John Dallman
Hero
... because the designer explains what's needed to the graphic artist by going through character generation.This is a terrible choice that is focused on character building but not on playing the game!
... because the designer explains what's needed to the graphic artist by going through character generation.This is a terrible choice that is focused on character building but not on playing the game!
One of the things I remember from 3E D&D was they made a packet of character sheets specifically designed for each class. The concept was pretty solid, since you could ignore aspects that were irrelevant to that particular class. Unfortunately they didn't change the overall design much, meaning that some wasted space still existed. The other downside, due to the design of 3E, was that if you decided to multi-class later, you needed to make an entirely new character sheet.Character sheets typically need to be dense with information, which is a bad place to start. Then, there's the problem that what information actually matters varies from character to character. What a Barbarian needs to see, and what a Wizard needs to see are not the same thing.
Reasons:
- Design is harder than you think. Fan-made character sheets are not better than professional ones; it's not an easy thing
- Some systems have characters with very different needs. Having half a sheet devoted to spells on my D&D fighter is an example
- Some people care about the appearances way more than others. I'm one -- looking at an ugly (if informative) sheet for hours at a time is no fun for me. I'd prefer cryptic prettiness spread over several pages
Supplementary question: what do you keep on your scratch paper, as a player, during a session?
I think a solution to that is one one page have the stuff that affects all characters. Like the class, their stats, HP's, and weapons/armour, and skills. Then have separate pages for example spells, equipment etc.