Alright. Well, I think I have to buy myself the Mentor subscription to try a Custom sheet. Right now I'm just a peasant user of the site, which I actually kind of like, for having the "basic" experience, but apparently you need Mentor status to be effective with character sheets. I will go ahead and upgrade myself to Mentor for a month so I can use the Custom version for now & help you test it out. That should let me use the sheet in my game for this coming weekend, which will be a good opportunity to playtest it live.
It does have a fine appearance in the screenshots. Appears to have just about all the fields you'd need.
Like Hyawolf implied, there are probably some cool helpful features that have been developed for other sheets on Roll20, that might help improve this sheet --- from a GUI perspective, usability. Some of these are fancy features that aren't needed, especially at first.
When it comes to Roll20 Macros, I can help with that if needed. I understand the macros. You will learn it easily. The macros just means their dice-roller, how to type the dice requests in the chatbox. It just rolls dice with certain codes, a language you will pick up in 15 minutes study or less. BFRPG is so straight-forward with dice rolling, the macros for BFRPG are relatively simple to create. Let me give quick examples.
Attack roll is one of the best macros to put on a character sheet. Some other useful ones would be Saving Throws, Initiative, Thief ability roll.
You can put an "Attack" macro on the sheet. This could be a button next to Attack Bonus, or it could better be placed as a button next to each weapon.
[[1d20]] rolls a d20
You just need to add the proper macro code that would pull the Attack Bonus field, and the Strength Modifer field, adding to that [[1d20]] code. Obviously this would be for Melee weapons, and you'd have a separate section (or check-mark, or radio button) to signal when it's a Missile weapon so you can add Dex modifer instead of Str modifier.
Then you could have it say (and this is not 100% proper code because I'm not totally sure how to write the code that pulls the Strength Modifier field),
EXAMPLE
I attack with my [[Melee Weapon Name]], rolling [[1d20 + Strength Modifier + Attack Bonus]]! If it's a hit the damage is [[This Weapon's Damage Dice]].
EXAMPLE 2,
I roll my Save Vs Death Ray! I rolled a [[1d20 + Modifers]] and I'm trying to roll under a [[My Save Vs Death Ray field]]. What happens?
EXAMPLE 3,
I try to Hide In Shadows! I rolled a [[1d100]] and I'm trying to roll under a [[My HS Percentage field]].
That's the kind of thing you can do with Macros on a character sheet, that allows rolling the weapon's attack directly from the Character Sheet & possibly adding some descriptive verbiage to name the weapon, or other kinds of rolls that vary depending on some modifiers or fields of your character sheet.
But you know what? This is not required.
We can have a character sheet with no macros, to start. It would be absolutely fine. The DM will just be asking the players, "So what's your Attack Bonus? +1? Ok what's your Strength mod? You say +1? Ok now roll a d20 +2 to see if you hit." Just like regular tabletop.
This is a basic game & it can have a basic character sheet.
People can still type 1d20+1+1 in the chat. We don't require Attack as a macro on the character sheet to get by & play. Don't get me wrong, it would be nice to ask you for some feature upgrades like this in the future life of the character sheet. Or recruit other volunteers to help re-code and upgrade the sheet you started here (because that's how BFRPG has worked all along, with Chris starting things & letting other people contribute to the open source).
It would be fine to have a more purely textual-reference character sheet at first.
I will reply again after I start testing the Custom sheet, if I am able to get Mentor status and get that to load up (first time trying something like that for me).
GM Gold
