Suggestions about new character sheet

Suggestions or feature requests for the dice roller, forums, or PbP games.
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riftstone
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Re: Suggestions about new character sheet

#41 Post by riftstone »

Love the character sheet. Just pointing out a couple of things I would like to see:

The name field does not allow anything in quotes to stay after the initial save. (Ex. Alfred "Big Al" Tennyson would become Alfred if the character is modified after the first save)

No encumbrance fields for equipment.

Multi-classed levels are not allowed in the Level field

Multi-classed Exp is not kept (only spot for 1 class Exp) Same for Exp needed.

Maybe a location for Spellbook and what spells are in it? (I used the Special Abilities Tab for this.)
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Alethan
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Re: Suggestions about new character sheet

#42 Post by Alethan »

The Special Abilities tab is precisely where this should be done, Riftstone. In order to keep it as simple as possible, class-specific or race-specific features should be addressed by creating a new section in the Special Abilities tab.

Otherwise, Thieves would ask for a tab that lists out all thieving abilities, clerics would request an undead turning table, MUs would request a spell book tab, etc.

So the easiest thing to do is create a section called Spell Book and then modify it to add your various spells per level.
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ToniXX
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Re: Suggestions about new character sheet

#43 Post by ToniXX »

I know that a lot of you don’t use this, but I’ve wanted to update the sheet for a while now. Here is a brief summary of coming changes. They should be applied sometime before Christmas, but I make no promises or guarantee! At the bottom of this post is a screenshot showing layout changes.

In no particular order, they are:

PC Basics tab:
  • Saving throw values can be longer, allowing for entries like ‘9 (8 for poison)’
  • Saving throw notes line
  • Added fields for encumbrance, languages, and movement rate
  • Made level, experience, and experience for next level accept ‘/’ character so you can specify values for multi-classed characters.
Weapons tab
  • Added check box to denote specialization and double specialization
  • Added field to track rate of fire/attacks per round
  • Added field to track number of projectiles remaining
  • Removed To Hit 10-1, leaving just THAC0
  • Added ‘note’ field for each weapon.
Inventory tab
  • Added section for ‘gems and jewelry’
Spells tab
  • Added section where spell book could be entered. Each spell in the spell book has an icon by it that allows the player to ‘memorize’ that spell, copying it to the memorized column. This may need further modification per your input once it’s up.
Special Abilities tab
  • Changed name to 'notes'
  • Changed formatting to be more user friendly
Stuff that wasn’t done, but was talked about or suggested. These are all valid points and may be added later, but I thought there were other things that should take precedence.
  • Make the weapons tab ‘weapons and armor’. Armor can be tracked in equipment section for now.
  • Separate entry for poison saving throw.
  • Section for players notes. I left this out because I figured it could be put in the post itself, below of above the char sheet.
  • Ability to upload avatar. I got a lot of this done, but it requires testing directly on the server, since it requires a special server component. At this time, I don’t have time to test this out, but this feature is top of the list for next round of changes.
  • Ability to edit a spell. For now, just delete the one you don’t like and reenter it.
char_sheet.png
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riftstone
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Re: Suggestions about new character sheet

#44 Post by riftstone »

These changes are great! Looking forward to them!
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mithrandir138
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Re: Suggestions about new character sheet

#45 Post by mithrandir138 »

I have a few ideas/suggestions/questions :)

1. Any chance we can order the Attributes in the most common way I am familiar with?
STR
DEX
CON
INT
WIS
CHA

2. Also, how hard would it be to make templates or something for other games? Like: RuneQuest/CoC, GURPS, World of Darkness?

3. Is there a way to do exploding dice in the dice roller? Meaning: re-rolling a die if it hits the max and summing the results? Example: Roll a d6, if it hits 6 roll it again and add that number to the 6 (keep going if the second or subsequent number(s) are a 6).

Not trying to put the burden all on you, I would offer any help to make some of these things happen.
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Re: Suggestions about new character sheet

#46 Post by ToniXX »

In reply to Mithrander's suggestions:
I made the Attributes in the order that I'm familiar with! LOL IIRC, this is how BECMI, 1ed and 2ed do it.

