For Gold and Glory (2E OSR)

For Gold & Glory (2E OSR)

2 page template with auto calculation for many elements, multi-class up to 2 classes). Flexible for custom classes and kits. Designed to support characters up to level 20. AD&D 2E compatible.
For Gold & Glory TM and FG&G TM are trademarks of Justen Brown. This work is not affiliated with Justen Brown.

General text layout:
Purple text is for player editing
Blue text is clickable to execute a roll for action or send report to chat.
Black and White text should not be edited unless an auto-calculation override is needed, note that this has not been tested in all instances.

Rules as written have been followed to accommodate as many gamers as possible. Editing may be used to customize for specific rule variations and or house rules. There may be times when terms such as proficiency is used rather than skill…this is purely due to familiarity at my table and is not intended to deviate from rules are written. Where there are any deviations or conflicts they are noted below.

Compromises had to be made in the creation of the sheet due to Astral limitations. Many of these elements will display and work better as Astral progresses and design changes can be made. When in doubt I erred on the side of having players not edit actions and rather edit stats used by the action instead. This sheet is SLOW due to the sheer volume of calculations, it may not be fully optimized but attempts have been made to do so when possible. Feedback is encouraged to determine which automatons/calculations could be added. Feedback is also desired on automatons/calculations which can be removed in order to speed up performance of the sheet. At some point a “light” high performance sheet may be released without many of the automatons. Also for consideration would be a release where weapons and skill/proficiency descriptions/titles are removed and action links are expanded to cover this function (provided your table is comfortable with players manually editing the name and display tabs of the actions themselves. I plan to add a languages section to page 2. I am considering removing as many as 8 to 10 weapon skill/proficiency slots in order to make room for an ammunition section for missile weapons as well.

Noteworthy compromises:

  1. Long lists and check box matrices due to the lack of pick lists in the Astral system
  2. Separate description elements and dice roll elements due to Astral limitations on displaying text stats, Astral action display and name variables having the inability to be hard linked and astral action name/display field’s inability to parse text stats for display in the action bar as they do on the character sheet.
  3. Inability to adjust ability scores based on race or class and auto fill sheet elements based on said elements without even more significant performance hits or formatting issues.
  4. Separate ammunition sections to be referenced by missile weapons may be added in the near future, but the functionality as I would desire it is not yet available due to the way Astral parses (or fails to parse) nested stats for display on the sheet. In the interim you must use a separate weapon slot for each different ammunition.
  5. Except for to hit rolls in combat (and to some extent surprise rolls), rolls are not evaluated against the target number for success. This is due to the fact that Astral currently doesn’t display the results of failed die rolls. Play testing showed users preferred to see the results of their roll and compare to the target rather than see a “0” success and not see the result of their rolls. This will be changed in the future if Astral makes available the ability to show die roll results on failures.
  6. Layout changes have already been suggested for better flow, but these will be tabled until multi-select and move is an available option for character sheet building. Unless someone wants to volunteer there are simply too many elements to move around.


Sheet instructions/notes:

Ability Scores:

  • All ability scores: Valid Ranges are 1 to 25 and auto calculations are included for the full range.
  • Strength: Split into two stats, one for the d20 dice roll (STR) and the other for the warrior exceptional strength d100 roll (STR_EXC). STR_EXC is ignored for all STR scores other than 18. For all non-warriors with STR of 18 set STR_EXC to 0. Valid range for warriors on STR_EXC is between 1 and 100.
  • Intelligence: Spell immunities are not currently calculated or displayed.
  • Wisdom: Spell immunities are not currently calculated or displayed. Bonus spells are calculated based on the table in FG&G (2E) which coincidentally is similar to the original printing of another classic RPG game. I am aware of issues with this table and differences between it and later revised editions of other classic RPGs, but it only effects Wisdom scores higher than 19.
  • Force Doors, Bars/Portcullis rolls, System Shock, Resurrection Survival, Chance To Learn Spell and Spell Failure rolls are available by clicking on the relevant blue text.
  • To roll an ability score check, click on the blue name of the ability score in the left column.
    Example of the roll is listed below:
    image

Levels:

  • Level uses two stats, Level_1 and Level_2. For single class characters, only use Level_1. For multi or dual-class both. More on multi-class/dual-class later in this doc.

