Greybeard_Ray
First Post
Bless you!!!!
>edit: Did you happen to archive the "Walk Down Memory Lane" thread too?
>edit: Did you happen to archive the "Walk Down Memory Lane" thread too?

True, but a lot of the creatures have some kind of amendment their attacks and the creators have said that it is because of balancing the creatures. Just from the 116 creatures that I put in the sheet, 27 have some kind of change made to their attack from the way attacks are calculated for player characters.They've corrected other errors. Here's the pdf:
Wow, great work. Thank you for saving these!Here are the cached versions of the posts here, pages 100-119, I've saved on my site.
True, but a lot of the creatures have some kind of amendment their attacks and the creators have said that it is because of balancing the creatures. Just from the 116 creatures that I put in the sheet, 27 have some kind of change made to their attack from the way attacks are calculated for player characters.
If you want to know the 27: ankylosaurus, bat, black bear, brown bear, camel, cat, crab, flying snake, ghast, ghoul, giant vulture, hawk, lizard, octopus, owl, poisonous snake, quasit, quipper, rat, raven, saber-toothed tiger, spider, sprite, tressym, weasel.
I didn't know there was that many. I had assumed all were correct. If the "to hit" was too high, all WotC had to do was to decrease Strength by 1 or 2 points. They didn't need to add in a "hidden" modifier. But, that's Wizards for you. They don't always go by their own rules that they set out for us.
I don't really feel like those hidden modifiers are bad practice by WotC. They do a good job of balancing the low-level monsters. For animals they try to give realistic ability scores, but also have to give realistic attacks. To do both these things is not always possible in the system, so they have to find some other way. The Brown Bear is a bad example, because there you have only a -1, which arguably could be represented by giving it 2 less Strength. Although that would make the bear less of an opponent for things like grapple, push, and trip, so I think they did a good job of having a high Strength.Astromath; Wizards (and previously TSR) has ALWAYS been like that. The philosophy dates back to Gaxygygar and his mantra: "I invented this game, you'll do it MY way (even if I don't). I'm smarter than you."
They're not as blatant about it, and often don't even realize they're doing it. But they still do it.
And there's also the fact that they have to answer to "CORPORATE"...
Back when I was making the overflow pages I asked around on several places (in this thread, on DMs Guild, and on Reddit) what people wanted to have on it. Really nobody was asking for space for more attacks or more ammunition. Plus, I personally never found I needed any more, nor have any people in the games I play needed any more. So I think you are alone in that regard. I think your character might be a bit of a pack-mule or is collecting too many attack cantrips, if it really needs so many attack optionsI guess if I was working for them, I'd be fired in short order for insisting whatever we're doing is done right. (That's my perfectionism showing.)
I do have one suggestion: Right now, you have only two spots to keep track of ammo use. Since you have an overflow page, how about adding extra ammo trackers.
Example:
Shortbow & sling would autopopulate the ammo at the bottom as normal (we still need to add how much, but I'm not asking about that). Then when adding darts to the list, the dart ammo to be tracked would go to the overflow page.
Another similar suggestion:
Right now, you have only 20 slots for 20 arrows (max) and if you indicate you have 40 arrows, only 20 slots will still show up (due to the limitation of the sheet). My suggestion is when you indicate you have more than 20 arrows, have the extra arrows go to the overflow page. So, when you put in 40 arrows, it will change to 20 arrows and the other 20 arrows will show up on the overflow page. If you put in 60 arrows, the first page will change back to 20 arrows, and two more trackers for 20 arrows each will show up on the overflow page.
Looking at the overflow page, it doesn't seem you have room to add my suggestions. I was also going to suggest a way to add more attacks than the 5 on the first page, but, again, no room. Is there any way to get a different overflow page for extra weapon attacks and ammo?
Hi Grungydan, great to read that you like the sheet and really superb that you are writing code to add stuff to the sheet.So this thing is awesome! One thing I'm running into with a new character I'm making is that the sheet doesn't include the DMG Firearms by default.
I looked at the FAQ for adding content/scripts, grabbed the Weapons homebrew file, and went to town trying to add them myself. Unfortunately, I'm good at interpreting and using existing javascript but I don't "know" JS, so when I run into problems it's easy for me to get stumped, and stumped I am.
I initially tried to add all of the firearms in one script:
https://www.dropbox.com/s/cenodcokub2t16g/Add Fireams.js?dl=0
That throws "TypeError: WeaponsList.DropDownList is undefined"
So I tried just to add the Laser Pistol by itself, just replacing "leattack" in the weapons homebrew script, and it throws the same error.
https://www.dropbox.com/s/oy3m5kwsrmk01j8/AddLaserPistol.js?dl=0
Can anyone that actually understands JS please help me out here? Or if I'm reinventing the wheel, could someone toss me a link to a script that adds the firearms? I didn't see anything that adds them in the fan scripts section of the dropbox.
THANKS!
ETA: Woah! Oddly enough, even after throwing the error, if I manually type one of the firearms I added via script to the sheet, it populates correctly! Woot! However, the dropdown still isn't being updated to include the added weapons.
ETAETA: Okay, so even though it lets me enter the newly added weapons manually, the script from my first link there seems to "kill" the drop down functionality. Hmmm?