- 6 scores x 4 boxes (base score, ability modifier, temp adjust, temp modifier)
- 4 boxes for HP, DR, current HP, and nonlethal damage
- 3 boxes for Initiative
- 8 boxes for AC
- 3 more boxes for AC, touch flat footed, and modifiers
- 18 boxes for save calculations
- 1 more box for save modifiers
- 2 boxes for BAB and Spell Resistance
- 10 boxes for CMB and CMD
- 7 boxes for Speed and Movement
- 5 Blocks for Weapons, each with 7 boxes, for 35
- 39 Skills x 4 boxes each, for 156 entries
- 7 'pick a' skill slots
- 5 empty lines for conditional modifiers and languages
- Let's add 2 boxes for Level and XP, they are on the back of the sheet, but they are needed
- 3 more boxes for name, class, and alignment
- 16 boxes for vitals
- 4 boxes for Initative
- 18 for ability scores
- 32 for saves
- 5 for movement
- 4 for senses
- 16 for the attack workspace
- 12 for the damage workspace
- 16 for basic attacks
- 14 for action points and hit points
- 85 for skills
- 17 other boxes for powers, feats, languages, rituals, powers, etc
- 4 boxes for name, class, alignment, and level
- 2 boxes for HP and AC
- 6 boxes for ability scores, with an extra box each for modifier, for 12
- 5 boxes for saves
- 10 boxes for to-hits
- A box for xp
- 2 boxes for other abilties and spells
- A box for weapons and gear
- A box for notes
- A box for name
- 2 boxes for Level and XP
- The standard 6 x 2 rack for ability scores, for a total of 12
- 3 boxes for AC, HP, and Attack bonus
- 5 boxes for saves
- A box for gear and spells
This reminds me of the days where personal computers needed several different types of ports interfaces, cable adapters, disk drive sizes, and video standards. The world standardized on USB and the CD/DVD standard, and life got a lot simpler. To be honest, the bloat of boxes on character sheets is due to the complexity AD&D2 and D&D introduced with non-weapon proficiencies and then skills, and then all of the little fiddly modifiers that stuck to the game like lint along the way. I remember the days where a supposedly complex game like the classic Aftermath got absolutely panned for being too complex, and that only has 100 boxes on its character sheet to fill out.
It always surprises me that through the years, the game has got simpler in the OGL clones, and more complex in the versions put out by the big players. Does the world want more complexity? Whatever happened to a game becoming simpler and easier to play in the next version? Good design means throwing out all the junk you don't need, simplifying things, and making the product easier to use.
Apple gets it, it's why you don't see a RJ-232 serial port on an iPad, and worrying about hardware drivers for the thing. It just works, and you don't need to configure nearly 300 settings to get the thing to work. Where is that design theory in roleplaying games? Are we doomed to keep using machines and games that increase in difficulty with every revision, or is there a better way?
No comments:
Post a Comment