Weapon skills (proficiencies):

  • 20 slots are available and can accommodate warriors up to 20th level and them some…including bonus slots issued by kits.
  • Available points/slots are calculated based on class family and level and is displayed at the top of the list.
  • The intended use of the ADD and SPC columns is to place spent points/slots in the ADD column and for warriors to place the point/slot cost of specialization in the SPC column. The available points/slots listed at the top of the section list is automatically counted down based on the total of all ADD and SPC columns and secondarily you can see at a glance if a weapon has been specialized in.

NonWeapon/NonCombat skills (proficiencies):

  • 20 Slots are available which should be sufficient to support 20th level in most cases.
  • Skill names are editable and must be contained within quotation marks as they are in the example on the sheet.
  • Available points/slots are calculated based on intelligence, the class family and level and is displayed at the top of the list based on the ADD column (see below). The REQ column is purely for reference, a player can place the initial points/slots cost in this column for future reference. The ADD column is the number of points/slots spent by the player. The MOD column is not auto calculated, the player should place the stat modifier for the check in this column (-3, 1, 2, etc…). Finally, select the check box in the appropriate column for the skill’s related stat.
  • To roll a skill check, click on the blue number on the left of the column. If dragged to the action bar the generic “NonWeapon Skill <#>” is used with the corresponding number (the first five skills have already been prepopulated on the bar).
    Example of the roll is listed below:
    image

Saving Throws:

  • Saving throws are calculated based on class family and level.
  • The SAV column is the base target. The MOD column can be used for modifiers to be applied to the TARGET number of ALL rolls for a particular save (magic items etc) and is manually edited by the player (Rings of protection…but also especially useful for Spell and Breath Weapon…depending on the rules of your table). The TOT column is the total of the SAV and MOD columns and is listed in the actual roll as the target.
  • There are two individual MODIFIER stat fields per save that can be edited. These MODIFIERS will be displayed as edited in the roll for reference, but do not effect the target or roll itself. I suggest using them for racial abilities/modifiers or magical items/special conditions that apply ONLY to the save roll in question…but not all rolls against the save (example Poison only on P/P/D saves).
  • The Magic Resistance row contains two individual stat fields that can be edited. These will be displayed on EVERY save roll for reference. I suggest using these for either racial abilities/modifiers or magical items/special conditions that may not apply to every save, but may be relevant to any save(examples are magical protections from fire or elven sleep/charm resistance).
  • To roll a saving throw, click on the blue name of the saving throw in the left column. The target is a total of the SAV and MOD columns ONLY. Displayed on each roll are also the dexterity defense adjustment, wisdom defense adjustment and constitution poison save adjustment for reference.
    Example of the roll is listed below:
    image

Movement:

  • All movement is auto calculated based on the Base rate and optionally encumbrance. Movement is listed in ft/yards for dungeon/open terrain respectively. Jog and run rates are in yards and are based on optional rule multipliers as listed on the sheet. The amount of overland movement in a typical day is listed in miles in the Day section.
  • The Animal 1 and Animal 2 check boxes are linked to the Animal 1 and Animal 2 movement base rates on page 2 of the sheet. If either box is checked, all movement calculations will be replaced with the rates based on the Animal selected (this is useful for mounts).
  • Weight is listed here for reference.
  • An Enc check box is provided to enable encumbrance rules as well as the current calculated encumbrance level (see encumbrance details below).

Hit Dice/MAX HP:

  • Hit Dice are listed in the HD section based on the selected class family.
  • MAX HP is user edited and links to the health bar. Please only edit on the sheet and not on the health bar directly.

