In my experience, playtest character sheets are not part of the playtest; the designers of the sheets in release generally are layout guys, not designers. There are exceptions: Deep7, for example, explicitly wanted playtester comments on the Arrowflight 2E character sheet... but the delivered 2E was a totally different beast than the playtest - different core engine using similar ranged of numbers; BTRC aka Greg Porter also includes fully realized charactersheets for playtest.One thing that struck me yesterday, when my group made characters for the rpg Tianxia, is that the official character sheets often seem to be badly designed, with way too little space to write things.
Tianxia, is a FATE-based game, as such you have your five aspects. Yes, there was room to write the high concept, and the trouble, but not the other 3 aspects (yes you could put the other under the larger place for trouble, but would have beeen nice with its own header in that case). Likewise, a game where Kung Fu is to play a significant role, you would expect more space to write which shcools and techniques you know.
Or take various D20-games where characters can get bonuses of different types on skills from a range of various sources like race, class, feats, magical items, normal gear, and lots of other cases. You often have to bundle a lot of the relatively common bonuses together in a Misc-field (if it is even present). That makes it harder to track just where did that bonus come from, and will the bonus from a new thing stack or not, or just what is your effective skill-rating if you do not have access to your gear.
Or if they write out all the skills, then you usually have one skill called Knowledge (and there usually are max 10 such skills). If you are lucky, you get 2 or 3 tiny rows to write which knowledges you have (but often one set of boxes to note which bonuses you get). Why not actually write them all out? It isn't in these games like you will suddenly invent a new knowledge-skill.
edit: To show how ridiculous D20-systems can get, here is the spreadsheet I had to make for Starfinder to keep track of skill-values. The official character sheet had Total = Ranks + Class bonus + Ability mod + Misc. I played a Halfling operative, with the template of Ace Pilot, and specialization of Ghost. May look strange with the stats, but first column was my normal stats, the second the de facto stats due certain things heightening them (some due to biomods, and one due to the equivalent of an Ion Stone), and then the effective stat modifier after that.
I've had players literally unable to follow the logic of the official sheet. It's lacking spaces for some important things.My group and I used pregenerated characters when we played the Alien RPG for a few sessions not long ago, so we didn’t use the actual character sheet that comes with the game....but it looked pretty good. Nice design, clear, and usable.
A bit? For some, like me, totally obfuscating the utility.Mothership has a great character sheet that’s also a flow chart for character creation. Pretty innovative. It’s a bit cluttered, but otherwise solid.
I've had players literally unable to follow the logic of the official sheet. It's lacking spaces for some important things.
A bit? For some, like me, totally obfuscating the utility.
The clearest sheet I've seen ever without being ugly was for Danger Patrol Alpha.
I've had players literally unable to follow the logic of the official sheet. It's lacking spaces for some important things.
In any system where one doesn't expect to generate a new character frequently, putting the character generation flowchart on it is a misuse of space... space I'd rather have to additional notes.As for Mothership, the cluttered aspect is a drawback, but the flowchart is a bonus. I just highlighted a few things once my character was made, and that helped. So personally, the utility for character creation outweighed the clutter.
While I don’t disagree with what’s been said, there is this. Whenever I buy a new game, before I even look at the rules a quick study of the character sheet usually gives me a broad stroke picture of how the game will play. Anyone else approach learning a new game the same way?
Many, perhaps most, have elements that are not presented consistent with the rules..Yeah, I think it gives (or should give, at least) a good idea of what you’ll be doing in the game. It shows the important elements of the character like stats and skills and the like.