Regarding templates for other games: I don't know much about those games, nor much about any RPG beyond (A)D&D. And at the woeful rate I'm updating the one that is there, I doubt I'd have time to make character sheets for other games. Now, if I win the lottery and I can quit my job, stop doing freelance, etc, I'd be all over it with your help! :) I'll keep you posted on that. ;)

Someone else asked about exploding dice once before, and I mulled it over and while I could probably kludge something together, I don't know when that can be. I'm not even sure how the notation would be... any suggestions on that? What systems use exploding dice? Is it something that is needed a lot in other systems?
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Re: Suggestions about new character sheet

#47 Post by mithrandir138 »

ToniXX wrote:In reply to Mithrander's suggestions:
I made the Attributes in the order that I'm familiar with! LOL IIRC, this is how BECMI, 1ed and 2ed do it.
I hear ya, and you are right, most of the older games do order them that way on their original character sheets. However these days I think it's more common to see the 3 physical and 3 mental attributes grouped together in this order (retroclones, user-created sheets, etc.). OSRIC, for example orders them this way, and I took a peek at some of the user-submitted sheets on Dragon's Foot and it's a mix of original ordering and "newer" ordering. I didn't mean to sound demanding, and I know this is just a personal preference -- there's no right way or wrong way technically.
Regarding templates for other games: I don't know much about those games, nor much about any RPG beyond (A)D&D. And at the woeful rate I'm updating the one that is there, I doubt I'd have time to make character sheets for other games. Now, if I win the lottery and I can quit my job, stop doing freelance, etc, I'd be all over it with your help! :) I'll keep you posted on that. ;)
As far as your time goes, amen to that, brother. That's why I offered to help :) Check that code in somewhere so us computer-minded types can contribute ;)

As far as what attributes to support, here's a good place to start: http://en.wikipedia.org/wiki/Attribute_ ... on_systems

Perhaps a "style" or "game system" choice would be an option for the future? (Using style sheets or something?)
Someone else asked about exploding dice once before, and I mulled it over and while I could probably kludge something together, I don't know when that can be. I'm not even sure how the notation would be... any suggestions on that? What systems use exploding dice? Is it something that is needed a lot in other systems?
There are a few, the ones that are in the forefront of my mind are: the D6 system (which I believe there's a Star Wars game going on), Savage Worlds (which actually ties a die-type to attributes instead of having an attribute score), and World of Darkness has a "10 again" rule where you re-roll d10s in your dice pool that hit 10.

I believe I have see an 'e' as the notation for exploding dice before, I will search. Here's some standard notations for other options:
http://en.wikipedia.org/wiki/Dice_notation
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Re: Suggestions about new character sheet

#48 Post by mithrandir138 »

AH, and here's another thought I had. On the notation for the "success" mechanic should show the results of the rolls and not just the number of successes.

That way, for something like World of Darkness, if one of the successes was a 10, the user would know to re-roll it for another possible success. Also, I think I have seen game mechanics where rolling certain numbers in a pool has different consequences.

Since the dice mechanic is so unique, I have seen dice rollers have a radio button or option for World of Darkness where you just tell it how many d10s to put in a pool, and it automatically re-rerolls the 10s, shows the results, and counts the successes.

Also, I didn't bring up FATE or Ubiquity dice, but I can see the lack of these being a barrier for people playing whatever they want on US. Granted, some of these thoughts are self-serving, and others are just suggestions. I am only trying to be helpful not add undue stress. :)
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Re: Suggestions about new character sheet

#49 Post by Vargr1105 »

My one desire for the character sheets would be GM access to it. The user that creates a Campaign ID should have full visual access to the character sheets associated to his campaign and the ability to change data there directly, instead of having to tell the player what to change. He should also have Admin privileges on those character sheets so that they may be transferred to a new player if an old one leaves the campaign, without having to PM ToniXX.

Other than that, of course people who want to play something other than AD&D1e are going to want a bitchin' electronic character sheet as awesome as the one we current have adapted to their system of choice, and a dice roller tailor made to those specific dice mechanics.

My suggestion is: learn how to code and get working. :mrgreen:
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mithrandir138
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Re: Suggestions about new character sheet

#50 Post by mithrandir138 »

Vargr1105 wrote: My suggestion is: learn how to code and get working. :mrgreen:
That's why I am offering to help. I know how to code, and I want to get working ;)
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Re: Suggestions about new character sheet

#51 Post by rremedio »

Maybe this was suggested before, but I couldn't find it: I'd like to have two additional buttons to each item in the equipment list: a +1 and a -1 to change the Qty field. It would make it easier to make small changes. Waiting for the editable fields to load is sometimes slow in my browser.

This other thing may not be useful for most games, but some retro-clones have the saving throws organized in different ways (Darker Dungeons have a save vs Rod/Staff/Spell and a save vs Magic Wands, for instance). So the ability to edit saving throw names would be handy (maybe in the campaign configuration?), of course leaving the current save names as default.
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