Automated Character Sheet 2.0

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SilverlightPony
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Re: Automated Character Sheet 2.0

Post by SilverlightPony » Wed Nov 04, 2015 1:13 pm

f1r3w4rr10r wrote:(Because I thought, unless ponies have REALLY poor eyesight, not being able to hit anything beyond 50 m with a pistol is nowhere realistic.)
Actually, that is fairly realistic. If you need to visualize it, that's like shooting at someone on the other team's 45-yard line from your own goal line on an American football field; not a lot of people will reliably hit a man-sized target at that distance with a pistol under firing-range conditions, let alone battle conditions where they're moving around, hopped up on adrenaline, and under significantly more stress.
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Re: Automated Character Sheet 2.0

Post by f1r3w4rr10r » Wed Nov 04, 2015 4:19 pm

Apart from the fact that I don't even really know an American Football field that well (we don't really play or watch it over here, heck I don't even know the measures of a soccer field) it is not realistic. With "not being able to hit anything" I didn't just mean it's a difficult roll. I mean the rules state that NO short ranged weapons are allowed to shoot at anything past that point. And not being able to use a medium range weapon (mostly assault rifles) past 150 m is just ridiculous.

In any case, that is just MY personal opinion, stemming from my personal experiences, and also my reasoning why I made that configurable. It won't keep you from using the same distances stated in the rules. Heck they are even the default values.

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Re: Automated Character Sheet 2.0

Post by Heartfirepony » Wed Nov 04, 2015 4:28 pm

It is a bit iffy...150m (450ft) is a little under a quarter mile shot. I rarely actually have battle maps that large, that's a lotta work, so those kinda ranges only come up when someone wants to try and pick off enemies before reaching a location.
However it is a little bit unrealistic, there's bullet drop at that range, but skilled marksman can make shots like that with modern assault rifles.
I generally play it a bit softer with these rules, and have larger hit penalties at that range. A damage reduction might also be appropriate for pistol rounds outside their effective range as velocity is lost but i've never felt it necessary.
Edit: STATS is the kind of thing that could make this a lot easier.
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Re: Automated Character Sheet 2.0

Post by f1r3w4rr10r » Mon Dec 14, 2015 12:09 pm

I implemented the conditions that are caused by crippled limbs. Crippled legs will only affect your walking and other stuff you do with legs, while your flight movement (should you have wings) is completely unaffected. The same goes for the other way around.
The effects of crippled legs are also dependent on how many you actually have (if you are a biped or not). That means getting a single leg crippled won't affect a pony as much as it does a minotaur. On the other hand, getting an arm crippled won't affect the minotaur's movement at all.

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Re: Automated Character Sheet 2.0

Post by f1r3w4rr10r » Tue Dec 15, 2015 9:28 am

I added crippling and shattering of of horns to the limb damage section as well as burnout to the magic section. Further I also added permanent penalties due to magical energy crippling of limbs.

With that I am done implementing what functionalities I can from the core rules. Now there is only some styling left to do and the sheet is done.
I'll write a short manual on how to use it as well.

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Re: Automated Character Sheet 2.0

Post by f1r3w4rr10r » Tue Dec 15, 2015 10:58 am

I now also moved the weight indicator and added a total possession value indicator.

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Re: Automated Character Sheet 2.0

Post by f1r3w4rr10r » Wed Dec 16, 2015 11:33 am

I have replace the SPECIAL modifiers for "Permanent" and "Temporary" with "Deadly", "Stats" and "Roll". Roll means those are buffs that only affect SPECIAL rolls, but not the derived values. Stats are buffs that do affect the derived values. Deadly are modifiers that are allowed to lower a SPECIAL down to 0. Further I added the skill penalty from a crippled horn and burnout to automatically be added to all skills.
I also added SPECIAL damage from crippling to be automatically applied, just not for END. Doing that results in a circular dependency and I have no idea how to solve that in any way.

So with that I'd say the sheet is officially released. The only thing left now is to write the manual.

(The only other thing I can think of is to add gradient coloring for health and the like, but that's just minor stuff.)

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Re: Automated Character Sheet 2.0

Post by f1r3w4rr10r » Thu Dec 17, 2015 4:27 am

Applied a small fix that Special Talent wasn't selectable for characters that can have a special talent but did not take the blank flank trait.
Spoiler: show
Formatting!B17:
=NOT(AND(IFERROR(getRaceAttribute(Character_Race,7),FALSE),IF(Trait_BlankFlank="Yes",Skill_DiscoveredSpecialTalent="Yes",TRUE)))
Last edited by f1r3w4rr10r on Thu Dec 17, 2015 7:19 am, edited 2 times in total.

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Re: Automated Character Sheet 2.0

Post by f1r3w4rr10r » Thu Dec 17, 2015 6:42 am

Applied another small fix as sell value was calculated inverted.
Spoiler: show
Tools->Script Editor...->Inventory.gs->Line 92:
replace the 3 with a 2
Last edited by f1r3w4rr10r on Thu Dec 17, 2015 7:18 am, edited 1 time in total.

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Re: Automated Character Sheet 2.0

Post by f1r3w4rr10r » Thu Dec 17, 2015 7:05 am

I'm terribly sorry, but I had to make another fix. (That's the problem when you don't have testers)
I fixed the magic page not being accessible for shamans.
Spoiler: show
Formatting!B20:
=NOT(OR(IFERROR(getRaceAttribute(Character_Race,4),FALSE),AND(IFERROR(getRaceAttribute(Character_Race,8),FALSE),Trait_Shaman="Yes")))

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