Automated Character Sheet 2.0

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f1r3w4rr10r
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Automated Character Sheet 2.0

Postby f1r3w4rr10r » Mon Nov 02, 2015 7:39 am

Hi there!

You might remember Aqu, EDtiGron and myself trying to make a character sheet that does most of the work for you. That sheet was in the end still limited and aborted in favor of trying to do this from scratch. I am currently the only one working on this second attempt. I recently also started using GAS (Google Apps Script, which is essentially Javascript) with it. This gives me a bit more power to do things, but is certainly not the almighty solution I was hoping for. One major limitation of GAS is, for example, that a custom function set in a cell is not allowed to just simply modify another cell somewhere else on the sheet. Another one is that a formula only gets recalculated when you reload the page or if one of it's input parameters change.

Here are some goals and ideas I had for the sheet
- the sheet is intended to run on Google Spreadsheet
- it is not intended for print
- make it configurable by GMs to fit their house rules
- take away most of the calculation work from the player
- divide the sheet into more useful tabs, that orient themselves not on what fits together thematically, but keep together what is used together in certain situations (combat, inventory, stats, magic, flying, character)
- (more technical implementation detail) use named ranges to make formulas easier to read and to modify

Link to the sheet
Click here!

Link to the manual
Click here!

Pages Ideas List

Stats

Maybe to add:
- add switch to use Mad Modd's perk list for lookup
- lookup for traits

Magic

Maybe to add:
- lookup for spells

Flyers

Maybe to add:
- lookup for tricks

GM Stuff
The following pages should only be used when you know what you are doing and if you are the GM, or should not be edited at all.

Configuration
This page allows GMs to change how the sheet works. If you change anything here on the sheet, you most likely have to reload the sheet in order for it to display properly throughout the sheet. (This is a limitation of GAS and not necessarily intended by me, but it is unavoidable.) Each of the constants here have the name of the named range that points to them listed above them. If it is a whole table that is referred to (marked by VLOOKUP), and you want to add or remove entries from that table, you also need to modify the named range. Tables marked with "VLOOKUP Sorted" will stop working properly, if the items in the first column of the table are not listed in order anymore.

Var Store
This should not be edited. It is mainly used as an intermediary place to store calculation results hidden from the player. A good example for why to do this is, when the result of the calculation is not what is ultimately displayed on the main sheet pages. For example Critical Succes: The result of the calculation is just a number and can be read from in various other cells and calculations. What is ultimately displayed in the Critical Success cell however, still goes through some formatting to become "<=[value]".

Formatting
This page is mainly used to not have to write the same formula for conditional formatting into every single cell that uses it. Occasionally those calculation results are also used in formulas that do not do any formatting.




I will keep updating this thread and post as I make changes to the sheet.
Last edited by f1r3w4rr10r on Thu Dec 17, 2015 9:30 am, edited 5 times in total.

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Re: Automated Character Sheet 2.0

Postby f1r3w4rr10r » Mon Nov 02, 2015 10:50 am

I implemented the minimum and maximum SPECIAL, depending on race. I also exposed both capped and raw SPECIAL under the named ranges "SPECIAL_Capped_<name>" and SPECIAL_Raw_<name>".
I also added that, when Agility for movement is lowered to 0, you can't move at all.

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Re: Automated Character Sheet 2.0

Postby f1r3w4rr10r » Tue Nov 03, 2015 8:15 am

I added a bit of functionality to the movement calculator.
- added display for maximum amount of charge movements
- added player input for times charged
- added total distance for those charges
- added enemy hit bonus for those charges
- charge distance now influences jump distance
- player is now able to add their endurance to jump distance and height (for temporary penalty of -1 END, which has to be put in by player themselves, since it can be cumulative)
- added swimming distance
- added drop down (take cover) AP costs
- added flight rank display for quick reference
- added travel distances for regular and sprint flight

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Re: Automated Character Sheet 2.0

Postby f1r3w4rr10r » Tue Nov 03, 2015 11:39 am

I am right in the middle of implementing the complete accuracy calculator for weapons, which to be honest is a lot more complicated than I thought. So many variables...

Also: Could someone please tell me, how big the bonus is, you get for lying down with a weapon? The rules say there is one, but they never say how much.

