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A simpler implementation then might be simply to change the level up notice to read 'You have now reached Level N. You will need # XP to reach level N+1. If you want to multiclass, write CURRENTCLASS N-1 / "New Class" 1 in the class field. Multiclass characters will need to manually update their class levels."

Personally, I've never encountered a valuable that went beyond a simple "Sapphire (500 gp x 8), "Jade Figurine (750 gp)", "Golden Bracelet (250 gp)". I suppose I can imagine a "Letter of Credit (Johan Gampolputty de von Ausfern... of Ulm) - 5000 gp", but I'm almost certain I'd never put it in a general valuables section given it can't be traded as easily as gems and coins.

Or I'd keep it to a simple "Letter of Credit - 5000 gp" in that section, with a more detailed description in my notes. "Letter of Credit issued by the Bank of Johan Gampolputty de von Ausfern ... of Ulm for 5000 gp. The letter will be accepted by any merchants and guild in Waterdeep at full value. Merchants not from Waterdeep may accept it depending on how far and how often they deal with Waterdeep, albeit at a reduced value in most cases."
I'll look into a simpler dialog when I find some time for it.
Looking at the 'gems and other valuables' section, there is room for only two rows if I don't want to mess up readability. Thus even with 3 columns (4 columns also wont fit(, that would only leave room for 6 things.



On multiclassing: Could you put in a code to make sure that the level in the level box equals the sum of the levels of the multiclasses? I haven't fooled around with multiclassing on the sheet yet so that might already be in there. If it is, please ignore. Thx.
Guess I'll ignore this than ;)


Hi MorePurple!

I'm new here. Found your sheet last week and i'm in love with it!
Such a great work got me thinking: Is there any project to translate your sheet to another language/system?

I mean, it isn't a problem at all, but would be nice to have an alternative, for example, metric system instead pounds and feet.
I would be willing to help if necessary! ;)

Keep the great work!
Thank You!
Nice you hear you like it!Some people have asked my about translations, but nodoby was willing to commit once I told them how much it would encompass. Currently there are no translated versions of this sheet and English is the only version. There is also no project to make any translated version.

I’m open to making translated versions, but not for doing the actual translations, because they take up a lot of time and no there is little to no interest in a Dutch version of D&D. A translated version would ideally have everything translated, from the basic text on the sheet (i.e. “Height”, “Abilities”, “Equipment”), all the auto-fill content (i.e. what is filled when you select a race, background, class, etc.), down to all the text in the pop-up dialogs. All together this constitutes about 6000 lines of code (only counting the textual code). With a rough estimate, this is comparable to a 200-page book.

If, after reading the above, you are interested in making a translated version for your native tongue, let me know! I can send you the code and you can translate it. But I must warn you, it will have to adhere to the same contraints as the current text, so it is not as easy as translating a text, it is a lot more difficult to fit game mechanics into single lines :P

I do, however, see a lot of merit in supporting metric! Because I can't, for the life of me, think with the imperial system. Inches, feet, and miles are just so damn confusing units of measurements :P
I have already started writing the code for this, but getting the conversions to appear everywhere correctly is tricky if I don't want to make a separate database of "Metric Class Features".
If you want to help, I could really use some help on translating the racial height and weight calculations for metric. For example, a human is 4'8" + 2d10, but how does this translate to a metric system that still allows you to roll dice and give the same variability?



I also can help with the translating in case you want to do it (italian version) :D

About SCAG I would help, but I don't have the book and don't think to buy it soon :(
But if we get the infos to implement in the sheet, I am glad to help
See my reply to evooL.


Looks amazing, but when I tried to download it I got this message
"The file is missing from the server."
Can you please take a look?
If you read the description on the download page you can read the following:
download page said:
Missing files
Some older files are still visible but are unavailable (i.e. "Character Sheet v2.2 (Letter).pdf", "Spell Sheet generator v1.7.zip", "Spell Sheet generator v3.5.zip", and "Thumbnail_enworld.jpg". This is an issue with enworld unfortunately. Luckily, you can still find all of the newer versions of these files right here (don't let the differences in names fool you).
 

