displays as: Prep Time: # Text )
- duration (displays as: Duration: # Text )
- spellstrength (displays as: Strength: # ) can be used for ward/circle strength as well
- spellsave (displays as: Save: # )
If used, the next 2 are displayed below the header in black text:
- strike
- damage
The tag spellstrength is intended for creating a custom macro where you just want spell strength instead of a totaled saving throw target number (this is used in circle roll button macros for circle strength). If any of these are listed in a macro, but the attribute is blank, the roll template will hide that element.
A test roll might look like this:
&{template:spells} {{color=wine}} {{title=Test Name}} {{subtitle=Test Subtitle}} {{ispcost= 15}}} {{range=120 ft.}} {{duration=[[1d6]] Hours}} {{spellsave=12}} {{strike=[[1d20+4]]}} {{damage=[[5d6]]}} {{desc=Test description here.}}
If you don't have a value for one of the 4 subheader values, attack, or damage, leave it out (or leave nothing right after the "=") and that part won't display in chat.
Auto Calculated Stat Bonuses
- I.Q. bonuses are auto calculated and displayed at the top of the Skills tab. Any bonus is subtracted from the percentile roll in the OCC, Elective, and Secondary skill sections.
- M.A. bonus to trust and intimidate is autocalculated and displayed in the gold section below the stats.
- P.S. bonus to damage is autocalulated and displayed on the Combat Tab under Hand to Hand Combat skill. This will be included in any damage roll from the melee attack section of the Basic tab.
- P.P. bonuses to parry and dodge are autocalculated and displayed on the Combat Tab under Hand to Hand Combat skill. This will be included in rolling Dodge in the light blue section of the Basic tab, or rolling parry in the Melee Attacks section of the basic tab.
- P.B. bonuses to charm and impress are autocalculated and displayed in the gold section under the stats.
- Spd. is autocalculated to rough miles per hour and displayed in the gold section below the stats. It also calculates movement per action in case people are using that 2E mechanic.
- Saving throw bonuses from M.E. and P.E. are autocalculated and displayed below the rolls in the Saving Throw section of the combat tab. They are included in the calculation of the rolls.
Stat Rolls/Checks
- The stat roll buttons will roll both a d20 and a d100, since I have heard of people using both for a straight attribute check or as a substitute skill roll.
- Perception did not exist in 1E, and I totally admit the perception button is totally my creation. That button rolls a d20, and displays the average rounded down of the character's I.Q. and M.E. stats. Use it or ignore it as you see fit.
Colored Sections of the Statistics Tab
Some may object to the colored sections I put on here. With the top section of this tab having so much information, people new to the game were having trouble finding things. I decided that the various colored sections would allow for easier description to direct people on where to look for something. Statistics Tab
- The dark blue are stats. I included a box tied to the stat_max attribute to keep track of original stats if your players end up with items or using spells that alter stats (or you are using the optional injury rules).
- The gold section is all auto calculated from stats. These fields are all "read only", so can't be altered without altering the associated stat.
- The light blue section holds hit points, armor rating, sdc, and a variety of rolls. Two of the rolls here are stat derived and so not able to be edited.
- The tomato paste red section contains various resources related to psionics, healing, and the various magics.
- The Dodge roll will include any mounted dodge bonus from the hand to hand combat skill section if you have the mounted toggle selected in the melee attack section.
- I should mention that the built in initiative roll adds 80 to the d20 roll. This is due to the way combat works in Palladium with first actions being all resolved before second actions, then third, etc. If the api is available in your game, I recommend a script for adding the extra entries to the turn tracker near the end of this post.
- I started out with all basic character information on this tab. Since this made a much more cluttered sheet, I created a "Social" tab and moved many character specific fields there. This allowed for text fields instead of just short lines for things like family background, hostilities, etc. Social Tab
Extra Movement
- This section is intended for common alternate forms of travel (mounts, popular spells, magic items, etc.).
