
GM Matt said:
(cut out to save room, sorry matt)
Comparing, now to a Nemesis stat block from F&D (Chiss Mercenary, p. 418; property of FFG - no claims to it, just using it for educational/informational purposes):
What I think would be awesome would be if you could somehow parse all of the data on a fuller sheet and create a view of the sheet that condenses it down to this. The only things you need to add are: a condensed dice pool interface at the top, and "Current" fields for Wounds and Strain. Click the name, roll for initiative. Click a Skill, roll the skill. Click an attribute, roll an attribute or test for a skill with no ranks. Click the Blaster Rifle item and roll an attack.
The corresponding "edit" screen can be large, multi-screened and multi-tabbed. No problems with that. But when I am in "play" mode, everything I need is condensed and quickly accessible.
I realize this is probably asking a lot, and I'm just speaking for myself obviously, but thought I'd point to it as my ideal.
Move the Dice section above the sheet type selectors (Character, Vehicle, Companion, NPC, etc) so that its only done once instead of being duplicated as it is now on all the sheets.Makes sense
Remove the explanation of skills from NPC and Companion skills (we don't really need them here right?)I assume you are talking about all of the tool-tip information you get with a mouse hover? Yeah, I think that's a good place to get rid of some code. I don't use it.
Remove NPC tab info and Inventory tabs. Add NPC type to the NPC quick info of the combat tab and add a text box section for gear there as well. This sheet is intended as a stripped down quick character sheet. If the NPC is going to be full fledged it would make more sense to me to use the full character sheet.I agree with getting rid of the NPC Info and Inventory tabs. You may want to add the name as well to the quick info tab.
Remove all NPC skills except for Combat Skills, Cool / Vigilance, and 5 custom skills. This 5 custom skills would be selectable in the weapons and force dropdown so that you can specify any skill you want. Plus I have not seen an NPC with more than The combat skills, the initiative skills and 5 possible other skills before. If he needs more he would probably be a good candidate for using the full character sheet.I really like this idea.
Giving the companion the same treatment as the NPC. Strip it down to a skeleton with the idea of if you need more then to use a full character sheet.
GM Matt said:
(By the way, the minion count field with auto-calculation of minion roll upgrades is really helpful.)
Dice Symbol Spending suggestions.It would take a bit of doing but this can absolutely be off loaded to the script. A few JSON objects / arrays with the data and pulling from it based on the result. Shouldn't be too hard to do and it would certainly off load a good chunk of code from the sheet's html by allowing us to remove all spending suggestions from all skills. Plus with the custom skills if the name matches an actual skill name we could even pull suggestions for that skill.
- Different info for each skill, but same info is useful to be on all "skill display areas".
- Not 100% useful for Weapon Skills or Knowledge Skills.
- These could be updated to have useful information.
- Not needed for Custom Skills.
- This could be done by coding into the sheet Roll itself a way to display suggested Dice Spending (like in the bottom of the Roll Template or a text to the person that rolled?
This was added because a dropdown is easier for people than "filling it in". I have had a lot of Players in my games not able to get the spelling of the weirder species right and they get frustrated seeing the wrong spelling filled in. So I added this feature to show these are the published species, and adding 3-4 more every 3-5 months is not a big deal. Code wise it isn't as much savings as you think it is.Acrisius said:
something else to lower the code... just drop the species drop down list... just have someone enter it in a text box... cause half of the species are not in the race and if new ones come out, it would just be more code for you to enter (this is for NPC and main char info)
Removing features ignores other people. "Well I don't use it", is rude to the people that do.
This goes back to what I was saying to Samuel. It doesn't have to be "removing features" to trim code, it just should be more efficient methods to work the current features.This was not talked about, maybe it is how you intended it to be, but it was not said. What was said was Furthermore sometimes in optimizing the answer is to build a more efficient method. Other times the correct answer is to remove it because it's either redundant or not really needed.
I am not sure that is best NPCs (especially BBEGs) need a robust set of info to put about them.
Also I worry about the file size of the sheet. Right now it is over double the size of when I last updated it, which will cause problems in long running games. If people have issues now (as I have seen in a few posts in other parts of the forum) with too many characters causing lag... it will be much worse with this new version if it is not optimized before release.
(emphasis added)
Samuel T. said:That is actually what I did =P but you reversed that.