Initiative:

  • The details of the initiative roll are listed on the clickable blue text. The Base is the die type used. Magic is user editable and can be used for magical bonuses.
  • WeapSpeed is a check box that can be used to use weapon speed in the roll (this is not currently advisable for multiple reasons). Also in the WeapSpeed box is listed the current weapon speed of a weapon as determined by the following method:
  • 1st melee weapon wielded PRI prioritized in numerical order based on slot number, or by 1st missile weapon with DEX selected prioritized in numerical order based on slot number if no melee weapon is wielded.
  • An important note on dexterity and the Astral combat tracker…it natively moves in order from highest to lowest roll rather than the FG&G (2E) rules which state lowest to highest. If you choose to use the combat tracker take this into account. Currently the Magic and WeapSpeed modifiers if used are applied to the initiative roll using this logic (highest is first). This means weapon speed values are subtracted from the roll and magic bonuses are added to the roll. This may lead to some confusion. Please use the Initiative section as you wish based on this information.
  • To roll, Initiative click on the slot 1 the action bar or click the blue Init text on the first page of the sheet.

AC:

  • AC is auto calculated using multiple fields.
  • The Unarmored field is user editable and starts with the default of 10.
  • The Surprised AC is listed based on the loss of dexterity defense adjustment. Also you may click the blue Surprise text to roll a surprise check. The the check result is red or green based on the result.
  • The Armor line lists the AC provided by equipment in the Armor section. The Armor section itself is 4 lines. The first two are for actual armor, the second two lines are for shields. The AC column behaves different for the two Armor lines than it does for the Shield lines. For the Armor lines enter the actual armor class provided into the AC column (leather=8, plate mail=3). For the Shield lines enter the total bonus provided by the shield (shield=1, shield+2=3). The ON column check boxes are used to indicate the currently worn armor, you should only check one armor and one shield at the same time for proper AC calculation. The LBS column should be edited by the user as appropriate and contributes weight to the encumbrance calculations only for armor for which the ON check box is selected.
  • The Magic/Misc line lists the AC provided by equipment in the Misc. Defense section. The Misc. Defense section itself is 4 lines. Enter the total bonus provided by the item (Ring of protection +1=1). The ON column check boxes are used to indicate the currently worn armor, you should only check one armor and one shield at the same time for proper AC calculation. The LBS column should be edited by the user as appropriate and contributes weight to the encumbrance calculations only for armor for which the ON check box is selected.
  • If Magical Armor is weightless in your world, mark the weight as 0.
    Example of the surprise roll is listed below:
    image

THACO:

  • THACO is auto calculated using the Base THACO and optionally encumbrance.
  • Base THACO is auto calculated by class family (the class family used is listed above the Base) and level.
  • An Enc check box is provided to enable encumbrance rules and includes the THACO penalty based on current weight (see encumbrance details below).
  • NonProf lists the unskilled(nonproficient) penalty and is auto calculated based on class family.
  • Related lists the unskilled(nonproficient) penalty for related weapons and is auto calculated on class family.
  • Spec lists the bonus to THACO for melee weapon specialization.
  • Note that the sheet does not support auto calculation of the ambidextrous skill or combat methods, although much of this can be accomplished with clever use of the Misc. Defense section and manual adjustments to THACO on a per weapon basis.

Melee Weapons:

  • There are four melee weapon slots provided.
  • To arm a weapon select either the PRI check box (for primary hand or two handed) or the OFF check box (for offhand when dual wielding). If any weapon is selected armed as OFF, then the THACO of all armed weapon will be automatically be adjusted with the appropriate penalties (including dexterity bonuses and penalties). For rangers select all weapons as PRI to remove dual wielding penalties.
  • Weapon Descriptions are editable and must be contained within quotation marks as they are in the example on the sheet (as a note I suggest included magical bonuses here for reference such as +1/+2).
  • #AT, SIZ and TYP are text only fields for reference, corresponding to # of attacks, size and damage type.
  • SF is speed factor and can effect the WeapSpeed line of the initiative section.
  • Damage is two columns S/M and L. Enter damage within quotes to include plusses for the die roll. !!!DO NOT enter magical or strength bonuses in the damage columns!!!
  • MAGIC is for magical bonuses to hit and damage respectively. There are two editable stats, the first is for to hit and the second is for damage. A +1 to hit and a +2 to damage would appear as “1 /2” on the sheet. !!!Enter magic bonuses here!!!
  • ELF check box should be used to provide a bonus for elven short or long sword use.
  • PROF, REL and SPC check boxes are used for skilled (proficient) PROF, related REL and Specialized SPC respectively. For unskilled (non proficient) weapons do not select any of the three. If more than one is selected, they are not cumulative and are applied in the following order of preference: SPC, PROF, REL.
  • THACO lists the weapon specific THACO. It is auto calculated using Base and optionally encumbrance, modified by the additional options selected in the specific weapon slot as well as Strength modifiers.
  • LBS is the weight of the weapon. It will only be added to the encumbrance calculations if a weapon is equipped as primary or secondary using PRI or SEC.
  • To roll a melee attack, click on the blue number of the weapon slot in the left column. The resulting roll will display the best AC that the to hit roll can accomplish based on the weapon slot’s THACO. The weapon damage on the roll results is split between S/M and L options and is roll on demand (on click). Both damage options automatically add modifiers for specialization, magic and strength. Displayed on each roll is additional useful information, including the weapon description, weapon slot THACO and depending on the configuration of the weapon slot…the following tags can appear to assist the GM: “Specialized”, “Proficient”, “Related to Proficiency”, “Nonproficient”, “Weapon is Magic", “Dual Wielding”, “Primary Hand”, “Off Hand”, “Elven Trained".
    Example of the roll is listed below:
    image

