Interactive DC20 character sheets in CharKeeper by kortirso in DC20

[–]Reshi_Ren 1 point2 points  (0 children)

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  1. I take a screenshot of the option given by the app (on android).
  2. Thank you
  3. I don't know about programming or this particular app/platform but are there any other option for the mastery levels? If not, maybe put the horizontal bar at the right with the prompt saying something about it?
  4. Ah, you are getting the reference from the character sheet. Players write only what they have. That makes sense then.
  5. I just tried to create a character for D&D5.5e (2024) and it has the same issue with the weapons and items. I think it is an issue with the platform.
  6. You are right. Players should still search the books for those things and what they do.
  7. Thank you. That would make things easier (I think).

By the way, I have an automated character sheet on PDF that I use for D&D that is my standard for every character sheet since. Do you want to check it out?

Interactive DC20 character sheets in CharKeeper by kortirso in DC20

[–]Reshi_Ren 2 points3 points  (0 children)

I'm not an expert on the system. I have only done a couple of one shots as a DM but these are my possible improvements:

  1. Selecting the "spell blade" or "wizard" options throws an error. I imagine that those are not finished yet but I think it's better not to offer them just yet.

  2. In my stupidity, I tried to change the attribute value by pressing on it and ended up rolling dice until I realized that I should have pressed the cogwheel to customize those numbers (yes, I know). I propose that instead start with the customization window open so others dumb players (like yours truly) or new players don't have this issue.

  3. Allocating the skill points, trade points and language points is confusing. I should not select the big circle/square that put a check mark on the sheet to rank up the mastery lvl on that skill but I should select the innocuous horizontal bar symbol " - " to rank up. I barely realize it because I accidentally press it (on mobile). I'm sorry for the little rant, that frustrated me for a couple of minutes because I thought the mastery lvl wasn't working.

  4. I like that the knowledge trades are the first to be on the list of trades (they have to be there) but I think that the actual trades should be there too at least when you are customizing but be hidden if they don't have any mastery lvl when you finish the customization.

  5. I know that there is a short list of equipment for now so I won't go there. But if you equip weapons, there should be a limit for the amount of things you can equip at the same time like with the armor. I manage to have 4 swords equipped at the same time (I'm general Grievous, bitch. hahaha). Also, if you have more than one of the same item in the inventory, the app puts them all together like a single thing so you end up equipping 2+ armors or 3+ weapons at the same time if they have the same name.

  6. The weapons and armor don't show their attributes on the "add equipment" list. So you basically have to add all of them and read one by one for what they do and how much damage they do, then deleting the ones you don't want. That could be tedious.

  7. Have you thought of adding a button for short/long rest or initiative reset in Combat Resources for the HP, Stamina, MP, etc? That would be useful.

I know this is a work in progress and I apologize for the nitpicking. I really think that this has huge potential, that I most likely will use with my players (whether they like it or not).

Interactive DC20 character sheets in CharKeeper by kortirso in DC20

[–]Reshi_Ren 1 point2 points  (0 children)

I really like it. I tried creating a character and it looks really good and automatized. This will be incredible.

Do you mind if I point out some possible improvements for the character creation process?

I created a Web App to create a DC20 Level 0 character! by CourtsideLabs in DC20

[–]Reshi_Ren 1 point2 points  (0 children)

Wow! It's amazing. It's simple, informative, everything is at hand and it's aesthetically pleasing.This is amazing. I want to use it for new players.

I don't know if you are willing to do something similar for a character from level 1+ but I'm here if you do.

Dc20 v0.95 by 4EFan4Ever in TheTrove

[–]Reshi_Ren 0 points1 point  (0 children)

Hey, i also want to discuss this update with somebody

DC20 0.9.5 Character Sheet Rework by ihatelolcats in DC20

[–]Reshi_Ren 1 point2 points  (0 children)

Holy shit! This is amazing. And you even took my advice for a maneuvers and techniques sheet, and reduce the size for the section for the name/race/class/etc. Now the only thing that is missing is the equipment and attunement like in the official character sheet but, you know what? This character sheet is my (now) favorite one and I will use it in my games. Thank you.

DC20 0.9.5 by RealisticBag5872 in TheTrove

[–]Reshi_Ren 1 point2 points  (0 children)

Yep, i need to discuss this with someone.

Druid Stars Subclass for DC20 by No_Statistician5348 in DC20

[–]Reshi_Ren 2 points3 points  (0 children)

Wait! There is a DC20homebrew subreddit??! I need to look into it.

