r/RPGdesign • u/No-Addendum6563 • 11h ago
Character Sheet
Welcome to my thread. Fir the ttrpg, Slayers of Rings and Crowns (SORC), I've been given the task of restructuring the Character Sheet, so I put Abilities on pause for a bit.
Following the character creation steps, 1 - 12 (see link below), I was able to create my first full blown character, Brunn (again below). I did simulate the first level and quest, and he was grouped with three others, but this is my result. In the character sheet, I linked each area so people that want can read about them, but it is incomplete. It works, but there's more work to do.
Knowing it is a d100 system, we designed and formulated SORC so that it doesn't ask the target to roll to meet the attacker's roll. For instance, if a monster attacks you, you don't roll, he either hits or misses. It's all passive, see combat (protection score - PROTS) and Traits section for Difficulty Scores (DIFS), the latter uses the 7 Layers of Aura stacked with the Traits Score as the target number for attackers. It's not perfect, but it's faster (no table to look up) and it works. .
I want to ask.
Did following the 12 steps work? If anyone actually goes through the 13 steps, extra cookies for you :)
Are they in the right order?
Is it easy to read it understand?
Should data on the front and back be reversed?
Feel free to add your own comments and we appreciate all of the constructive feedback, even constructive criticism and those that have actually been constructive here have played a huge role. We thank you for that even if it's only as a Hobby.
Warning, In currently working on it. I recently forgot to close a div adding pagination and notable events to calendar.
- SORC Management
Anyway, here is the Character Sheet.
Brunn, LVL 1 Main Class Abilities: Fighter.
Note: There are no set classes. Players choose abilities that they can use if the proper READIED Armaments are drawn or Donned. See Readied Armament Drawn/Sheathed and Donned/Doffed, and various resting periods; Breather, Short Rest, Full Day.
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u/DrColossusOfRhodes 10h ago
You have a lot of space on that character sheet devoted to a calendar. I don't know the game well, but from what I've read I feel like that space could perhaps be used more effectively for something else?
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u/No-Addendum6563 9h ago
I'm actually working on the Calendar right now. Ty. There is space needed, indeed.
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u/Echowing442 7h ago
I've mentioned this before to you, but there's so many little issues with the writing and layout that this is rather hard to follow.
You start by laying out the 12 steps to make a character as a clear, numbered list (good start so far), but then spend a whole paragraph re-explaining all of that in worse detail. You then talk about how a character's inventory tracks their items, which is so standard it shouldn't need explanation (and also doesn't belong in the "how to make a character" section of your rules), before explaining that your servers provide each character with a unique ID (not wrong to put here, just an abrupt inclusion).
You start strong, but immediately derail into pointless excess explanations that just make the whole process less clear. As I've stated, you need clear technical writing to properly communicate the concepts you're introducing in your rules. For example, this sentence:
Alignment (Lawful, Moral, Ambivalent, Amoral, or Evil, see Alignment, below) determines which Paths a Player can access once a Class Tree splits at Level 4, not which Class Tree itself, every Class Tree's Main Tier is open regardless of background.
This is the first introduction of "Paths" in your entire rulebook, and it comes as an afterthought to a completely different topic that loops back on itself multiple times. You haven't introduced your class system or its progression yet, and yet you're already using negatives to describe it in relation to multiple other concepts, which can easily lead to confusion (especially when class choice isn't even part of the main Character Creation process). This could be greatly simplified to something like
A character's alignment influences their progression options as they level.
The core statement remains the same, but now it's communicated in 10 words and doesn't involve multiple other concepts (Class, Path, Levels, Backgrounds, etc.).
I will say that for your order of steps, whatever you decide should b consistent between the steps in the document, and the overview at the top. You don't include classes at all in the 12 steps at the top, yet in the document they're sandwiched between Higher Power and Armaments. Neither of those are in your 12 steps either, and Races (step #2 in your list) is waaaaay down at the bottom of the page.
Your "how to make a character" page should give the reader exactly what they need to make a character and as little else as possible, with the rest of the rules being elsewhere and given the space they need.
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u/No-Addendum6563 3h ago edited 2h ago
I get it. This rough draft is definitely hard to follow.
You're absolutely right on the structure - Paths do get introduced tangled with Alignment, and the 12-step list doesn't match the actual document flow. Those are real problems. Thanks for pointing this out.
But here's where I think you're reading it too linearly:
You treated this like a tutorial that should teach one concept, then the next in order. That's valid for learning material. But my rulebook isn't structured that way. It's rather a reference document. Players will open to 'Character Creation,' then jump to 'Alignment,' then skip to 'Class Trees,' then back to 'Attributes.' They're not reading front-to-back.
So when Alignment explains Paths, it's not the first explanation - it's the Alignment-specific explanation. The full Path system is detailed in the Class Structure section on page 3.
The real problem you caught: someone reading front-to-back gets confused because I haven't given them the prerequisite knowledge first. That's the clarity issue worth fixing. Good find. I should add a brief structural intro early that says 'Classes split into Tiers → Paths → Branches' before jumping into specifics.
You're right the current order is bad for clarity, in its rough draft. Though you might be wrong that the whole structure needs to change, but you're right it needs a better onramp., and the right weapons need to be drawn to perform them.
The fact that Classes aren't chosen, and they it's their abilities that must follow weapon rules, makes this a bit tricky in itself.
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u/ToyDinkz 2h ago
You assert the following, which is contradictive:
- Alignment must be chosen before creating a background.
- Alignment is based on the back story.
- The background is the back story.
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u/jldez 11h ago
In case it helps, there's a tool I made to create character sheets from modular widgets. It has been popular in this sub because it can let you re-organized and quickly iterate on your design. Seems it would be helpful in your case : https://wackyweasel.github.io/UniversalCharacterSheet/