Missile Weapons:

  • There are four missile weapon slots provided.
  • DEX is used to signify a weapon for which dexterity modifiers should be used to modify THACO. THACO will be auto calculated based on this check box.
  • STR is used to signify a weapon for which strength modifiers should be used to modify damage. damage will be automatically adjusted when rolled based on this check box.
  • Weapon Descriptions are editable and must be contained within quotation marks as they are in the example on the sheet (as a note I suggest included magical bonuses here for reference such as +1/+2 as well as ammunition type and qty).
  • #AT, SIZ and TYP are text only fields for reference, corresponding to # of attacks, size and damage type.
  • SF is speed factor and can effect the WeapSpeed line of the initiative section.
  • Damage is two columns S/M and L. Enter damage within quotes to include plusses for the die roll. !!!DO NOT enter magical or strength bonuses in the damage columns!!!
  • MAGIC is for magical bonuses to hit and damage respectively. There are two editable stats, the first is for to hit and the second is for damage. A +1 to hit and a +2 to damage would appear as “1 /2” on the sheet. !!!Enter magic bonuses here!!!
  • ELF HAF check box should be used to provide a bonus for elven bow or halfling sling/thrown weapon use.
  • PROF, REL and SPC check boxes are used for skilled (proficient) PROF, related REL and Specialized SPC respectively. For unskilled (non proficient) weapons do not select any of the three. If more than one is selected, they are not cumulative and are applied in the following order of preference: SPC, PROF, REL.
  • PB, SHRT, MED and LONG are range columns. PB is for point blank range when a fighter specializes in either bow or crossbow and should be entered in feet. SHRT, MED and LONG represent short, medium and long range repectively and should be entered in yards.
  • THACO lists the weapon specific THACO. It is auto calculated using Base and optionally encumbrance, modified by the additional options selected in the specific weapon slot.
  • LBS is the weight of the weapon. It will only be added to the encumbrance calculations if a weapon is equipped using DEX and or STR (I am aware of the issue with Arquebus).
  • To roll a missile attack, click on the blue number of the weapon slot in the left column. The resulting roll will display the best AC that the to hit roll can accomplish based on the weapon slot’s THACO. The weapon damage on the roll results is split between S/M and L options and is roll on demand (on click). Displayed on each roll is additional useful information, including the weapon description, weapon slot THACO and depending on the configuration of the weapon slot…the following tags can appear to assist the GM: “Specialized”, “Proficient”, “Related to Proficiency”, “Nonproficient”, “Weapon is Magic", “Dex Bonus to Hit”, “Str Bonus to Dmg”, “Elven/Halfling Trained".
    Example of the roll is listed below:
    image

Class Family:

  • There are four class families: Warrior, Priest, Wizard, Rogue. Select the check box as appropriate for the class family of your class (Warrior_1, Priest_1, Wizard_1, Rogue_1). THACO, Hit Dice, Saving Throws, Weapon and NonCombat/NonWeapon skill (proficiency) points/slots, Turn level and Spell Progression calculations are all based on class family.
  • A second set of check boxes are provided for multi/dual-class (Warrior_2, Priest_2, Wizard_2, Rogue_2). More on multi-class and dual-class later in this doc.

