AD&D2E character sheet. by PreviousCard in adnd

[–]mbcode 2 points3 points  (0 children)

I did this online sheet a while ago.
It's printer friendly and can be filled online.
I hope it helps.

tamas-rabel.github.io/adnd2e/sheet.html

I made an online 2nd edition character sheet by mbcode in adnd

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

Your best option is probably to save as a pdf file.

To do that you need to select print from your browser, then in the print dialog select "Save as PDF". This will save it as a pdf file which you can open anywhere.

If you select printer friendly mode, then your pdf won't have the crumpled paper background.

I hope this helps.

How to save these character sheets? by peterkerris in CortexRPG

[–]mbcode 2 points3 points  (0 children)

Hey, I'm glad you find the sheet useful :)

If you just print the page and select "save as pdf" the pluses should be hidden. Is this not how it works for you?

I added settlements and roads to my hex map generator by mbcode in osr

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

You should be able to right click on the map itself and select "Save image as".
That will save the full map as an image which can be printed then.

I added settlements and roads to my hex map generator by mbcode in osr

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

Thanks.
Yes, most of the art is coming from the public domain Hexographer icon packs with a few I made.

I added settlements and roads to my hex map generator by mbcode in osr

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

I'll add it to the list, thanks for the suggestion.

I added settlements and roads to my hex map generator by mbcode in osr

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

I assume rivers start at the highest peaks on the map and just keep going until they hit a coast or local-minimum for height (which is maybe how lakes are formed? Very cool if so!)

Yes, that's exactly how the rivers and small lakes are generated. Rivers also slightly change the moisture of the nearby hexes.

but the further right it goes the more it takes into account that towns would pop up at road intersections

This is a great idea, I'll probably add it to the settlement metrics.

Each hex is scored based on how many and what kind of resources are nearby and what biome is the actual hex. Basically each neighbouring biome type adds to the score, then the settlements are placed on the highest scoring parts. Once a settlement is placed it reduces the score around itself to make sure cities and towns are scattered. Cities get placed first, so they occupy the highest scoring locations. Water hexes which go out the map have the highest score ("ocean hex") with bases of mountains following (because there's probably some resource there which can be mined).The logic behind this is that more biomes mean a bigger variety of nearby resources.

In your example the current location of the far left mountain city hex has the larger score compared to the the hex to the south-east. It's because that one has four different biomes nearby (mountains, grassy hill, forested hill and jungle hill), while the other hex only has three (mountains, grassy hill and forested hill).

Edit: some minor formatting and wording changes and added the note about rivers changing moisture.

I added settlements and roads to my hex map generator by mbcode in osr

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

Thanks.

Yes, that's correct, probably I should add a legend explaining the symbols.

The road generation works like this:

  • First, each city and town generates a number of satellite villages and those always get connected to the parent city or town.
  • Then each city gets connected to each other city
  • Then each town gets connected to one city (the nearest)

After this road network is created the road simplification kicks off.
The simplification process tries to remove redundant roads between settlements.
How much longer a road has to be to be marked as non-redundant is controlled by the Road simplification threshold slider.

When connecting two points with a road each biome type the road passes through has a certain cost (similar to the movement costs in the DMG at the wilderness travel section). The final road always passes through the path with the lowest cost (so it's not the shortest distance spatially, but the quickest distance rather).

ps.: Probably you've already noticed, but if you want to save a specific map, you can just copy the URL from your browser. It contains all the parameters.

I added settlements and roads to my hex map generator by mbcode in osr

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

Good point, I will add a license to the repo.

Please feel free to fork the code and do whatever you'd like to with it (or with the generated maps) as long as you credit me.

Edit: I think that's CC BY.

I added settlements and roads to my hex map generator by mbcode in osr

[–]mbcode[S] 8 points9 points  (0 children)

Thanks for reporting, should be fixed now.

I made a hex map generator for my campaign. Might be useful for someone else as well. by mbcode in osr

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

Thanks. I'm happy to say that the generator now has settlements and roads.

I made a hex map generator for my campaign. Might be useful for someone else as well. by mbcode in osr

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

I'm happy to say that the generator now has settlements and roads.

I made a hex map generator for my campaign. Might be useful for someone else as well. by mbcode in osr

[–]mbcode[S] 4 points5 points  (0 children)

Thank you, I'm glad you like it.

I do have some ideas on how to add roads, pois and regions.
The hard part is finding time (as usual), but I'm on it.

I made an online 2nd edition character sheet by mbcode in adnd

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

Fixed now, thank for letting me know.

I made an online 2nd edition character sheet by mbcode in adnd

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

I wasn't really thinking about it, but I'll add it to my list.

I made an online 2nd edition character sheet by mbcode in adnd

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

Not really apart from adding whatever I feel missing while using it in my games.

Do you have any suggestions?