Showing posts with label roll20. Show all posts
Showing posts with label roll20. Show all posts

Tuesday, March 23, 2021

Roll20 Sheet updated

The new version of the Roll20 character sheet is up, I pushed the code to github and thought it might take a couple weeks but they pushed it right away and so I haven't had a lot of time to write up a good blog post on the subject.  My idea to publish something on the Beacon Blog weekly is not going to happen and although I am hoping to meet a monthly schedule, honestly I'm pretty happy with the pace of the playtesting and the recent changes to the sheet.  No reason to complain about that.

Beacon Sheet Front page
The new sheet has a bunch of changes.  It looks prettier with a less crowded layout and more colour.  I incorporated the Beacon logo colours into the page headers and the repeating list controls.  I cleaned up the fonts, added a new Notes tab and moved spellboox to the end of the sheet. I put in a minimum and maximum width for the sheet so it doesn't compress or expand and throw off the labeling. 
I added in a lot more fields for notes. I found personally that one or two large text boxes on a roll20 sheet does not work like a paper sheet where you can write little notes everywhere.  Having more smaller boxes lets you organize better and keep smaller bits of info easier to read.  I also put in some boxes for tracking conditions like a sickness or if your character is encumbered.

Aside from those cosmetic type changes I fixed an issue where chainmail was not the right AC and where wearing heavy armour would remove dexterity penalties and not just dexterity bonuses.  I also fixed some of the weapon damage calculations and separated out attack bonuses and damage bonuses so you could model a spear that gives damage bonus but actually have an attack penalty.  This makes customizing weapons much more flexible.  I moved a lot of the weapons and armour detail into expandable sections that players can hide away most of the time, and I added note fields.  I also fixed the maximum range calculations on ranged weapons so they display now.  I also added in a repeating section for companions and henchmen where players can note many common attributes for a hired hand or their apprentice or animal companion.  I also rebranded/recalculated the coin totals to be in silver as well as companion wages.  Beacon is a Silver standard game so that fits better with the theme and reminds everyone to scale down appropriately.

The biggest change was adding encumbrance/inventory system.  The encumbrance system was hard to sort out because it has to be both simple and flexible but also contain a good amount of automation or it will never get used.  The last version of the sheet had a simple spot for players to keep track of their carried load and did the strength calculation for them.  This NEVER got used.  Players just won't use a system that requires even this level of manual bookkeeping and I get that.  Either its just not their thing or they do like to do it but get caught up in something else and then the tally gets messed up over time anyway.  I decided what I would try was to do as much as possible in the sheet, but not sweat the small stuff which resulted in a hybrid system where I automated as much as I could but added in namable 'container' items with a load value that would store all the odds and ends.

Beacon Sheet Inventory Page
What that resulted in was four interworking systems to track encumbrance: consumables, combat, coins and item/containers. Encumbrance for weapons and armour is calculated from equipped types, as are the most common consumables like rations and torches, tracking coin weights was already implemented, and finally these large items/containers would manage everything else.  My view of this is that the more opt-in you automate the more likely the system will get used so having players just focused on keeping track of large items and packs and sacks in a little widget was the perfect level of interaction.  You can always ignore the whole encumbrance system but I'm finding more and more that it powers that exploration vibe I like. 

The weapons and armour opt-in to the encumbrance system by default when you add the item row and you can uncheck them if you need to drop them.  Armour has different encumbrance if its work vs carried and the sheet can track that.  You can add as many items and containers as you like and they have both inventory and note text boxes as well as a checkbox if you decide to drop one somewhere.  The rows of small item trackers have a location field so you can list what container they are in etc.  All in all I think it adds a lot to the game having this in the sheet.

I'm pretty excited to see how this will work in game, it seems like the right handshake between automation and player participation in the system.  Its also a lot prettier than it was before.