- I did not include auto calculation in the repeating section, but you can temporarily change the Spd stat and copy the auto calculated values from the gold section if needed.
Melee Attacks
- I stole the idea for this section from the Pathfinder simple sheet. Rolling from this section will display the character's name as the title and the weapon/attack name as part of the subtitle.
- The strike roll will automatically include hand to hand bonuses and any bonuses from P.P. You will need to enter any Weapon Proficiency bonuses or weapon specific bonuses manually. I included a temporary bonus box in case of short term spell (or whatever) bonuses. The strike roll will also roll and display damage. The crit range (when the attack roll is outlined in green) will change based on your critical strike number under the hand to hand combat skill. This template does not roll extra dice, so you either double the damage on a crit or roll damage by itself to add to the original damage roll.
- The parry roll will automatically include the bonuses from the hand to hand combat skill section. As with strike, you need to manually add W.P. or weapon specific bonuses.
- The damage roll will pull in the P.S. and hand to hand damage bonuses. You just need to enter your dice and any weapon specific modifiers.
- The notes section will not display in chat if left empty. It uses the description section of the template. One use of it is as a reminder for men of arms that can stun with their attacks.
Stun for [[1d6]] melees on an 18 or above.
Entering that in notes would display that message below the attack and damage and resolve the d6 roll.
Ranged and Spell Attacks
- While this is laid out similar to the melee attack section, it pulls no bonuses from anywhere. The attack rolls do check the ranged crit threshold under the hand to hand combat skill to allow for the longbowman crit upgrade. Otherwise all bonuses need to be added manually.
- I have found this a useful section to have for spells and wards that have recurring damage. It is also nice for abilities with an attack roll and single target like Mental Bolt of Force or Ball Lightning.
- There is an ammo counter box for bolts, arrows, etc. I use a script in my games to help players to remove ammunition as it is used. Since shots are generally taken one at a time in Palladium, I generally set it up to subtract one per presss. The command I use for Ammo (labeled Arrows in my example) is as follows for a bow attack on the first line of the section:
!wammo @{selected|character_id} repeating_rangedattacks_$0_ammunition -1 arrow
- To make it easier for players to access this, I create a chat button in the notes section of the attack. The following code in the note section of the ranged attack leaves a blue clickable button "Subtract Arrows" that will subtract 1 arrow per press by executing the script command above. Gwendolyn is the name of the character, and it seems to work most reliably with the character name specified like so:
[Subtract Arrows](~Gwendolyn|Arrows)
Equipment Tab
- This tab of the sheet has 5 repeating sections: Weapons, Armor, Gear, Consumables, and Wealth.
- Weight is calculated if you input the weights in the different sections with the total displayed at the top.
Skill Rolls
- As mentioned earlier, if there is an I.Q. skill bonus, it will be deducted from the percentile roll. The temporary bonus is subtracted from the roll as well. If you have a penalty (like being drunk), wrap the value in parentheses. The template will display the character name as the title, the skill name as the subtitle, the skill roll, and then the skill target number.
- Notes will display if filled in, and I find this a good place to put descriptions of the skill for those that are new, or to remind me of certain things like how often to have people roll when climbing, or how much damage is incurred in a fall.
- I left the I.Q. bonus out of the Mystic skill section. I intended this section for class abilities like Sense Evil, Druid Empathy, Deduce Circle Function, and such like. For myself, I can see I.Q. affecting some of the skills, but not all. Therefore I leave it up to you to include in those abilities or not.
Spells tab
There is a repeating section for each spell level. Each one can be collapsed by unchecking the box by the repeating section label. Make use of those to cut down on scrolling.
Spell Input
Some spells have options and info that others don't. If there isn't a field to input the information needed, you can always set it up in the description/notes area.
Spell Display
Spells use the spells template, and most of the fields will only display in chat if there is something in the field. Blank fields are not displayed. The only field that will show up on any spell roll is a small subheader for the saving throw for the spell. This will use 12 as the base and add in spell strength from the Character tab, if any.
