Shadowrun

Shadowrun Missions Living Campaign => Living Campaign Discussion => Topic started by: falar on <10-19-15/0956:08>

Title: Character Sheet for Missions
Post by: falar on <10-19-15/0956:08>
Are there any "more generally accepted" character sheets for Missions - or is what I bring, as long as it's not too much of a pain to read, good?
Title: Re: Character Sheet for Missions
Post by: SichoPhiend on <10-19-15/1432:34>
My experience as a GM is that if you can point it out on your sheet when I ask, then I'm good... Your character sheet is for you, not me.
Title: Re: Character Sheet for Missions
Post by: Raven2049 on <10-22-15/2121:15>
ditto.

its when you come up with numbers that make no sense and try to justify them without showing the way you got to them..

EX Mystic Adept Sniper with Attribute Boost 4 and Improved Attribute 2, and Improved Skill 3 etc etc etc (for arguments sake) getting to a total die pool of 23 through the various additions and the only thing on his character sheet is a bold "23" under Longarms die pool test.

granted this was character creation, and he had created his own spreadsheet for his character sheet, but i made him total everything out, and show me exactly where his dice were coming from. Turns out he was wrong, and counted something 2x so instead of 23 dice he had 17 dice. which was more (not much more but more) realistic than 23.

I have no problems with "one trick ponies" i just want you to back up the numbers you come up with.
Title: Re: Character Sheet for Missions
Post by: falar on <10-23-15/0926:37>
Ja. I still try to get pretty granular with my dice pools. For instance, I list the Skill Rating, then a Dice Pool that's just Skill Rating + Attribute and then I generally have a * to look at a footnote for other additions. Like for Perception, I have a footnote to consider +3 for Enhanced Vision and +2 for Enhanced Hearing.
Title: Re: Character Sheet for Missions
Post by: ScytheKnight on <10-25-15/1855:26>
Ja. I still try to get pretty granular with my dice pools. For instance, I list the Skill Rating, then a Dice Pool that's just Skill Rating + Attribute and then I generally have a * to look at a footnote for other additions. Like for Perception, I have a footnote to consider +3 for Enhanced Vision and +2 for Enhanced Hearing.

Do note that the generic "roll Perception" is basically using all your senses, without focusing on any of them. (Although though the way our brains are basically wired sight and sound would dominate).

So as such I'd be a bit iffy about suddenly getting a +5 to that check... a +1-2 possibly since both are boosted. That said this also doesn't count for people specifically calling out that they're looking/listening/smelling/etc. although needless to say, they would only get boni to that particular sense.
Title: Re: Character Sheet for Missions
Post by: Dinendae on <10-26-15/0108:45>
Ja. I still try to get pretty granular with my dice pools. For instance, I list the Skill Rating, then a Dice Pool that's just Skill Rating + Attribute and then I generally have a * to look at a footnote for other additions. Like for Perception, I have a footnote to consider +3 for Enhanced Vision and +2 for Enhanced Hearing.

Do note that the generic "roll Perception" is basically using all your senses, without focusing on any of them. (Although though the way our brains are basically wired sight and sound would dominate).

So as such I'd be a bit iffy about suddenly getting a +5 to that check... a +1-2 possibly since both are boosted. That said this also doesn't count for people specifically calling out that they're looking/listening/smelling/etc. although needless to say, they would only get boni to that particular sense.

In our Missions games, when a perception roll is needed and the character has vision or audio enhancement, we generally just ask "Is the check vision or sound based?" and the GM will just say yes or no, and which of those it is. This helps him reduce record keeping, as it's on us to rember to ask and figure out how many dice we need to roll. Also keep in mind this is future tech we're talking about, mixed in with a hefty amount of handwavium: It doesn't matter how the human brain works in real life, if the characters have gear that gives a bonus, they get the bonus unless something else prevents it.
Title: Re: Character Sheet for Missions
Post by: ScytheKnight on <10-30-15/1904:36>
Ja. I still try to get pretty granular with my dice pools. For instance, I list the Skill Rating, then a Dice Pool that's just Skill Rating + Attribute and then I generally have a * to look at a footnote for other additions. Like for Perception, I have a footnote to consider +3 for Enhanced Vision and +2 for Enhanced Hearing.

Do note that the generic "roll Perception" is basically using all your senses, without focusing on any of them. (Although though the way our brains are basically wired sight and sound would dominate).

So as such I'd be a bit iffy about suddenly getting a +5 to that check... a +1-2 possibly since both are boosted. That said this also doesn't count for people specifically calling out that they're looking/listening/smelling/etc. although needless to say, they would only get boni to that particular sense.

