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Suggestion for general and combat tab setup #13
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I agree with your idea for the class interface, there is only one little thing:
should be:
Because we don't record ability history, and I don't think we should start.
We calculate level from experience, so this is not necessary.
Right now we have the base value, the temporary adjustment (damage, but also temporary positive changes), and the ability points you can assign every four levels. I cannot calculate the ability from only the damage. How do you see this form?
There's nothing that limits how many tabs a button can influence. I'm planning on adding a separate tab for actions, I only parked the rest button with spells because there was not a better place for it yet. I completely agree with the combat tab. |
By the way, are you sure you want to move the abilities to the general tab? I gave them their own tab because they take up a moderate amount of space, you can collapse them separately this way. |
1, to 4 only happen once. They can be taken into the standard ability score. 5 and 6 are positive, 7 and 8 negative. 9 (resting) removes the negative, but not the positive. And number 10 is so rare, it may be best to do that manually.
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I think I got myself confused as to how Max hit points are calculated. Which is it?
The XP calculation is already in place and I feel very little for removing it only to re-add it later. I agree that the dungeon master should be able to assign XP later on, but the user also should still be able to, since they might be keeping a character sheet for a campaign for which the dungeon master doesn't use our tools. abilitiesNumber two is already included automatically, only this is not displayed anywhere, causing confusion. But apparently there are a lot of temporary effects on ability score that all work differently, and I find it hard to think up an interface that won't be very confusing. I'm already not happy about the current one. First off, everything that can be calculated automatically, should be, but it should be displayed somewhere. Maybe we should calculate the semi-permanent and temporary effects on the ability score from all the individual effects put together. Maybe form rows that look like this: Spells with target caster aren't hard to include automatically, but I don't don't think we should do that when the target isn't the same character. I don't want players influencing other character sheets... That's getting too close to being an online game, and it's sensitive to abuse.
I tried to keep the tabs small, developing with small screens in mind. I figured since modifiers and ability scores are frequently used information, they should have their own tab. But that's only true for paper character sheets, since I think we will barely use that info directly when everything is calculated and displayed in the combat tab. I don't feel strongly either way, so we'll do it your way. |
The correct hp formula is this,
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That's good to know, I will work that in. And with this formula I absolutely agree that we should not include constitution modifier in the die roll field. |
About the abilities, I think we agree. By the way, I forgot age modifiers. We should put those in somewhere. |
to do
I will add to this list when you get around to looking at the spell interface |
Race: choicebox as it is now.
Class: a button with generated text such as (fighter2/ wizard 1) or similar. Button opens a dialog.
Line with:
"lvl" "class (choicebox)" "hp (dieroll)"
"1" "fighter (which is starting class)" "(which is max dieroll)"
"2" "fighter" "7 (what I rolled on the d10)"
"3" "" "wizard" "2 ( result of the d6)"
next line has a button: "new level", which adds 4th level.
Next are the abilities,
"Strength" ""(buttonwith value)" "(modifier)" "current value in red or green, but only if different from normal"
Rest of the abilities is the same.
It seems best to record ability damage, instead of current value, just like with hit points. We just show the current value.
Afterthought: just like with the spells, this tab could use a rest button. Can a button influence multiple tabs easily?
This is mostly derived values.
Hit points are calculated from the level die rolls and the constitution modifier.
AC comes from the dex modifier and the equipment, and maybe magic.
To hit is from classes and strength, and from weapon skills.
Weapon statistics come from equipment.
Saves from classes and abilities again, and maybe equipment.
Only damage needs to be a button. I think.
It's still important to make it a separate tab, because combat is so specific.
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