The new version of the Roll20 character sheet is up, I pushed the code to github and thought it might take a couple weeks but they pushed it right away and so I haven't had a lot of time to write up a good blog post on the subject. My idea to publish something on the Beacon Blog weekly is not going to happen and although I am hoping to meet a monthly schedule, honestly I'm pretty happy with the pace of the playtesting and the recent changes to the sheet. No reason to complain about that.
The new sheet has a bunch of changes. It looks prettier with a less crowded layout and more colour. I incorporated the Beacon logo colours into the page headers and the repeating list controls. I cleaned up the fonts, added a new Notes tab and moved spellboox to the end of the sheet. I put in a minimum and maximum width for the sheet so it doesn't compress or expand and throw off the labeling.Tuesday, March 23, 2021
Roll20 Sheet updated
Monday, March 1, 2021
Updates for the Character Sheet
I've been thinking of some updates to the Roll20 character sheet and finally got my butt in gear to make the changes. A big part of this Beacon renaissance I've embarked upon is to make Beacon very friendly for online play over Roll20 (for now) and I want to leverage the online sheets for tracking anything a player might want to track for their character. The new character sheets have been a great facilitator to play so far and so I'm trying to build on that success. I spend some time cleaning things up and refactoring some of the code from the last couple updates. I made the labels bigger in general and tried to clean up any bugs. I fixed an issue with level 5 spells not expanding properly and also updated the AC bonus on chainmail. I did update the page section headers to make them more colourful as well as apply a similar colour scheme to the repeating item buttons.
One bigger addition was to add was a section for companions, be they hired goons, apprentices or animal companions. Players are using companions a lot and also there is some work I want to do to beef up animal companions for Druids so I like having this on the online sheet and not on a notepad or google docs somewhere.I wanted to make it simple and leverage the spellbook idea of tucking away the details when not needed. I inherited some pretty good examples for this code from the original sheet designers so it was pretty simple to add it in. I originally tried to fit this onto the Inventory page but after seeing how busy that section was getting I added it to the Combat tab. Hopefully there is enough meat in this section to handle anything a player might want to track about a hireling or their pet owlbear.
Now players have a handy list of their companions and can track their HP and check the box off when they get killed by a norker right on the sheet, but if you click the notes button there is plenty of room for all sorts of inventory and comments. It will even track how much you owe them.
While doing this I liked having two smaller text boxes instead of the one large textbox the spell section used, so I also updated the spellbook section to split descriptions and notes into two text boxes.For backwards compatibility I had to leave the old inventory sections at the bottom. I would hate to roll out an updated sheet and have Beacon players in the wild loose their items! These sections are at the bottom of the sheet and don't really take up much room though. I'm still testing these changes but I think its pretty good chance that this will be pushed up soon.
Happy Beaconing.
Wednesday, August 19, 2020
August update
Play testing is still going on and at two games a week I hardly have time to think about posting updates. I updated the Roll20 character sheet, adding in a calculated encumbrance field and updating the inventory page to make it easier to manage. I also put in some dedicated slots for food etc. I wanted it to be more prominent so that it would get used. Also I named the inventory boxes so if one was so inclined they could use the storage locations for random events or to track when players drop their packs etc.
The example below shows this character with (10 STR) can carry 7 weight before becoming encumbered. On the sheet you see rations (1), 7 torches (most of 1 so 1), 1.5 wt of coins (1, noted to be in bag), in the backpack 50' rope (1), and in the sack, a pair of heavy candle holders (1) so 5 on this sheet but also if you add two more light weapons to go with that crowbar and her armour then she's at about 6 'weight'. That number is beside the can carry number in a box marked 'current' and managed by the player. If STR drops due to wounds, well then its pretty easy to see when you have disadvantage. This is still somewhat manual, but its easy enough to eyeball, which is how it needs to be to work.
I did change the base amount of weight that a character with 0 bonus gets to 7. I wanted characters with low STR to be able to carry at least 3 weight which is actually a lot more stuff than 2 weight given the way small items glob up*. The next update of the rules will reflect this and also I'll be tweaking weights for some bulk items like rations etc. I also make reference to the fact that hired help does not generally need to worry about the disadvantage that comes with being over-encumbered so those guys you can load up a lot more. However if the guy carrying all your food, tools and water is killed you're going to have to make some decisions about your other gear. Also if you load a poor torch bearer up with coins and treasure, he might just disappear on you. All these things I think make for interesting play.
It's all opt in of course, but I've been pushing it in play and I think it does make exploration style games much better when you use something to track these resources and even a simple system like this is plenty good to manage it.
*glob up is a pretty good way to describe grouping different things into abstract categories.
