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Re: The One Ring online Character Generator and Sheet, updat
Posted: Mon May 05, 2014 2:31 pm
by Rocmistro
Actually I would make the following recommendations:
-Have weapon skills on a different line of entry than weapons as gear (and their attributes).
-Include the same small/big bubble for Advancement Points as there is for Experience Points (how many they have spent vs. how many they have earned)
Re: The One Ring online Character Generator and Sheet, updat
Posted: Wed Jun 04, 2014 12:18 pm
by azrapse
Rocmistro wrote:Actually I would make the following recommendations:
-Have weapon skills on a different line of entry than weapons as gear (and their attributes).
-Include the same small/big bubble for Advancement Points as there is for Experience Points (how many they have spent vs. how many they have earned)
Hi.
Again, I'm very sorry, but for some reason sometimes I don't get notified when people reply to this thread.
You posted that almost one month ago, and now I see it.
You second suggestion is a totally yes. It makes sense that if there is a Total and Left pair of cells for experience points, there should be a similar pair for advancement points.
You could argue that the currently existing cell in the back is Total Advancement Points, and the filled up progress cells in the front, next to each skill group, are the Left "value".
I cannot remember if you can save advancement points for later as you can do with XP. Can you?
Your first suggestion, I don't understand. What you mean with "Have weapon skills on a different line of entry than weapons as gear (and their attributes)". Isn't it already like that?
Re: The One Ring online Character Generator and Sheet, updat
Posted: Wed Jun 04, 2014 12:27 pm
by azrapse
Excuse me for the double post, but this one is not addressed to Rocmistro, but in general.
The main reason of the big rewrite I have been working on was to make the program compatible with the much requested "community content" like extra cultures, extra weapons and gear, etc.
Even when real-life commitments have slowed down the development way more than what I would have expected, I also took extra time to redesign it all so that the program would allow for more interactive stuff, such as several assistances like a journey helper, a combat helper, or an encounter helper.
However, browsing this forum I noticed this post about a Roll20 Character Sheet
viewtopic.php?f=7&t=1746
and this one about a combat simulator
viewtopic.php?f=7&t=1562
My question is, does it make sense for you that I try to keep expanding the program beyond its current features when these other tools are appearing?
How many of you would find it useful if you are planning to use Roll20 anyway?
Re: The One Ring online Character Generator and Sheet, updat
Posted: Wed Jun 04, 2014 12:37 pm
by Hermes Serpent
Personally I don't use a computer for FTF games, just my notes and a set of charts so that sort of functionality (a die roller and character sheets) is not something I use. For on-line games I'm using Roll20 although not (yet) the character sheets, just macros. I'd also consider using plain Skype or Hangouts and that would need a die roller or I'd trust the players to roll their own dice. Shane Ivey's die roller does that well enough.
The ability to generate characters and update them is a big plus as is the ability to get them wherever there's a 'net connection if someone forgets to bring their sheet.
Adding in fan-cultures and the new official ones will be useful.
Re: The One Ring online Character Generator and Sheet, updat
Posted: Wed Jun 04, 2014 12:51 pm
by Valarian
As a character builder/generator, I'm finding the site extremely valuable. I can point new players to the site and get them to follow the build steps to create themselves a character. then email me the code output to add to Fantasy Grounds when they join the game.
Re: The One Ring online Character Generator and Sheet, updat
Posted: Wed Jun 04, 2014 1:02 pm
by zedturtle
I use your character generator as an absolute selling point for PbP games of TOR. My biggest wish would be for an online dice roller designed specifically for the game that would keep a log of all rolls with a forum friendly link to that specific roll (since players are in different timezones, it can't disappear on me). sort of like invisible castle or orokos but tailored to The One Ring.
I've watched Elfcrusher's threads on the journey calculator and combat simulator with interest but haven't played with either too much. The combat simulator only seems useful for us system wonks and our endless debates about armour.
Re: The One Ring online Character Generator and Sheet, updat
Posted: Wed Jun 04, 2014 2:24 pm
by azrapse
Valarian wrote:As a character builder/generator, I'm finding the site extremely valuable. I can point new players to the site and get them to follow the build steps to create themselves a character. then email me the code output to add to Fantasy Grounds when they join the game.
Do you use any automated import in Fantasy Grounds for the json code that your players send to you? Or you just read it?
I have slightly altered the structure of the json export and I wouldn't want to break anyone's importer or anything.
Re: The One Ring online Character Generator and Sheet, updat
Posted: Wed Jun 04, 2014 2:28 pm
by azrapse
zedturtle wrote:My biggest wish would be for an online dice roller designed specifically for the game that would keep a log of all rolls with a forum friendly link to that specific roll (since players are in different timezones, it can't disappear on me). sort of like invisible castle or orokos but tailored to The One Ring.
I've watched Elfcrusher's threads on the journey calculator and combat simulator with interest but haven't played with either too much. The combat simulator only seems useful for us system wonks and our endless debates about armour.
The character generator has a chat with dice roller. Would it be any use that it could export forum code of the rolls? Like a link next to each roll that gives you the forum code?
In respect to the Combat Simulator, I must say that it's quite impressive and dangerously close to what I was aiming to get. He even has a character generator
lite. But now that I have experimented with it more deeply I agree with you that it seems more focused on statistical interests than on gameplay assistance.
Re: The One Ring online Character Generator and Sheet, updat
Posted: Wed Jun 04, 2014 3:00 pm
by Glorelendil
Yes: my combat sim is not meant to assist gameplay. It's intended purely for exploration of the statistical impact of various rules & options.
Also because I hadn't written code in years and years and I needed an interesting (hard) project to practice on.
Re: The One Ring online Character Generator and Sheet, updat
Posted: Wed Jun 04, 2014 3:46 pm
by Rocmistro
azrapse wrote:Rocmistro wrote:Actually I would make the following recommendations:
-Have weapon skills on a different line of entry than weapons as gear (and their attributes).
-Include the same small/big bubble for Advancement Points as there is for Experience Points (how many they have spent vs. how many they have earned)
Hi.
Again, I'm very sorry, but for some reason sometimes I don't get notified when people reply to this thread.
You posted that almost one month ago, and now I see it.
You second suggestion is a totally yes. It makes sense that if there is a Total and Left pair of cells for experience points, there should be a similar pair for advancement points.
You could argue that the currently existing cell in the back is Total Advancement Points, and the filled up progress cells in the front, next to each skill group, are the Left "value".
I cannot remember if you can save advancement points for later as you can do with XP. Can you?
Your first suggestion, I don't understand. What you mean with "Have weapon skills on a different line of entry than weapons as gear (and their attributes)". Isn't it already like that?
Hey, no problem on the lag, Azrapse!
For my 2 suggestions:
1. Yes, you can "save up" AP after the adventure phase is over. So all of your ticks get converted to a number and go on your AP section. So it's actually possible to have AP's in 3 phases of maturation:
Generated (bubbles filled on the front),
Saved (bubbles converted to generic AP's, but being saved for later use) and
Spent (AP's that used to advance common skills). (Note that these are my terms.) I would suggest having the AP "circle" broken out to reflect AP's
spent and AP's
saved.
2. With respect to weapons. If for example, my weapon skill is (Swords) (the weapon group) and I carry both a longsword and a shortsword, I might need two different entry lines for gear, but only one for skill. In either case, the ability to separate skill from gear is a good thing, I think.