Automated and Less-Automated Character Sheets

A place to discuss any PnP (Pen and Paper) role-playing games you are working on.
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Aqu
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Re: Aqu and F1r3's Automated Character Sheet

Post by Aqu » Sat Jan 11, 2014 12:27 pm

I've added a 'Less Automated' character sheet for Mad_Modd's ruleset!
Just made it today, so let me know if you notice any errors in it, according to Modd's revised rules.

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EDtiGron
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Re: Aqu and F1r3's Automated Character Sheet

Post by EDtiGron » Sat Jan 11, 2014 2:30 pm

If you don't mind having another collaborator, I can set up everything on your current to-do list for you. I can do the same for weapons, even make it be able to draw from different weapon lists and be able to choose which one is used.
Steam Account. Player in the New Bridle Project (formerly), G-Platypus, G13, and G-Data Redacted.

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Palm
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Re: Aqu and F1r3's Automated Character Sheet

Post by Palm » Sat Jan 11, 2014 4:19 pm

SilverlightPony wrote:Why use Floor rather than RoundUp or RoundDown?
No reason, think they do the same thing. Just using what I know.
I made some tokens to be used for virtual tabletops such as roll20, might be of interest if you like a playing field for your games.

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TyrannisUmbra
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Re: Aqu and F1r3's Automated Character Sheet

Post by TyrannisUmbra » Sat Jan 11, 2014 4:48 pm

Aqu wrote:I've added a 'Less Automated' character sheet for Mad_Modd's ruleset!
Just made it today, so let me know if you notice any errors in it, according to Modd's revised rules.
Tags are for 10 each, not 15, and at level 1 you should have skill points to spend. The Total Skill Points formula in Mad's sheet is:

Code: Select all

=(10+(('Equipment and Vital Statistics'!B13)-('Equipment and Vital Statistics'!D13))/2)*('Equipment and Vital Statistics'!B3)
Which amounts to (10+(BaseInt/2))*lvl instead of the normal (10+(BaseInt/2))*(lvl-1)

Tag skill levelups look like they correctly are giving 2* skill up to 15 bonus, so that's fine.

Pegasus Tricks should always all be listed for any given tier. It's a little messy when dealing with griffons, but because all characters that use Pegasus tricks start with basic tricks learned, all the basic tricks should be listed on the blank sheet. I have a fully written out Tricks page on Fleet Fortune's character sheet, so you can grab that if needed.

I can't find any other problems with it.
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Current PNP characters: <Non-FoE Only>

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Aqu
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Re: Aqu and F1r3's Automated Character Sheet

Post by Aqu » Sat Jan 11, 2014 10:03 pm

Thanks, added and fixed. Although tags are 10 or 15, according to GM preference in Modd's ruleset.

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TyrannisUmbra
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Re: Aqu and F1r3's Automated Character Sheet

Post by TyrannisUmbra » Sun Jan 12, 2014 11:24 am

Then, you should probably put a bit saying "Tag size: x" under Skills to Tag or something, and use that instead of flat numbers in the formula there, so people don't have to go in and edit a formula.
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f1r3w4rr10r
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Re: Aqu and F1r3's Automated Character Sheet

Post by f1r3w4rr10r » Mon Jan 13, 2014 4:13 am

Major update to skill points in both the normal Less Automated Sheet as well as Mad_Modd's sheet!

Updated on both:
The Skills, Perks and Traits page was changed to allow the following rules to be implemented:
"Enhancements or reductions to Intelligence do not change her number of skill points. Permanent changes to Intelligence do not affect skill points gained from previous levels."
The player now has to set the permanent Intelligence for each level. The available skill points per level are then automatically calculated and added up to get the current maximum amount of skill points to spend.

Updated on Mad_Modd's sheet:
There was a drop-down menu added to allow the player to choose between 15 or 10 skill points for tagged skills. This also affects the amount of spent skill point for a tagged skill, which are added as double.

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Aqu
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Re: Aqu and F1r3's Automated Character Sheet

Post by Aqu » Mon Jan 13, 2014 5:09 am

Fixed the skill points update on Modd's sheet. Formulas were off, since values needed to be slightly different on Modd's, and Modd's ruleset gains skillpoints at level 1.

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Aqu
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Re: Aqu and F1r3's Automated Character Sheet

Post by Aqu » Mon Jan 13, 2014 5:10 am

EDtiGron wrote:If you don't mind having another collaborator, I can set up everything on your current to-do list for you. I can do the same for weapons, even make it be able to draw from different weapon lists and be able to choose which one is used.
Yeah, I'll try to message you on IRC soon. I'm interested in referencing data from other sheets.

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f1r3w4rr10r
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Re: Aqu and F1r3's Automated Character Sheet

Post by f1r3w4rr10r » Mon Jan 13, 2014 8:54 am

Aqu wrote:Fixed the skill points update on Modd's sheet. Formulas were off, since values needed to be slightly different on Modd's, and Modd's ruleset gains skillpoints at level 1.
I wasn't really sure about the level 1 skill points. I looked into Mad_Modd's altered rule book and to me it just read as if he only meant the skill points you get for tagged skills anyway.

Also, what exactly did you fix on the formulas? I can't see a difference.

I also altered the HP and Damage input methods to be consistent with the method used for Strain and AP.
And I sorted the Skills in categories like Mad_Modd did.

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