No fields here are set up to pull values from anywhere else, so all info will need to be input. Calculations will need to be entered as an inline roll. For example, some entries for Fire Bolt might look like this:
Attack entry:[[1d20+4]]Damage entry:
[[5d6]] S.D.C.Duration entry:
InstantRange entry:
[[100+(@{caster_level}*5)]] ft.
Psionics tab
There is a repeating section for each type of psionic ability. Each one can be collapsed by unchecking the box by the repeating section label. Make use of those to cut down on scrolling.
Psionic Input
Some psionic abilities have options and info that others don't. If there isn't a field to input the information needed, you can always set it up in the description/notes area.
Psionic Display
Psionic abilities use the spells template, and fields will only display in chat if there is something in the field. Blank fields are not displayed.
As with spells, the fields are not set up to pull values from anywhere, and any calculations need to be entered as inline rolls. Some example inputs for Increased Healing might look like this:
Range:Touch (3 ft.)Prep Time:
[[1d6]] HoursDuration:
[[2d4]] Days
Wards tab
This is one single repeating section, intended for ready to use "ward arsenal" inventory.
Ward Input
Some wards will use fields that others don't. If there isn't a field for something, then put it in the description/notes area.
Ward Display
Ward abilities use the spells template, and fields will only display in chat if there is something in the field. Blank fields are not displayed.
As with spells, the fields are not set up to pull values from anywhere, and any calculations need to be entered as inline rolls. Some example inputs might look like this:
Range:[[10*@{ward_level}]] ft. RadiusDuration:
@{ward_level} MeleesDamage:
[[@{ward_level}d6]]
Circles tab
This is divided into the 3 categories of circles: protection, summoning, and power. Each one can be collapsed by unchecking the box by the repeating section label. Make use of those to cut down on scrolling.
Circle Input
Some circles will use fields that others don't. If there isn't a field for something, then put it in the description/notes area.
Circle Display
Ward abilities use the spells template, and fields will only display in chat if there is something in the field. Blank fields are not displayed.
As with spells, the fields are not set up to pull values from anywhere, and any calculations need to be entered as inline rolls. Some example inputs might look like this:
Duration:@{circle_level} MeleesPrep Time:
[[60+5d6]] Min.Damage:
[[@{circle_level}d6]]
Configuration tab
The configuration tab is accessed through the crossed hammer and wrench icon towards the right end of the tab header.
Show/Hide Tabs
Unless your character is very unusual, you will not need a number of these tabs. You can turn off and on the visibility of the Spells, Psionics, Healer, Wards, and Circles tabs.
Strength Adjustment
This toggle adjusts how lift and carry capacity is figured based on which tier of strength your character has.
Roll Template Colors
There are several template color schemes built into the sheet. This section allows you to change the color scheme used for psionics, spells, wards, and circles. The active button shows the color scheme (text and background color) that the roll template will use for the header (title, subtitle, and resources).
Notable Attributes for Macro Usage
Header Section
- Character Name = @{character_name}
- Level = @{level}
- Public/Whisper Toggle = @{whispertoggle}
Blue Section
- I.Q. = @{iq}
- M.E. = @{me}
- M.A. = @{ma}
- P.S. = @{ps}
- P.P. = @{pp}
- P.E. = @{pe}
- P.B. = @{pb}
- Spd = @{spd}
Light Blue Section
- Hit Points = @{character_hp}
- A.R. = @{character_ar}
- S.D.C. = @{character_sdc}
Red Section
- Psion Level = @{psi_level}
- Psion I.S.P. = @{character_pisp}
- Heal I.S.P. = @{character_hisp}
- Caster Level = @{caster_level}
- Daily Casts = @{character_casts}
- Spell Str = @{spell_strength}
- Ward Level = @{ward_level}
- Daily Wards = @{ward_casts}
- Ward Str = @{ward_strength}
- Circle Level = @{circle_level}
- Circle Str = @{circle_strength}
Melee Weapon Proficiencies
The repeating section attributes can be entered in the bonus fields in the repeating attacks section on the Statistics tab. The attribute shown is for the first row. Increase the number after the "$" by 1 for each row after to get the correct row for the attribute you want.
