D&D 5E Pre-generated characters - a character sheet format question

MerricB

Eternal Optimist
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As I get ready to run some adventures at a convention, one of the things that I'm aware of is that there will be a bunch of players at this particular convention who will need pre-generated characters. So I've been fiddling around with designing my own character sheets. Not for long-term play of the character, but rather to just present the key information in an accessible manner.

I've just been retooling the top-left portion of that sheet, which has the main attributes and combat values in it (the lower left has more detailed mechanics, the right column is entirely role-playing stuff. The back page is quick-play rules or spell descriptions, depending on martial or spell-caster).

Here's what I've come up with. I'm not going for too fancy here (my selection of tools and graphic ability are limited), but I'm just interested in what people think: is this an accessible format that allows you to quickly find key information? Do you have any suggestions for making it clearer?

Cheers!
 

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Personally, I have found that when running con games, the players have tended to have an easier time when they have the full skill list to look at. The way you have it, you'll ask for an INT (Arcana) check for example, they'll find INT, but then not find Arcana listed and it'll take a few moments (and probably a reminder from you) that if they don't have the skill listed, they just use their ability modifier by itself.

I also think the same can be said for the saving throws-- having them only listed on two abilities (the two the character is proficient in) I suspect will just take it longer for the player to figure out why they can't find the others, than if all six had a line called 'Save' (even if four of them had the same number listed as both ability mod, and saving throw bonus.)

Maybe your players won't take as long to deduce what they should do should there not be a skill or save listed... but the people I've run games for with pre-gens usually never did.
 

Yep, I agree.

Also, the lines giving the skills and the save seem awfully small - though that obviously depends on how the sheet prints!

I'd also suggest including a space for weapon key-words. I know most character sheets seem to omit these, but they probably shouldn't. The "loading" property, in particular, is probably quite important.
 

As I get ready to run some adventures at a convention, one of the things that I'm aware of is that there will be a bunch of players at this particular convention who will need pre-generated characters. So I've been fiddling around with designing my own character sheets. Not for long-term play of the character, but rather to just present the key information in an accessible manner.

I've just been retooling the top-left portion of that sheet, which has the main attributes and combat values in it (the lower left has more detailed mechanics, the right column is entirely role-playing stuff. The back page is quick-play rules or spell descriptions, depending on martial or spell-caster).

Here's what I've come up with. I'm not going for too fancy here (my selection of tools and graphic ability are limited), but I'm just interested in what people think: is this an accessible format that allows you to quickly find key information? Do you have any suggestions for making it clearer?

Cheers!

I think it looks pretty good!

The only change I would make is in the line of Sacred Flame, instead of just "save" put the value of the DC there e.g. Wis(11)!

Personally, I have found that when running con games, the players have tended to have an easier time when they have the full skill list to look at. The way you have it, you'll ask for an INT (Arcana) check for example, they'll find INT, but then not find Arcana listed and it'll take a few moments (and probably a reminder from you) that if they don't have the skill listed, they just use their ability modifier by itself.

I think this is exactly how it should work. The DM asks for an INT check, and tell the player to add Prof bonus IF they are proficient in Arcana. The players sees she's not proficient so she just rolls INT.

My XP has been the opposite of yours: if you have a full list of skills, players will see the total bonus and not understand if they are proficient or not, so you will also need to put an extra column to signal proficiency. I prefer to see a list of only proficient skills, saves, weapons etc. rather than a full 'checklist' which IMXP it makes the whole character sheet more complicated and confusing than it needs to be.

Overall, it depends if the DM wants to deliver a feel that the game is 'open-ended' or 'close-ended'. If you give complete lists, then the players tend to assume they always have to stick with what's on the list, for good or bad. I prefer players to focus on what they're good at i.e. look first and foremost to use what they are proficient with, and let others do what they aren't proficient with themselves, emphasizing the roles of each PC. The game rules are still the same, but the player's attitudes differ as a result of how things are presented. It's a matter of playstyles at the end, and mine differs from the majority.
 
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I think you do need to put the Save DC of character's spells prominently on your sheet: I guess if it says somewhere else that the Dwarven Cleric's spell save DC is 13, then putting Save in the Attack column isn't such a bad thing.

You probably do need to put in what sort of save the opposing character has to make (Dexterity, in this case), so that the player can just shout out what the target has to do.
 

Having the spell save DC was the only thing I could spot too. I would second Li Shenron's skill suggestion too. Sounds like you'll be having fun :)
 

My XP has been the opposite of yours: if you have a full list of skills, players will see the total bonus and not understand if they are proficient or not, so you will also need to put an extra column to signal proficiency. I prefer to see a list of only proficient skills, saves, weapons etc. rather than a full 'checklist' which IMXP it makes the whole character sheet more complicated and confusing than it needs to be.