- Giving the companion the same treatment as the NPC. Strip it down to a skeleton with the idea of if you need more then to use a full character sheet.
Example time....Samuel T. said:
How is having initiative for the riding beast a time saver? Please do give me examples.
Do you actually have players that roll initiative for riding beasts? If so why? How does this save time having extra slots in the turn order to deal with?
Have you actually seen or heard of anyone rolling initiative for riding beasts? Or are you just guessing that some people use it and making the that the basis saying I'm rude for removing it because "Well I don't use it"?
This goes back to what I was saying to Samuel. It doesn't have to be "removing features" to trim code, it just should be more efficient methods to work the current features. Removing features ignores other people.
GM Knowledge Rhino said:
Example time....Samuel T. said:
How is having initiative for the riding beast a time saver? Please do give me examples.
Do you actually have players that roll initiative for riding beasts? If so why? How does this save time having extra slots in the turn order to deal with?
Have you actually seen or heard of anyone rolling initiative for riding beasts? Or are you just guessing that some people use it and making the that the basis saying I'm rude for removing it because "Well I don't use it"?
Player gets off their Riding Beast to chase after an enemy that goes down an alley the Beast can't fit.
The Beast, that is a living creature decides to amuse itself while it is not helping with that enemy and look for something to eat in a nearby garbage bin.
In your scenario of the Player and Beast occupying 1 Initiative slot, you miss out on this opportunity. With the Beast having its own Initiative slot, now it can play around and wait for its owner/master/friend to come back with some fun of its own.
While some people would not appreciate levity in a fight scene, some (like my group) do appreciate it. Heck half of R2-D2 and BB-8 existing is comic relief.
Sometimes it isn't only about the lines of code that is involved, it is the opportunities it affords the Players and the GMs.
Also a bit of a note. I never said you were rude for removing that feature. Though re-reading it I can see how you would think I did. I stated it would be rude to remove the species list because Acrisius stated he wanted it removed because he didn't use it. I stated I disliked the removal of the initiative for Riding Beasts and it annoyed me, but not that it was rude. =)
Anyway if you want to feel offended you are allowed to I guess? Not sure how it helps anything though.
Is it lazy if a Player has a learning disability or Dyslexia that makes it hard to spell properly? Should those people not be allowed to Play this game? To paraphrase Star Wars "I find your lack of compassion disturbing".Acrisius said:
As a GM, i just think (and this is me) if people are so lazy they cant even type what species they are.. then most likely they not really caring much about the game.. again this is me where all my players have type in cause their race is not on the drop down list and they like it better typing it :D (not starting anything here, just stating why i think it should be remove)
Acrisius said:
As far as your info on the beast, they shouldn't get their own slot cause (again from what i read and if i'm wrong, please post or PM me the book and page number so i can fix it in my game :D ) cause the player use one maneuver to command the beast to attack or move.. so it falls under the char slot... if the PC jumps off and runs after a NPC... the beast is a NPC (and has been from the start) so the GM can just say oh btw (if they want to even say it lol) even pets get the same set up but the beast ... the PC has no control or anything about it.. so if the beast doesn't want to attack then it doesn't.. (again just my input from what i played, read, and talk to other GMs about :D )
over all, its really up to the GM on how they want to run their game and if the other GMs who use this, doesn't say anything then the writer has to think everything is ok :) so other GMs.. give input.. your paying roll20 to use this API... then get your money out of it. :) again this is my input only and this was not posted to start yelling, fighting or trolling.
GM Knowledge Rhino said:
Is it lazy if a Player has a learning disability or Dyslexia that makes it hard to spell properly? Should those people not be allowed to Play this game? To paraphrase Star Wars "I find your lack of compassion disturbing".Acrisius said:
As a GM, i just think (and this is me) if people are so lazy they cant even type what species they are.. then most likely they not really caring much about the game.. again this is me where all my players have type in cause their race is not on the drop down list and they like it better typing it :D (not starting anything here, just stating why i think it should be remove)
Awesome I like that idea.Samuel T. said:
As a note for optimization Rhino I found that for the initiative section skills I found that I can just reference the y and g sections of the respective skills instead of having to calculate them again. Yay.
Samuel T. said:
Truly the best solution here are datalists. They function like drop downs that you can fill in. They combine the flexibility of a text input with the accuracy of a drop down. It's a real shame that roll20 doesn't have support for them currently.