- Strike Bonus = @{repeating_weaponmelee_$0_melee_weapon_strike}
- Parry Bonus = @{repeating_weaponmelee_$0_melee_weapon_parry}
- Throw Bonus = @{repeating_weaponmelee_$0_melee_weapon_throw}
Ranged Weapon Proficiencies
This works the same way the Melee repeating section does. Likely you only need one off of this row though.
- @{repeating_rangedmelee_$0_ranged_weapon_strike}
Hand to Hand Skill
- Combat Skill Level = @{hth_level}
- Strike = @{hth_strike}
- Parry = @{hth_parry}
- Dodge = @{hth_dodge}
- Damage = @{hth_damage}
- Critical Strike = @{hth_critical}
- Range Critical Strike = @{hth_ranged_critical}
- Mounted Parry/Dodge = @{hth_mountedparrydodge}
- Mounted Damage = @{hth_mounteddamage}
- Charge Damage = @{hth_chargedamage}
Auto Calculated Bonuses
- IQ Skill Bonus = @{iq_bonus}
- ME Insanity Bonus = @{me_insanity}
- ME Psionic Bonus = @{me_psionic}
- Physical Strength Bonus = @{ps_bonus}
- Physical Prowess Bonus = @{pp_bonus}
- PE Save Bonus = @{pe_magpois}
- PE Coma/Death Bonus = @{pe_coma}
Release Notes
This section has all the changes made. Well, all those made since I realized it might not be bad to have this on the sheet for people to see. It also includes one solitary roll button at the end. That will spit out clickable links in chat that take people to this wiki page or the github page (with the Readme showing) for this sheet.
API
If you have access to the API, I highly recommend the use of the following 2 scripts:
- Universal Chat Menus which can will allow you to create a set of menus for just about everything on the sheet. I have used it so that all my players have 4 menus: saving throw, combat, skills, stats. An example of me using the skill, save, and combat menus can be found later in that same thread.
- Initiative Duplicator which allows you to add multiple turns for the same token (subtracting 20 from the initial initiative roll for each successive entry) and resorts the tracker each time.
These Universal Chat Menu api/macro calls work at the time of this posting, but are subject to change with Roll20 changes or changes to that script!
Combat Menu
!chatmenu @{selected|character_id} {template:menu} {{color=blue}} {{title=**@{selected|character_name}**}}{{subtitle=**Combat Action List**}} {{desc=CHATMENU}} --title:Melee Strike --separator: ~ : --repeating_meleeattacks|weapon_attack|meleeattack --title:Melee Parry --repeating_meleeattacks|weapon_attack|meleeparry --title:Ranged Strike --repeating_rangedattacks|weapon_attack|rangedattack --title:Dodge --Dodge
Skill Menu
!chatmenu @{selected|character_id} {template:menu} {{color=green}} {{title=**@{selected|character_name}**}}{{subtitle=**Complete Skill List**}} {{desc=CHATMENU}} --title:OCC Skills --separator: ~ : --repeating_skillocc|skill_name|occskill --title:Elective Skills --repeating_skillelective|skill_name|electiveskill --title:Secondary Skills --repeating_skillsecondary|skill_name|secondaryskill --title:Mystic Skills --repeating_skillmystic|skill_name|mysticskill
Saves Menu
!chatmenu @{selected|character_id} {template:menu} {{color=brown}} {{title=**@{selected|character_name}**}}{{subtitle=**Saving Throw List**}} {{desc=CHATMENU}} --title:Magic Saves --separator: ~ : --Circles,circlesave|Fumes,fumesave|Spells,spellsave|Wards,wardsave|Soul Stealing,soulsave --title:Mental Saves --Psionics,psionicsave|Insanity,insanitysave|Horror Factor,horrorsave --title:Physical Saves --Poison,poisonsave|Coma Death,deathsave
Stats Menu
!chatmenu @{selected|character_id} {template:menu} {{color=black}} {{title=**@{selected|character_name}**}}{{subtitle=**Utility Roll List**}} {{desc=CHATMENU}} --title:Attribute Checks --separator: ~ : --I.Q.(@{selected|iq}),iq_check|M.E.(@{selected|me}),me_check|M.A.(@{selected|ma}),ma_check|P.S.(@{selected|ps}),ps_check|P.P.(@{selected|pp}),pp_check|P.E.(@{selected|pe}),pe_check|P.B.(@{selected|pb}),pb_check|Spd(@{selected|spd}),spd_check --title:Perception --Perception,perception --title:Social Influence --Trust or Intimidate (@{selected|invoke_trust}),invoke_trust|Charm or Impress (@{selected|charm_impress}),charm_impress