I do, however, see a lot of merit in supporting metric! Because I can't, for the life of me, think with the imperial system. Inches, feet, and miles are just so damn confusing units of measurements :P
I have already started writing the code for this, but getting the conversions to appear everywhere correctly is tricky if I don't want to make a separate database of "Metric Class Features".
If you want to help, I could really use some help on translating the racial height and weight calculations for metric. For example, a human is 4'8" + 2d10, but how does this translate to a metric system that still allows you to roll dice and give the same variability?

Here is my attempt at the base classes. Heights are easy enough to convert. 2d4 becomes 5d4, 2d6 becomes 5d6, 2d8 becomes 5d8 and so on. Formula is still:

Base height in centimeters + height modifier = height

Weight modifiers are a bit trickier, because of the way inches and pounds convert to centimeters and kilos. You need to roll the dice, divide by 10, and multiply that number by what you rolled for centimers. So like this:

Base weight in kilograms + height modifier x (weight modifier divided by 10) = weight

EDIT: It looked like a mess. Here's just the useful data, for simplicity's sake:

Human: 145 cm + 5d10 cm // 50 kg + [height mod] x (4d4/10) kg
Dwarf, hill:110 cm + 5d4 cm // 55 kg + [height mod] x (4d6/10) kg
Dwarf Mountain: 120 cm + 5d4 cm // 60 kg [height mod] x (4d6/10) kg
Elf, high: 140 cm + 5d10 cm // 40 kg + [height mod] x (2d4/10) kg
Elf, wood: 140 cm + 5d10 cm // 45 kg + [height mod] x (2d4/10) kg
Elf, drow: 135 cm + 5d6 cm // 35 kg +[height mod] x (2d6/10) kg
Halfling: 80 cm + 5d4 cm // 15 kg + [height mod] x (0,5) kg
Dragonborn: 170 cm + 5d8 cm // 80 kg +[height mod] x (4d6/10) kg
Gnome: 90 cm + 5d4 cm // 15 kg +[height mod] x (0,5) kg
Half-elf: 145 cm + 5d8 cm // 50 kg + [height mod] x (4d4/10) kg
Half-orc: 150 + 5d10 cm // 65 kg + [height mod] x (4d6/10) kg
Tiefling: 145 cm + 5d8 cm // 50 kg + [height mod] x (4d4/10) kg

And here are the full calculations:

Human: 4'8" + 2d10 = 145 cm + 5d10 cm // 110 lb. + (2-20) in x (2d4) lb. = 50 kg + (5-50 cm) x (4d4/10) kg
Dwarf, hill: 3'8" + 2d4 = 110 cm + 5d4 cm // 115 lb. + (2-8) in x (2d6) lb. = 55 kg + (5-20 cm) x (4d6/10) kg
Dwarf Mountain: 4' + 2d4 = 120 cm + 5d4 cm // 130 lb. + (2-8) in x (2d6) lb. = 60 kg + (5-20 cm) x (4d6/10) kg
Elf, high: 4'6" + 2d10 = 140 cm + 5d10 cm // 90 lb. + (2d10) in x (1d4) lb. = 40 kg + (5-50 cm) x (2d4/10) kg
Elf, wood: 4'6" + 2d10 = 140 cm + 5d10 cm // 100 lb. + (2d10) in x (1d4) lb. = 45 kg + (5-50 cm) x (2d4/10) kg
Elf, drow: 4'5" + 2d6 = 135 cm + 5d6 cm // 75 lb. + (2d6) in x (1d6) lb. = 35 kg + (5-30 cm) x (2d6/10) kg
Halfling: 2'7" + 2d4 = 80 cm + 5d4 cm // 35 lb. + (2d4) in x (1) lb. = 15 kg + (5-20 cm) x (0,5) kg
Dragonborn 5'6" + 2d8 = 170 cm + 5d8 cm // 175 lb. + (2d8) in x (2d6) lb. = 80 kg + (5-40 cm) x (4d6/10) kg
Gnome: 2'11" + 2d4 = 90 cm + 5d4 cm // 35 lb. + (2d4) in x (1) lb. = 15 kg + (5-20 cm) x (0,5) kg
Half-elf: 4'9" + 2d8 = 145 cm + 5d8 cm // 110 lb. + (2-16) in x (2d4) lb. = 50 kg + (5-40 cm) x (4d4/10) kg
Half-orc: 4'10" + 2d10 = 150 + 5d10 cm // 140 lb. + (2-20) in x (2d6) lb. = 65 kg + (5-50 cm) x (4d6/10) kg
Tiefling: 4'9" + 2d8 = 145 cm + 5d8 cm // 110 lb. + (2-16) in x (2d4) lb. = 50 kg + (5-40 cm) x (4d4/10) kg