In our Missions games, when a perception roll is needed and the character has vision or audio enhancement, we generally just ask "Is the check vision or sound based?" and the GM will just say yes or no, and which of those it is. This helps him reduce record keeping, as it's on us to rember to ask and figure out how many dice we need to roll. Also keep in mind this is future tech we're talking about, mixed in with a hefty amount of handwavium: It doesn't matter how the human brain works in real life, if the characters have gear that gives a bonus, they get the bonus unless something else prevents it.

True, but unless your careful a character with Visual, Audio & Smell enhancements all installed could easily start claiming 6, 9, 12+ dice on a general perception test stating each enhancement gives them a separate bonus.
Title: Re: Character Sheet for Missions
Post by: Dinendae on <10-31-15/0052:12>

True, but unless your careful a character with Visual, Audio & Smell enhancements all installed could easily start claiming 6, 9, 12+ dice on a general perception test stating each enhancement gives them a separate bonus.

Nah, we wouldn't. That's exactly the purpose of us asking: We get get told what sense it would be, and apply only the appropriate modifier. If the check is too generic, the GM either makes a call based on what sense he believes best applies, and then he tells us. If it is ultra-generic, he will tell us no sense would really be applicable, and we roll the base perception (which would only have modifiers from qualities, specializations, or magical sources, if any).

If two different senses apply, he'll tell us which two, and then we choose only one bonuse from gear (for example vision or audio bonus). It's sort of a 'gentlemen's agreement' we came to back in SRM4, to prevent that very kind of cheese, much like our players not looting anything more than some ammo to replace what was used already.
Title: Re: Character Sheet for Missions
Post by: ScytheKnight on <11-01-15/1517:27>

True, but unless your careful a character with Visual, Audio & Smell enhancements all installed could easily start claiming 6, 9, 12+ dice on a general perception test stating each enhancement gives them a separate bonus.

Nah, we wouldn't. That's exactly the purpose of us asking: We get get told what sense it would be, and apply only the appropriate modifier. If the check is too generic, the GM either makes a call based on what sense he believes best applies, and then he tells us. If it is ultra-generic, he will tell us no sense would really be applicable, and we roll the base perception (which would only have modifiers from qualities, specializations, or magical sources, if any).

If two different senses apply, he'll tell us which two, and then we choose only one bonuse from gear (for example vision or audio bonus). It's sort of a 'gentlemen's agreement' we came to back in SRM4, to prevent that very kind of cheese, much like our players not looting anything more than some ammo to replace what was used already.

And that's the very thing I mean about being careful.
Title: Re: Character Sheet for Missions
Post by: falar on <11-01-15/1529:05>
Interestingly, until you pointed it out, I would have never thought about stacking Visual, Audio and Olfactory bonuses on one roll. If all of them applied, you'd obviously just take the highest number.

But what is obvious to me is just an opportunity for powergaming to others, I guess.
Title: Re: Character Sheet for Missions
Post by: ScytheKnight on <11-01-15/1539:09>
Interestingly, until you pointed it out, I would have never thought about stacking Visual, Audio and Olfactory bonuses on one roll. If all of them applied, you'd obviously just take the highest number.

But what is obvious to me is just an opportunity for powergaming to others, I guess.

Most people wouldn't... but there's always someone who is the reason we can't have nice things.
Title: Re: Character Sheet for Missions
Post by: Dinendae on <11-02-15/0149:10>
Interestingly, until you pointed it out, I would have never thought about stacking Visual, Audio and Olfactory bonuses on one roll. If all of them applied, you'd obviously just take the highest number.

But what is obvious to me is just an opportunity for powergaming to others, I guess.

Most people wouldn't... but there's always someone who is the reason we can't have nice things.

Yep.  :(
Title: Re: Character Sheet for Missions
Post by: gradivus on <12-03-15/0005:22>
Interestingly, until you pointed it out, I would have never thought about stacking Visual, Audio and Olfactory bonuses on one roll. If all of them applied, you'd obviously just take the highest number.

But what is obvious to me is just an opportunity for powergaming to others, I guess.