Initiative Duplicator Macro
!dup-turn ?{How many attacks?|}
It can also work with an attribute: !dup-turn @{selected|hth_numberattacks}
A Few Final Thoughts
- There is a forum thread called Stupid Roll20 Tricks (and some clever ones) that contains a lot of good stuff (that I don't use nearly enough of). The reason I am pointing it out is for the Chat Menu entry. You don't need the api to use these, and with the lack of free documentation for this system, I recommend you make use of this.
- The reason for pushing the chat menu is for stuff like spell books. I have a sheet with every wizard spell and a complete chat menu of those spells set up as ability macros (Attributes & Abilities tab). When someone plays a wizard, I can just copy that chat menu macro to their sheet and edit it to reflect the spells they know. I have this for every type of magic. The macros are set up to whisper if that option is toggled at the top of the first tab, check and calculate from caster/psion level, show saving throws after including spell strength, roll secondary effects, or even display tables and roll percentile in the description if needed. Obviously that takes a fair amount of set up, but it is very worth the time spent. With the addition of tabs for spells, psionics, etc., this is still a very convenient way to do magic, due to not needing to add them all individually to each character sheet. The sheet entries can then be used for characters with few abilities, item abilities, or unique abilities.
- As a result of the chat menus and the api, my players can roll any button on their character sheet, any spell, any psionic ability, etc. without having to open their character sheet. They are all accessible as token actions.
- While I am content with where I have the sheet, I realize it is in some ways still a fairly crude sheet. When I started the rewrite of the Megaverse sheet, I knew nothing about HTML, CSS, or scripts. I still don't know much, but this sheet is the result of what little I have managed to scrape together over the last year and a half (roughly). May it help any that are interested in this game system run their games a little more easily.
- Since this game system is from a time where homebrew was not a 4 letter word, and people running games were expected to add their own flair to the game, I hope I have included enough fields and options in the sheet to enable people to run their style of game. Good luck, have fun.
A Warning
It has been noted that with some sheets (Pathfinder by Roll20, 5E Shaped for example) that having a lot of spells can really bog down a sheet. If a character ends up learning a lot of spells while also having some (or a lot!) of psionics, the sheet might start being slow to load. At that point, it might be good to consider putting spells in Ability macros, or even make spell list macro mule character sheets that allow people to run spells by way of chat menus while having their token selected (more info on those things in the stupid roll20 tricks thread pinned in the general use questions forum). If a lot of sheets are getting overloaded that way, it has been known to bog down an entire game for everyone. When this sheet was originally written, the psionics, spell, ward, and circle were left out to avoid this issue completely. If you start having consistent trouble with a character, or multiple characters and the entire game, put in the time to streamline how spells and psionics are stored. Your game (and players) will thank you.