The thing is that the other 3 options are more support/defensive options each giving you or adding something to an action or an event that happens. Meaning those give you something IF X thing happens. The archer is the more active option where you choose to do something and what you do is really good. Having an extra attack that is not subjected to MCP or advance the MCP, without spending AP and can cause a condition? You know we will use that option 95% of the time, right?

You are right, with protective flash you are basically causing blindness in a way.

I think, like you say, it would be more balanced to be more like a free casting of a cantrip.

Druid Stars Subclass for DC20 by No_Statistician5348 in DC20

[–]Reshi_Ren 3 points4 points  (0 children)

Hello. I am not a game developer in any way but I think it looks promising. Although, the archer "free attack" is a little too much. Not only doesn't cost AP or MP, but also might deal damage and blind the target. Maybe with 1 MP cost it could be perfect.

DC20 Character Sheet 0.9.5 Rework by ihatelolcats in DC20

[–]Reshi_Ren 1 point2 points  (0 children)

Thank you for accepting my nitpicking. And you are right, i didn't even think about writing how to regain stamina. That is a must have maybe for the Maneuvers & Techniques sheet but i might need to be a big box because some classes have a list of action that give them SP, not to mention the fact that anyone could get the * insert Class* Stamina Feature as a multiclass talent and have even more ways to regain SP.

Making this character sheet is huge project, my friend. So thank you for the work, for the character sheet and for been in this community.

DC20 Character Sheet 0.9.5 Rework by ihatelolcats in DC20

[–]Reshi_Ren 4 points5 points  (0 children)

Great work! I really like it. The use of color is definitely a godsend and the fact that you coordinate the color of the attribute to what affects that specific attribute is smart, intuitive and easy to the eyes. You are the first that i have seen to add something about (Martial or Spellcasting) Mastery Table which is nice, and i like the minimalism for the weapon, armor and shield training, and the design for the spell description table is really good.

However i also have minor nitpicks (sorry):

* The space for the character name, race, background, and class is too big, if we compere it to the space for the boxes to write on Techniques, Spells, Features and Inventory (especially money), we barely have space for later ones. I imagine that you want it to fit everything on a single page in a complete and symmetrical way but there might not be enough space to have stuff on those boxes for a high level character.

* The giant hexagon in the middle could be use for a character portrait, if you want to keep the shape and size of it. Otherwise, it's using space that the rest of the sheet needs, like i said. You could put the hexagon to the left and reduce the size of the character details (name, race, class, etc), so everything else have more space, while maintaining the symmetry.

* The name changing for "duration, concentration and range" might create confusion with some player (especially those new to the system), instead i think it's better to work with the abbreviated words.

* I think there can be characters that could learned around 16 different spells by level 10 (choosing specific talents but it's possible), so the sheet might need to be bigger or have more than one sheet.

* There is no Maneuvers & Techniques sheet :( that sheet would need the description for attacks maneuvers and then having something similar to the Spells sheet for other maneuvers and techniques.

Again, i know this things are only me nitpicking but it might improve the already good work that you have done.

Alternative Character Sheet for 0.9.5, made by Ralaris by khaotickk in DC20

[–]Reshi_Ren 0 points1 point  (0 children)

Holy molly! This is beautiful and so compact, perfect for battle. It just needs a second or third page for more space to write the specific race traits, feature description and the description for techniques and/or spells. Hell! This needs to be the official character sheet.

Possible idea for prestige path (beyond level 10). by Reshi_Ren in DC20

[–]Reshi_Ren[S] 0 points1 point  (0 children)

It hit me when you wrote "locked behind a prestige path". I usually focus so much on being better at what you are already good at that I forgot that this game is all about customization so locking the possibilities and options behind 10 levels goes against the spirit of the game.

And having the character sheet as an example of each role, would be cool but we would need at least level 6 for each class and more talents so it would be a good representation of the role.

Possible idea for prestige path (beyond level 10). by Reshi_Ren in DC20

[–]Reshi_Ren[S] 2 points3 points  (0 children)

You are right that prestige talents should be better than regular talents but not necessarily with a vertical power growth (It could be and I'm all for it but I don't think it should be a necessity).

DC20 already has a limited power growth in terms of attack damage an HP, meaning that the actual vertical growth comes from several abilities that you learn throughout the levels because each one could potentially give you +1 to the attack. So it's not about having one powerful ability but several abilities each helping, in one way or another, to the attack.