Wednesday, July 8, 2020
July Update
Characters who have taken 2 or more STR damage cannot DASH and can only move once per round or half speed overland. A character taking 4 or more points of STR damage in one round are in Shock until they have had a Rest or proper attention. Characters in Shock are at disadvantage on all rolls. A character having 6 or more points of STR damage are in considerable and debilitating pain. They cannot take any actions unless they make a DC 12 Physical save to overcome the pain.
Wednesday, May 27, 2020
Going Fishing

Beacon is a fantasy RPG designed to be fairly rules light and quick to play but still have enough meat to be satisfying and to be highly compatible with the vast amount of d20 based fantasy supplements available.
Thursday, April 16, 2020
Online Character Sheet - part2
As I was playing with it a bit more, I made some changes to the layout and I cleaned up a lot of the style sheet code I wasn't using. There's obviously a lot of cut and paste code in these templates, and that's not a bad thing since its exactly how I started figuring out how to build character sheet files.
![]() |
| Trail of Cthulhu |
That's pretty sweet and I wanted to do the same thing, add a lock button by the stats or something, but I looked at the code and it was too much for me to deal with at this time and I gave up on implementing this idea
And then a very short time later I thought of how to do it. I was building a stone path and it just popped into my head. I could use the tab feature to create a special update page which would house the stats that you want to lock down. I even had the tab code already in place. Nice one unconscious brain. To do this I just needed to move the stat strings to the new page and create some non-editable fields to display those values on the main sheet. This works really well actually. You can flip between play mode and update mode very quickly but you won't accidentally change your core HP or Dex mid session now. Its not as sexy as the in page lock button, but its good enough. There's a lot of empty space still on this new update tab so I thought I could add some tables showing the level up entitlements, and maybe even a text box for some notes or something. Eventually I should do some sort of automation since it would not be hard to show leveling info by class, but for now I want to limit the scope creep a bit and just get it up on the site.
I have recently started played a game using the roll 20 official 5th edition sheet and used its 'Charactermancer' feature to both create a character and to level him up and it is pretty impressive. Charactermancer is a tool that you can call when you first start building the character and it will walk you though the build. Also when you have enough XP for the next level it adds a 'level up' button for you to walk you through that. I was able to do almost everything (within the SRD any way) during level up and it was pretty intuitive. I'm very impressed with that tool considering how many options there are in D&D. Playing with the sheet was nice as well and they have some have some really good roll templates too. There is no way I would build something like that but its pretty sweet.
The whole Roll20 5e sheet is pretty nice actually and the level of automation is impressive. The Roll templates are good and deal with the advantage/disadvantage thing very well by simply displaying your roll as two separate results in two colours. That's a great way to do that compared with having to have two rollers or some other input mechanism. You just ignore it when its not relevant. I like they way they add the damage roll as a button on the result as well.
I am still on not super interested in the rollers but I can see how they can be done well and add to the game play.
Thursday, April 9, 2020
Online Character Sheet - part1
I looked a a bunch of other Roll20 character sheets and decided that the one closest to what I wanted was the DCC_Tabbed sheet. The beauty of open sourced code is you can reference it and so I rolled up my sleeves and started ripping the DCC sheet all apart and hacking together my dream character sheet.
| Sneak peek of the new Beacon online sheet |
| Inventory tab selected |
I like this sort of thing a lot since it means less time fiddling with the sheet and more time role-playing.
Another thing that the sheets do very well is let you add or remove rows of items and I wanted to leverage this. If you have a lot of weapons and countable resources they you have that area of the sheet expanded by adding more item rows. The spell book takes up no space until you start adding in spells, and the spell descriptions can be hidden so they don't get in the way. That dynamic aspect is very appealing.
One thing that struck me about the online sheet that is how responsive it is to some of the stuff that I put into Beacon to make it grittier but was an actual pain at the table, choosing when to recalculate your bonuses was always an issue with the way that damage applies to your stats. If you are playing at the table and you take stat damage in a fight I generally don't bother to ask a player to modify their bonuses but online this is automatic so the intended mechanic of making true damage really suck actually works better online. I also have the idea to have conditions impact things in real time which is in exciting idea. These things can be pretty vicious and can have a kick-me-when-I'm-down vibe however and I will have to see how that play-tests out to understand the impacts.
I estimate I'm about 75% finished on this. I need some time to find the bugs and there is a lot of temptation to keep adding in stuff. The Trail of Cthulhu character sheet in Roll20 has a nice feature where you can lock and unlock the core stats when you 'level up' so that they don't get changed by mistake mid-game and another one that lets you reset your pools between sessions. Those are features I like a lot but I will probably leave them off the table for now. I need to get this out and then update the Beacon v7 PDF to go with it so I can start play testing.




