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Why are character sheets so often badly designed?
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<blockquote data-quote="Li Shenron" data-source="post: 8047601" data-attributes="member: 1465"><p>I don't usually have problems finding those key stats but you reminded me something similar that for me is a big deal.</p><p></p><p>Many if not most of the people who design custom character sheets organize them by the <strong>source</strong> of abilities rather than their <strong>usage</strong>.</p><p></p><p>Meaning that a lot of custom character sheets have a section for class abilities, a section for racial abilities, a section for feats, possibly even a section for subclass abilities separate from class... This is a terrible choice that is focused on character building but not on playing the game! Because it seems neat to organize your abilities by source when you create your PC or level up, but while playing the game all those abilities are scattered around. </p><p></p><p>Once you are done with building or updating your PC, it doesn't matter if your proficiency or advantage or special ability on something comes from race, class or feat, so it is a lot more useful to group abilities by usage.</p><p></p><p>This is something I struggled with when designing my own custom character sheets, and I am still not satisfied by them! For example, I have created a box for saving throws, where you mark both your proficiencies as well as special stuff like advantage on ST vs poison, and this has worked very well for us. But other abilities are still lumped together too much, and I feel that they need some organization by <em>situation</em>, for example having a section for all social interaction stuff, another section for senses/perception, another for movement. The problem is that some characters will end up with almost empty sections. </p><p></p><p>A similar problem came up when I tried to group special abilities by <em>time</em>. If I create separate sections for actions, bonus actions, reactions, out-of-combat abilities (basically anything taking 1 minute or more, since there are no abilities costing more than 1 action but less than 1 minute) and passive/non-actions, then this greatly helps characters who have a bit of everything, but doesn't work at all for those who mostly have a type or two, as the space for those fills quickly while other sections remain empty. Eventually I scrapped this idea entirely and instead designed spells/actions cards (color-coded by action type) to use alongside the character sheets.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 8047601, member: 1465"] I don't usually have problems finding those key stats but you reminded me something similar that for me is a big deal. Many if not most of the people who design custom character sheets organize them by the [B]source[/B] of abilities rather than their [B]usage[/B]. Meaning that a lot of custom character sheets have a section for class abilities, a section for racial abilities, a section for feats, possibly even a section for subclass abilities separate from class... This is a terrible choice that is focused on character building but not on playing the game! Because it seems neat to organize your abilities by source when you create your PC or level up, but while playing the game all those abilities are scattered around. Once you are done with building or updating your PC, it doesn't matter if your proficiency or advantage or special ability on something comes from race, class or feat, so it is a lot more useful to group abilities by usage. This is something I struggled with when designing my own custom character sheets, and I am still not satisfied by them! For example, I have created a box for saving throws, where you mark both your proficiencies as well as special stuff like advantage on ST vs poison, and this has worked very well for us. But other abilities are still lumped together too much, and I feel that they need some organization by [I]situation[/I], for example having a section for all social interaction stuff, another section for senses/perception, another for movement. The problem is that some characters will end up with almost empty sections. A similar problem came up when I tried to group special abilities by [I]time[/I]. If I create separate sections for actions, bonus actions, reactions, out-of-combat abilities (basically anything taking 1 minute or more, since there are no abilities costing more than 1 action but less than 1 minute) and passive/non-actions, then this greatly helps characters who have a bit of everything, but doesn't work at all for those who mostly have a type or two, as the space for those fills quickly while other sections remain empty. Eventually I scrapped this idea entirely and instead designed spells/actions cards (color-coded by action type) to use alongside the character sheets. [/QUOTE]
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Why are character sheets so often badly designed?
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