Items to add (because of the new Seeker book, Savage Spirits)
I think that is all the new book adds that would impact the character sheet.
Acrisius said:
You have to press the Enter Button after you enter the number for the dice in the dice pool. I have to do this still and i think Sam is fixing it (at some point)
The riding beast has a repeating section for extra skills, why would this not work there? Can survival be used as an attack skill?GM Knowledge Rhino said:
- Riding Beasts need Survival Skill added to their list
Acrisius said:
You have to press the Enter Button after you enter the number for the dice in the dice pool. I have to do this still and i think Sam is fixing it (at some point)
Samuel T. said:
The riding beast has a repeating section for extra skills, why would this not work there? Can survival be used as an attack skill?GM Knowledge Rhino said:
- Riding Beasts need Survival Skill added to their list
Because then it looks like it is a "custom" skill added rather than a (currently) RAW usage of the creature.
The whole point of the API-Compatible Sheet (at least as I understood) was to pre-build in the rule allowed stuff and let people add custom stuff later.
While it is likely inappropriate to add all the gear/talents (though I have a Script I made for my group for that), the base rules should be built in.
The tiny amount of effort to add 1 skill that is now a part of the Riding Beast's core is not really a big deal to add and does not affect the overall speed of the sheet. Adding it, is showing "As new books and rules come out... the Sheet will support them". Not adding the rules says "Handle the new books on your own, they don't really matter to me at the moment".
It is around 20 lines of code per skill if I remember correctly. Now if you do what you suggested a page or so back and create "datasets" for the repeated drop downs for Career/Specializations/Species/etc you will save hundreds of lines of code and this 20, will be meaningless, yet it will provide the Players the correct amount of control over the rules as written in the supplement books.As to "can Survival be used as an attack skill", sort of? It is so the Character can use the Beast to "Push" with the Beast. Basically there are 2 ways to handle the new rules.
Merodax C. said:
Hey,
I may not sound too smart but I'm having problems with the sheet. I'm a pro subscriber so I have API compatible sheets for FFG EOTE. I can't seem to get the destiny point thing working and I keep getting this message and don't know what to do about it.
4:32PMDice System: No Destiny Points Defined. The GM has been whispered with instructions to reset the Destiny Pool.
4:32PM(From GM): The Destiny Pool system needs to be (or has been) reset. To fix this functionality, go to the -DicePool Character Sheet and add 1 dark side and 1 light side destiny point, then click the Force Player Update button. This should clear up the issue.
I can't seem to add destiny points. I also read in the character sheet wiki that there is a GM section to the character sheet and I don't see this, what am I doing wrong? Help please
GM Knowledge Rhino said:
Samuel T. said:
The riding beast has a repeating section for extra skills, why would this not work there? Can survival be used as an attack skill?GM Knowledge Rhino said:
- Riding Beasts need Survival Skill added to their list
Because then it looks like it is a "custom" skill added rather than a (currently) RAW usage of the creature.
The whole point of the API-Compatible Sheet (at least as I understood) was to pre-build in the rule allowed stuff and let people add custom stuff later.
While it is likely inappropriate to add all the gear/talents (though I have a Script I made for my group for that), the base rules should be built in.
The tiny amount of effort to add 1 skill that is now a part of the Riding Beast's core is not really a big deal to add and does not affect the overall speed of the sheet. Adding it, is showing "As new books and rules come out... the Sheet will support them". Not adding the rules says "Handle the new books on your own, they don't really matter to me at the moment".
It is around 20 lines of code per skill if I remember correctly. Now if you do what you suggested a page or so back and create "datasets" for the repeated drop downs for Career/Specializations/Species/etc you will save hundreds of lines of code and this 20, will be meaningless, yet it will provide the Players the correct amount of control over the rules as written in the supplement books.As to "can Survival be used as an attack skill", sort of? It is so the Character can use the Beast to "Push" with the Beast. Basically there are 2 ways to handle the new rules.
- 1, Add Survival into the Beast's skillset.
- You may also need to Add Athletics as I missed the action that allows for the Player to goad the Beast into Jumping.
- 2, Add Athletics and Survival to Beast Abilities.
- Like Force Powers that have an associated Skill, the Ability can have a text box to explain what it does, and a drop down of Athletics and Survival to be able to do these two maneuvers.
- I personally would recommend Option 1.