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Tierney Kelly
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Re: Automated Character Sheet 2.0

Postby Tierney Kelly » Tue Nov 03, 2015 1:00 pm

I think there's a penalty for melee attacking from the ground, but i don't know if there are any bonuses for shooting from there.

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Re: Automated Character Sheet 2.0

Postby Heartfirepony » Tue Nov 03, 2015 5:29 pm

Generally the bonus for things like stabilizing guns is up to the gm. Infact, unless i'm remembering wrong, aside from range penalties and weapon mods, the gm is largely responsible for the To Hit penalties or bonuses. The bi-pod on mad mods equipment list (i think that's the most popular, i certainly like it the best.) is a general mod which reduces accuracy penalties by 5 at medium range and 10 at long range, as well as reducing the strength requirement by 4, so that would probably be a good starting point for figuring that out.
I'm pretty much exclusively here to try and contribute content or technical support for the PnPrpg. Message me if there's anything you need which you think i can provide.

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sophos
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Re: Automated Character Sheet 2.0

Postby sophos » Tue Nov 03, 2015 8:04 pm

Attacking From the Ground: For most beings, it is awkward to fight up close while laying
down. At point blank range, the accuracy bonus is negated and there is a -10% penalty to
accuracy if the attacker is laying down. Using Melee weapons from the ground is a bit trickier
and inflicts a -20% penalty to accuracy due to the awkward movements necessary (though
perks can reduce this).

Bipods/Tripods/Pintle Mounts: Long barreled weapons can be mounted on a bipod or tripod
(with the Use Item action) which reduces Strength requirements by 4 as well as reducing
accuracy penalties by 5% at medium range and 10% at long or extreme range. Pintle mounts
negate Strength requirements for a weapon while it is attached, but attaching and detaching
weapons from such a mount is generally not a combat action unless the weapon or the mount
was specifically designed for it. Being generally low to the ground and not designed to rapidly
shift aim, bipods negate the bonus for firing at point blank range and instead impose a -20%
penalty to accuracy. At GM discretion, tripods and weapons on pintle mounts may have a -
10% penalty to accuracy applied if attacking from an awkward angle.

Bracing: Resting a long barreled weapon on a suitable piece of terrain (a large rock, short
wall or fence, etc) reduces Strength requirements by 2. It also reduces accuracy penalties by
5% at medium range and 10% at long or extreme range. Weapons mounted on a Battle Saddle
cannot normally be braced.

Target is on the Ground: Similarly, it is harder to defend when not on one’s feet/hooves which
gives the attacker a +20% bonus to accuracy.

It's all in the Attack Modifiers section. Can't say I agree with all of it. Being prone should give a bonus to ranged that isn't thrown. Perhaps a new Perk that negates the penalty and a second rank that reverses it?

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Re: Automated Character Sheet 2.0

Postby f1r3w4rr10r » Wed Nov 04, 2015 3:41 am

As sophos already said, bipods are not a new Mad_Modd thing. They already existed in the revised rules. What I mean is:
The "Attacking From the Ground" paragraph states:
"At point blank range, the accuracy bonus is negated and there is a -10% penalty to accuracy if the attacker is laying down."

Where is that accuracy bonus?

Similarly this:
Spoiler: show
Target is on the Ground: Similarly, it is harder to defend when not on one’s feet/hooves which gives the attacker a +20% bonus to accuracy.

That only makes sense to me, if the target is lying on the ground in at least short range. For anything beyond that it would actually be harder to hit a prone target than a standing one.

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Re: Automated Character Sheet 2.0

Postby f1r3w4rr10r » Wed Nov 04, 2015 11:00 am

I mostly tinkered around with an accuracy calculator today, but in the end I ended up dropping most of the precalculated modifiers, since they are too situational. Finally I only put in Called Shots and Range for each weapon. Additionally you can put in your own bonuses, penalties and penalty reductions.

BUT I made the distances where the bonuses / penalties start showing configurable. (Because I thought, unless ponies have REALLY poor eyesight, not being able to hit anything beyond 50 m with a pistol is nowhere realistic.)

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sophos
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Re: Automated Character Sheet 2.0

Postby sophos » Wed Nov 04, 2015 11:18 am

"At point blank range, the accuracy bonus is negated and there is a -10% penalty to accuracy if the attacker is laying down."

Where is that accuracy bonus?


OH. I think they mean whatever accuracy bonus the attacker might have. Which is unrealistic and harsh, just like these particular rules.


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