That's when the GM needs to stack a swing with the 5E Corebook with a swift kick in the tush.
Title: Re: Character Sheet for Missions
Post by: Tarislar on <01-12-16/2035:59>
True, but unless your careful a character with Visual, Audio & Smell enhancements all installed could easily start claiming 6, 9, 12+ dice on a general perception test stating each enhancement gives them a separate bonus.
Yeah, that would be cheese IMHO.
You get either the "best" bonus or you get the bonus for what is being "checked".
For instance if the check is to hear screeching tires outside its clearly audio.
If it is to notice the sniper in the tree as you drive up its clearly visual.
Title: Re: Character Sheet for Missions
Post by: Tarislar on <01-12-16/2039:08>
PS.  In regards to sheets.
There is a great selection of 4E/5E sheets out there & for the life of me I'm forgetting the name attached to them.
But its like 30+ sheets tailored to fit any character you want.
I use like 3 of them to cover everything needed for my Mystic.
I'll see if I can find the name of those.
Title: Re: Character Sheet for Missions
Post by: Jayde Moon on <01-14-16/0038:54>
If you don't bring a Hero Lab print out, I kick you off my table.
Title: Re: Character Sheet for Missions
Post by: falar on <01-14-16/0200:53>
If you don't bring a Hero Lab print out, I kick you off my table.

This is a serious topic for ethics in game journalism, I think.
Title: Re: Character Sheet for Missions
Post by: Herr Brackhaus on <01-14-16/0745:15>
If you don't bring a Hero Lab print out, I kick you off my table.
I hope that's at your home game, and not when you're acting as a CDT Agent.
Title: Re: Character Sheet for Missions
Post by: Dinendae on <01-17-16/0140:51>
If you don't bring a Hero Lab print out, I kick you off my table.
I hope that's at your home game, and not when you're acting as a CDT Agent.

I believe it's a joke; as I recall, the standard character archetype sheets that the SRM GMs hand out to players without characters are not made with Hero Lab. Also Hero Lab sometimes takes awhile to get new data packages available, often becoming available some time after they are Missions legal. As I undetand, that's generally due to Hero Lab's devs not getting copies of the PDFs until the day they start selling.
Title: Re: Character Sheet for Missions
Post by: Kiirnodel on <01-17-16/0232:33>
If you don't bring a Hero Lab print out, I kick you off my table.
I hope that's at your home game, and not when you're acting as a CDT Agent.

I believe it's a joke; as I recall, the standard character archetype sheets that the SRM GMs hand out to players without characters are not made with Hero Lab. Also Hero Lab sometimes takes awhile to get new data packages available, often becoming available some time after they are Missions legal. As I undetand, that's generally due to Hero Lab's devs not getting copies of the PDFs until the day they start selling.

To be fair, as far as Missions goes, the books aren't legal for months after the PDF release, since we have to wait until the physical release +30 days.
Title: Re: Character Sheet for Missions
Post by: wylie on <02-12-16/0351:44>
about the time Herolab gets new bundle out, the books in it are mission legal, with mofiders/ limits placed when you check the missions box

good rule of thumb
Title: Re: Character Sheet for Missions
Post by: Hibiki54 on <02-19-16/1300:32>
And because of Hero Lab ALL NPC characters, despite gender and/or meta-human type, are 25yrs old, male, 78kgs in weight and 1.75m tall.
Title: Re: Character Sheet for Missions
Post by: kyoto kid on <02-19-16/1837:46>
...back to sheets for a moment again.  Are there any good interactive PDF sheets available.  I suffer from severe arthritis and thus, my handwriting could probably get me a prescription down at the corner Chemist's 

I have the Chummer Generator but don't care for the layout of the sheet very much as it's HTML and has no page breaks, as well as the fact it always prints all the zero rating skills even though I have the checkbox ticked to just print the ones with a rating of 1 or greater.

What I would also like to find is a sheet that actually supplies enough space for gear weapons and implants.  The "standard" sheet seems suitable for just the sample characters in the book.
Title: Re: Character Sheet for Missions
Post by: Hibiki54 on <02-20-16/1547:56>
http://blog.homoeoteleuton.com/wp-content/uploads/2013/07/KylesFormFillableSR5Sheet.pdf

You could always just use Chummer html or text based print out and manually edit out whatever you want, BTW

People need to stop being lazy. https://www.youtube.com/watch?v=ZXsQAXx_ao0
Title: Re: Character Sheet for Missions
Post by: kyoto kid on <02-20-16/2319:11>
...neither are fully "editable" unless you understand HTML coding (which I do not).

The only changes one can make to the three main HTML sheets is what full categories to show/hide and where to place page breaks. One cannot re-arrange or remove individual line items within the category fields.

The "Text Only" version does not output a true formatted .txt file that would be usable in Word or Excel, but only mimics one using HTML.

If I had a PDF creation/editing application (like the full version of Acrobat), I would just take a scan of the basic sheet from the core book and reconstruct it into something more useful with fillable fields.