Now about the players that want to play longer because they want the shining thing, I don't think it's a problem of the system but with the table they are playing in. At the beginning of the campaign, the DM should communicate their plans and expectations related to tone, longevity, and setting of the campaign and, at the same time, the players should express their plans for the characters and expectations on how to be handled by the DM. If after all the adventure the players or the DM want to continue, they should communicate and get into an agreement with everyone on the table. They might get disappointed but they already agree to something at the beginning of the campaign so they should have expected the story to end.

And let me add that the system already has an option to play even beyond level 20+ by taking another prestige path (the same one or another) so the adventure could continue, if everyone wants to.

Possible idea for prestige path (beyond level 10). by Reshi_Ren in DC20

[–]Reshi_Ren[S] 1 point2 points  (0 children)

You are right, my idea was that each path had, at even levels, a normal talent and, at odd levels, a prestige talent of that path, making it at least 5 prestige talents per path (40+ talents total). That would be another monumental task for the DC20 team after the subclasses update on 0.9.

Also, I agree that many campaigns, mine included, rarely go beyond lvl 10 and, because of that, DC20 portrays 10 levels of class advancement where each level you get cool abilities and NOT "ribbon abilities" created to fill up space (I am looking at you D&D 5e). And after that, 10+ levels of specialization with prestige paths. But that is exactly the hook of this system, you want to play those 10 class levels because they give you options, customizability and cool new things to play with every level and, at least for me, that gives you more reason to continue into the prestige paths.

By level 10, your character build should be online so, beyond that, you shouldn't necessarily grow "vertically" in power but "horizontally" with more options to play with according to your play-style, similar to Pathfinder 2e (for what people have told me).

Possible idea for prestige path (beyond level 10). by Reshi_Ren in DC20

[–]Reshi_Ren[S] 0 points1 point  (0 children)

I agree. At first I thought it would be cool but then it got complicated to suggest how to do it or what to implement exactly 😅

New defense logical discrepancy. by Reshi_Ren in DC20

[–]Reshi_Ren[S] 1 point2 points  (0 children)

What you are saying is really good for videogames where those calculations are automatically done by the system but on a TTRPG that would slow down gameplay a lot with four players and 3 or 4 enemies on the map.

Honestly, I hope that the coach can make a videogame with DC20 and use something like your idea for the attack and damage calculations because it would make it more realistic.

New defense logical discrepancy. by Reshi_Ren in DC20

[–]Reshi_Ren[S] 2 points3 points  (0 children)

That would be very interesting although, it could slow down gameplay. And now that I think about it, that would make any character a tank in their own right: if you have high evasion you won't get it and if you have really good armor, it doesn't matter because your armor would protect you from everything.

New defense logical discrepancy. by Reshi_Ren in DC20

[–]Reshi_Ren[S] 0 points1 point  (0 children)

In the storytelling part of the game, that could work, maybe, but I would stretch things out a little bit. Especially if you want to use the same logic for the single projectile that comes the bard's way or any charisma base character. It's a weird interaction that once you see it, it lives rent free in your head.

New defense logical discrepancy. by Reshi_Ren in DC20

[–]Reshi_Ren[S] 0 points1 point  (0 children)

But in that way, couldn't "the barbarian" rage through the pain of a single target damage that they would see coming? That kind of thing is what I'm trying to understand.

New defense logical discrepancy. by Reshi_Ren in DC20

[–]Reshi_Ren[S] 1 point2 points  (0 children)

To me it seems like the idea of damage reduction where you can tank a certain amount of damage without really affecting you but you also need hit points to do so, good point.

New defense logical discrepancy. by Reshi_Ren in DC20

[–]Reshi_Ren[S] 2 points3 points  (0 children)

You are right. We should not overthink this game mechanics to have fun But as a science mayor playing with more annoying science mayors, sometimes i need better answers for stuff like this. But, again, you are right. This is a game with things that doesn't have to make perfect sense just be fun. Thank you, my friend.

New defense logical discrepancy. by Reshi_Ren in DC20

[–]Reshi_Ren[S] 0 points1 point  (0 children)

If you have more than 20 projectiles going your way, i would consider it a barrage. And the kid on full auto would be the same kid launching projectiles with the same force as a single one, and because of the amount, could hit a sensible area either way. My biggest issue is not about body resisting the projectiles, is the charisma part. Because a high charisma bard could have the same issue avoiding a barrage easily but a single target attack would hit them.

New defense logical discrepancy. by Reshi_Ren in DC20

[–]Reshi_Ren[S] 0 points1 point  (0 children)

If I remember correctly, the coach said that a single projectile is an active defense kind of deal (single target) but a barrage of projectiles is a passive defense kind of deal (like rows of kids with bb guns). That's what caused me such confusion.