Overall, it depends if the DM wants to deliver a feel that the game is 'open-ended' or 'close-ended'. If you give complete lists, then the players tend to assume they always have to stick with what's on the list, for good or bad. I prefer players to focus on what they're good at i.e. look first and foremost to use what they are proficient with, and let others do what they aren't proficient with themselves, emphasizing the roles of each PC.

I agree with you 100% on what you say here. In fact, in the games I run, the charsheets I gave to my players to use did not have a skill list, but rather did just have a section for "proficiencies" where they wrote in the skills and saves they were proficient in (plus the Prof Bonus right next to it.) So I would definitely go along with you on what you say here for the most part...

...except that if this was the case, then I don't believe the formatting that Merric is using for his sheet is the best way to get that across. I don't believe separating the proficient skills and saves under each applicable ability scores gets the idea of "stuff you're good at" across very well, but rather will just cause more confusion. They will see skills under the six abilities and wonder where their other skills are (especially if they see other charsheets that have those skills listed). By the same token, they will only see two of their scores have Saves, and they'll spend more time wondering why they "don't have" the other four, rather than understanding they do have all six, but just that two are higher than the modifier.

It's a minor thing, definitely... but for a con game, reducing as much confusion as possible from the charsheet is what you want to do. Especially when it comes to trying to get new players up to speed that have potentially never seen a character sheet AT ALL before.

So my recommendation would be that *if* you didn't want to have a complete skill list on the charsheet (for just the reasons you suggested, Li Shenron)... then the best way to get that across would be to put all four to eight proficient skills and both proficient saves in their own box called "Proficiencies" with the Prof Bonus right there with it. That way the players can see that it's these few things they are really good at (separate from the abilities themselves) and that each person has their own list of "good stuff".

And this way you can then let the players know "I will be asking for Ability Checks occasionally, and you add your ability modifier for that ability to a d20 roll. You also have this box of things you are really good at, so if you happen to be proficient in the skill I mention that applies to that ability check, you'll find it in your Proficiencies box, and you can add the Prof Bonus to your d20 roll as well."

To me, that seems more comprehensible and less likely to cause questions at the table. But of course, that being said... it's also quite likely that maybe its just my brain that is seeing this format as being easier to comprehend than the other way, and perhaps isn't as universal as I might believe. That'd be a very fair point. So in that regard, all one can do is go with the formatting you'd think will cause the least confusion for players and see how the sheet checks out.
 

So my recommendation would be that *if* you didn't want to have a complete skill list on the charsheet (for just the reasons you suggested, Li Shenron)... then the best way to get that across would be to put all four to eight proficient skills and both proficient saves in their own box called "Proficiencies" with the Prof Bonus right there with it. That way the players can see that it's these few things they are really good at (separate from the abilities themselves) and that each person has their own list of "good stuff".

You are right. I would like to have the same kind of character sheet (if I only I could learn how to properly create one in OpenOffice...).
[MENTION=3586]MerricB[/MENTION] in addition to these considerations, one more thing to consider (if you aren't doing that already) is to present a character's special abilities sorted by action type. Have an area of your character sheet which looks like this:

[ACTIONS]
Attack + Extra Attacks(2)
Cast a spell

[BONUS ACTIONS]
Cunning Action: Dash, Disengage, Hide
Cast "Healing Word"

[REACTIONS]
Opportunity Attack
Cast "Feather Fall"

[OUT-OF-COMBAT ACTIVITIES]
Cast a Ritual (>10min)

[SHORT REST ACTIVITIES]
Regain HP from HD
Regain all Superiority Dice
Arcane Recovery (1/day)

[DOWNTIME ACTIVITIES]
Crafting
Recuperating
Training

It doesn't always work perfectly, but I find this idea to be really useful most of the time, especially with spells that have different casting times than 1 Action, players easily forget about those if they are buried in the known/prepared spells list.

Look for usability rather than completeness. For instance, you can decide to totally skip abilities that are common to everyone, and include only a PC's own special abilities. If you include everything (e.g. all common combat actions), you end up again with a long list which obscures the unique abilities! I would personally only include stuff that the players shouldn't miss when they can use them, such as opportunity attacks.
 

I think it looks pretty good!

The only change I would make is in the line of Sacred Flame, instead of just "save" put the value of the DC there e.g. Wis(11)!

That's a good idea - a previous (more wordy) version had that, "Dex DC 13 save avoids" but it was just too much text for what I wanted.

Cheers!
 

You are right. I would like to have the same kind of character sheet (if I only I could learn how to properly create one in OpenOffice...).

[MENTION=3586]MerricB[/MENTION] in addition to these considerations, one more thing to consider (if you aren't doing that already) is to present a character's special abilities sorted by action type. Have an area of your character sheet which looks like this:

I'm not, but it probably isn't applicable for these characters - just because they're first level and don't have that many action types. (And space is a factor!)

Cheers!
 

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