Racial Abilities and Class Abilities:

  • These are text fields that can be entered by players and used for quick reference.

XP:

  • Previous Level, Current XP and Next Level are text fields that can be enter by players and used for reference. They have no impact on any auto calculations.

Turn Undead:

  • Priest Level is auto calculated based on the corresponding player level and class family (including Paladin). Players may choose to manually edit this field for custom classes and kits.
  • Turning Tables
  • The turn undead tables are automatically filled out based on the turning level of the priest.
  • To roll to turn undead, click on the blue Turn Undead text above the table. Displayed on each roll is the effective turning level of the priest as well as a full table with target numbers for a each type of undead/HD level.
  • 2d6 is automatically rolled to tell you the number of undead turned if the 1d20 roll is equal or greater than the value of the Target listed in the corresponding line of the chart.
  • A chart entry of T indicates the turn for that row is automatic, D indicates the undead or destroyed outright rather than turned and a entry of D* indicates that an additional number of undead are destroyed as listed in the bonus column.
    Example of the roll is listed below:

Thief Skills:

  • Thief skills are listed per row. The base scores are not auto calculated, they are prepopulated for a 1st level thief. Each row will total all of the applicable entered modifiers for use in the action display.
  • BASE is the class based skill points as. These should be entered by the player. !!!DO NOT PLACE RACE, DEXTERITY or ARMOR ADJUSTMENTS IN THIS COLUMN!!!
  • RACE are the racial modifiers. They must be entered manually by the player.
  • DEX are the dexterity modifiers. They are auto calculated.
  • ARMOR are the armor modifiers. They must be entered manually by the player.
  • TOTAL is the total modifier and is auto calculated based on all of the columns. This is the target as listed on the action roll.
  • ARMOR WORN is a check box. If unchecked the TOTAL column is updated as though no armor is being worn.
  • To roll for a thief skill, click on the blue name of the skill in the left column. In addition to the target and dice roll result, the display also indicates if the character is wearing armor.
    Example of the roll is listed below:
    image

BackStab:

  • The thief’s backstab ability can be utilized with any of the 4 melee weapon slots. The damage multiplier is listed and calculated based on the level of the character.
  • WP is a set of check boxes indicating the weapon to be used in the attack. Select only one box to indicate which of the corresponding melee weapon slots is to be used.
  • To roll for a backstab, click on the blue BackStab text in the left column. Details of the attack will be included similar to a normal melee attack, including the referenced melee slot used. An automatic +4 to hit will be added to the attack roll. All damage is rolled automatically and the corresponding damage multiplier applied (at this time a roll on demand/click cannot be utilized due to Astral limitations).
    Example of the roll is listed below:
    image

Wizard/Bard Spell Progressions:

  • Schools is a section for specifying the schools of magic available to the wizard. For each school place a mark in the check box indicating whether it is available to the wizard and if appropriate if specialized in.
  • AVL is the column for available.
  • SPC is the column for specialized
  • The spell progression table is auto calculated based the character’s level and class family. It will only display based on the highest caster level. (See multi-class/dual-class below for additional details)
  • BASE is the base number of spells based on level of the caster.
  • SPC indicates the bonus spell available due to specialization and is only populated if a SPC is selected in the Schools section (if additional spells are granted via magical items, players may want to manually set this column as the total of specialist spells and bonus spells provided by the item).
  • TOTAL is the total of both the BASE and SPC column.

Priest Spell Progressions:

  • Spheres is a section for specifying the spheres of magic available to the priest. For each sphere place a mark in the check box indicating whether it is available to the priest as either minor or major.
  • MAJ is the column for major.
  • MIN is the column for minor
  • The spell progression table is auto calculated based the character’s level. It will only display based on the priest level and does not calculate for Paladin or Ranger and BASE must be adjusted manually. (See multi-class/dual-class below for additional details)
  • BASE is the base number of spells based on level of the caster.
  • BONUS indicates the bonus spell available due to Wisdom (if additional spells are granted via magical items, players may want to manually set this column as the total of bonus spells due to wisdom and bonus spells provided by the item).
  • TOTAL is the total of both the BASE and BONUS column.