I've rounded a little up and down to avoid uneven numbers, but all in all it should be pretty true to the american version and realism as well. I hope it's useful to you.
 
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In case you are wondering, here's how the height ranges hold up.

Converted first, the new ranges second

Human height range 147,2-193 // 150-195
Dwarf, hill height range: 116,8-132,1 // 115-130
Dwarf, mountain height range: 127-142,2 // 125-140
Elf, high converted: 142,2-188 // 145-190
Elf, wood converted: 142,2-188 // 145-190
Elf, drow converted: 139,7-165 // 140 - 165
Halfling converted: 83,8-99,1 // 85-100
Dragonborn 172,7-208,3 // 175-210
Half-elf: 149,9-185,4 // 150-185
Half-orc: 152,4-198,1 // 155-200
Tiefling: 49,9-185,4 // 150-185

So pretty good, I'd say.
 
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All those calculations. There's a simpler method. Just take the resulting height/weight and multiply it by the metric factor. Roll the height as normal, then convert it into the metric system with a simple Boolean algebra statement. Example: (result in inches) x (m=true, 2.54, 1) or something like that. m equals true if the metric system check box is checked (needs to be added). What this statement is saying is if m is true then multiply the "result in inches" by 2.54, else multiply by 1. You can do the same with weight. The check box can be someplace at the top of the sheet.
 

All those calculations. There's a simpler method. Just take the resulting height/weight and multiply it by the metric factor. Roll the height as normal, then convert it into the metric system with a simple Boolean algebra statement. Example: (result in inches) x (m=true, 2.54, 1) or something like that. m equals true if the metric system check box is checked (needs to be added). What this statement is saying is if m is true then multiply the "result in inches" by 2.54, else multiply by 1. You can do the same with weight. The check box can be someplace at the top of the sheet.

It's not calculations that the player would have to do, it's just how you would roll it, if you rolled it yourself - like in the PHB. So that you can look at your sheet and see that for a human you roll 5d10 and add it to 145 to find your height in centimeters. Admittedly, the weight one is a lot trickier.

But yeah, your method is a lot simpler. But.. But.. my formula! ;)
 


These formula's are a lot of help, thank you! I wanted something for the tooltips for the Height and Weight of races. As Headbomb pointed out, they are not perfect, but that's not a bad thing, it is more a gimmick anyway :P And maybe less distribution is more realistic anyway, more people around the average and less people around the extremes.

Astromath, again a side-effect of you not being able to read the mouseover texts. But if you choose a race, the tooltips of height and weight show you the dice you need to roll to randomly generate height and weight.

If you switch from imperial to metric while you already have a height and weight filled out, they will of course automatically be converted to the right unit.

I think I have the whole sheet metric-ready. I only need to make a button for it :) Next up is the spell sheet generator. That one is a little bit more hands-on as it not only requires reading all the spell shorthands, it also requires testing if the resulting text is not too long to fit in the column.
 

Well, FWIW, your formula also gets the distribution wrong. 2d4 becomes 5d4 = 1/8 of people gets min height vs 1/20 people gets min height.

Well obviously, since the increments are smaller. 8 x 2.5 = 20. You are comparing 1 inch to 1 cm. There are also more people at the exact same height in inches, than there are people the exact same size in cm. Not my fault americans have chosen an imprecise measurement system :p
 

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