Monies:

  • This section is used for coinage and gems. Columns and Rows are calculated for easy, at a glance usage. There are 3 different columns to indicate the location of said monies. ON BODY indicates monies on the physical person. LOC 1 and LOC 2 map to Equipment Locations 1 and Locations 2 respectively.
  • The bottom row has two check boxes, one for 50/lb and the other for 10/lb. Only one should be selected. This is used to calculate the weight of coinage…either 50 coins per lb or 10 coins per lb. The bottom row automatically totals the coin weight per location and works with then encumbrance system described later (see note on Gems/Jewelry below).
  • Gems/Jewelry row is included for non remarkable gems or for players who exchange their coinage at times into gems and jewelry for storage/carry purposes and wish to simply list/total them by their GP value. Note that the Gems/Jewelry is are not included in the weight total calculations at the bottom of the table.

Animal Companions:

  • Animal 1 and Animal 2 Sections are for mounts, familiars and other animal companions. Many of the fields are simply text entry fields, some or stats for potential future use (attack damage etc…).
  • Three fields that are special note are the LBS, MAX and MOVE fields.
  • LBS is a calculation of the carried weight of the animal if referenced by Location 1 or Location 2 on the sheet (see encumbrance).
  • MAX is user editable and is the MAX weight allowance for the animal. In the future this may be used for animal encumbrance.
  • MOVE is a user editable field for the base movement rate of the animal. This is the base movement used to calculate movement on the first page if either of the animal check boxes are used to represent the character as mounted.

Equipment Locations:

  • There are three equipment locations on the sheet, Equipment on Body, Equipment Location 1 and Equipment Location 2. It is not advisable to place weapons and armor here that are equipped by the character if using the encumbrance system, these are already accounted for in the equipment and weapons sections. Unequipped weapons and armor are not counted into weight and may…at your discretion be added here for completeness. This is currently considered a design compromise of the sheet and is a known issue.
  • Each location has a separate weight total for encumbrance purposes that is combined with the corresponding coinage weight for the location.
  • Equipment on Body represents equipment that is always carried on the character and cannot be quickly dropped.
  • Equipment Location 1 and Equipment Location 2 are two separate, flexible locations that can be used independently as needed by the character. The Details field is a user editable field for describing the location. Above each Location is a set of three options: Carried, Animal1 or Animal2. If the equipment in the list is traveling with the character, one of these check boxes can be used to indicate the location for encumbrance purposes. An encumbered character can simply uncheck the Carried option to drop the pack or chest when entering combat for example.
  • Columns in each section are as follows:
  • Equipment is a text field that is user editable with a description of the described item.
  • QTY is the qty of the item in question.
  • LBS is the weight of a single unit of the item in question.
  • TOT is the total weight of the item in question, it is calculated by multiplying QTY and LBS fields for the row together.
  • Mac Packs is a row dedicated to campaigns using the Macs Packs prebuilt equipment kits published by Judges Guild©. Weights of all Mac Packs are totaled on the single line.

Hit Points By Level:

  • This is a series of text fields that are editable by the player. Currently they are not used in any calculations. They are simply provided for the player to track as each level is progressed (single class) for usage in case of level drain.

Character Background and Titles, Taxes and Followers:

  • These are text fields that can be entered by players and used for quick reference.

Encumbrance:

  • The sheet auto calculates encumbrance based on basic encumbrance tournament rules of previous 2E RPGs rather than those of FG&G (2E). Currently Encumbrance has five levels: Unencumbered, Light, Moderate, Heavy and Severe. These levels have three effects: Movement, AC and THACO.
  • To enable/disable encumbrance, use the Enc check box in either Movement, Armor or the THACO section of the sheet. All three check boxes are linked and click on one performs the same action all the others.
  • There are essentially four weight trackers for encumbrance: Total Carried, On Body, Location 1 and Location 2. With two additional that are not yet in use for encumbrance: Animal 1 and Animal 2.
  • Total Carried is the weight used to calculate encumbrance. It is the only figure used for encumbrance effects. You can see this figure either in the movement section on page 1 or on page 2 above the Equipment on Body section, to the LEFT of the Enc Level. This is a calculated figured comprised of the following weights:
    1. On Body
    2. Location 1 if the Carried option is selected
    3. Location 2 if the Carried option is selected
    4. Weapons weights that are equipped using either PRI, OFF or DEX
    5. Armor and Misc. Defense Items weights that are equipped using ON
  • On Body, Location 1 and Location 2 are independently totaled. They are the sum of the weight of the items in the respective Equipment Location and the Coinage in the Location.
    • Coinage weight of the location is listed in the bottom row of the coinage chart (gems/jewelry are not counted in the equation).
    • The weight of all equipment and the weight of the coinage for a location added together can be seen on the equipment location listed at TOT above the corresponding table.
    • The On Body Location is ALWAYS added to the Total Carried.
    • Selecting one of the boxes above the equipment locations 1 and 2 will result in the location’s total weight being added to either Total Carried, Animal 1 or Animal 2 respectively.
    • Animal 1 and Animal 2 weights are only for reference, no animal Movement, AC or THACO effects are calculated at this time.
  • Enc Level is displayed in the movement section of page 1 and next to Total Carried on page 2. Clicking on the blue text will send an encumbrance report to chat.
    Example of the report is listed below:
    image

Multi-class/Dual-class:

  • The sheet currently supports multi-class characters for up to two classes and dual-class characters with some limitations and caveats.
  • The following fields support multi and dual-class auto calculations:
    • Available Weapon Skill (proficiency) points/slots (dual class??)
    • Available NonWeapon/NonCombat Skill (proficiency) points/slots (dual class??)
    • Saving Throws
    • Hit Dice
    • THACO Base
    • THACO NonProf
    • THACO Related
    • THACO Spec
    • Priest Turn Level
    • Wizard/Bard Spell Progression (most cases)
    • Priest Spell Progression (limited)
    • Thief Backstab Multiplier

Multi-class:

  • Multi-class characters can be setup using two sheet elements/stats. Level and Class Family.
  • Level is the first and is controlled via the level_1 and level_2 stats. These are listed at the top of the first page in the level section. level_1 on the left and level_2 on the right. Normally level_2 is set to 1, but has no effect without a corresponding Class Family.
  • Class Family is the second and is set via one of 8 check boxes located above the Racial Abilities and Class Abilities sections of page one. The _1 class family check boxes correspond to level_1 and the _2 class family check boxes correspond to level_2.
  • The Class field itself is just a text field and can be edited as seen fit, it has no impact on auto calculations. This should provide for the ability to do custom classes/kits and in most cases still utilize many of the auto calculation functions.
  • For multi-class characters, simply set the class family and level fields appropriately and progress them as experience points require. Note you should only select a single _1 Class family check box and a single _2 Class family check box.
  • In all circumstances the auto calculated fields will always provide the most beneficial result, which aligns with the rules for multi-class characters.
  • Limitations:
    • Note that the sheet was designed with only the multi-class combinations as allowed in classic RPGs and may not support all combinations.
    • The Wizard spell table does not support a Bard/Wizard combination and the Turn and Priest spell tables do not support Paladin/Cleric or Cleric/Ranger Combinations.

Dual-class:

  • Dual-class characters can be setup using similar principles to multi-class.
  • For dual-class characters when a new class is started, leave the level_1 stat as is and unselect the appropriate _1 class family check box. Set the level_2 stat to 1 and select the appropriate _2 class family check box for the new class. Update the text in the Class text field as appropriate. When the second class has surpassed the first class, select the appropriate _1 class family check box.
  • In all circumstances the auto calculated fields will always provide the most beneficial result. In most cases this will work for dual class but there may be some instances where this doesn’t provide the desired behavior.
  • Limitations:
    • Note that the sheet was not designed with dual-class in mind and may not support all combinations.
    • The Wizard spell table does not support a Bard/Wizard combination and the Priest spell tables do not support Paladin/Cleric or Cleric/Ranger Combinations.
    • Weapon skills (proficiencies) and NonWeapon/NonCombat skills (proficiencies) for Dual-Class characters is not outlined in FG&G (2E) or any classic RPGs. The points/slots will be awarded based on the most favorable class progression which is probably not what most GMs want. I advise you to simply ignore the auto calculated available points/slots.