Monday, March 1, 2021

Updates for the Character Sheet

I've been thinking of some updates to the Roll20 character sheet and finally got my butt in gear to make the changes. A big part of this Beacon renaissance I've embarked upon is to make Beacon very friendly for online play over Roll20 (for now) and I want to leverage the online sheets for tracking anything a player might want to track for their character.  The new character sheets have been a great facilitator to play so far and so I'm trying to build on that success.  I spend some time cleaning things up and refactoring some of the code from the last couple updates. I made the labels bigger in general and tried to clean up any bugs.  I fixed an issue with level 5 spells not expanding properly and also updated the AC bonus on chainmail.  I did update the page section headers to make them more colourful as well as apply a similar colour scheme to the repeating item buttons.

Updated Combat Page
One bigger addition was to add was a section for companions, be they hired goons, apprentices or animal companions.  Players are using companions a lot and also there is some work I want to do to beef up animal companions for Druids so I like having this on the online sheet and not on a notepad or google docs somewhere. 

I wanted to make it simple and leverage the spellbook idea of tucking away the details when not needed. I inherited some pretty good examples for this code from the original sheet designers so it was pretty simple to add it in.  I originally tried to fit this onto the Inventory page but after seeing how busy that section was getting I added it to the Combat tab.  Hopefully there is enough meat in this section to handle anything a player might want to track about a hireling or their pet owlbear.

Now players have a handy list of their companions and can track their HP and check the box off when they get killed by a norker right on the sheet, but if you click the notes button there is plenty of room for all sorts of inventory and comments.  It will even track how much you owe them.

While doing this I liked having two smaller text boxes instead of the one large textbox the spell section used, so I also updated the spellbook section to split descriptions and notes into two text boxes.

The next change was similar and revolves around the ongoing war I have with encumbrance. I also wanted to automatically calculate encumbrance to make it easier for players to manage, but not to the point of getting down to item weights etc.  I can't see tracking statistics of  every item on the sheet like the 5e sheet does, and I also didn't want to have to have players add the weight of every item by hand because they would never do it.  They didn't even always do the estimated total weight carried in the rules very often.  I settled on a meet in the middle approach.  I want to try using a weight input box on various containers and large items and calculate the totals on that instead.  I figure a player can say I put x in a sack and it weighs 2 or this backpack carries 5 weight.  I also wanted to give the ability to drop things so that when player run or loose something it can stay on the sheet but not be totaled into the encumbrance.

Updated Inventory Page
In order to do this I had to add in containers in the inventory section that could be named and have toggles like armour does.  This would let us easily track if they were being carried or not so I could calculate carried encumbrance.  These containers, like the companions tuck away on the sheet so you don't have to deal with a wall of text.  I also added in the weight of coins and the weights of common consumables like rations.  I think this will enable some easy and fun gameplay around dropping off caches of items while exploring or modeling how a sack of loot could be dropped in a chase scenario.

For backwards compatibility I had to leave the old inventory sections at the bottom.  I would hate to roll out an updated sheet and have Beacon players in the wild loose their items!  These sections are at the bottom of the sheet and don't really take up much room though.  I'm still testing these changes but I think its pretty good chance that this will be pushed up soon.

Happy Beaconing.


Wednesday, August 19, 2020

August update

Play testing is still going on and at two games a week I hardly have time to think about posting updates.  I updated the Roll20 character sheet, adding in a calculated encumbrance field and updating the inventory page to make it easier to manage.  I also put in some dedicated slots for food etc.  I wanted it to be more prominent so that it would get used.  Also I named the inventory boxes so if one was so inclined they could use the storage locations for random events or to track when players drop their packs etc.  

The example below shows this character with (10 STR) can carry 7 weight before becoming encumbered.  On the sheet you see rations (1), 7 torches (most of 1 so 1), 1.5 wt of coins (1, noted to be in bag), in the backpack 50' rope (1), and in the sack, a pair of heavy candle holders (1) so 5 on this sheet but also if you add two more light weapons to go with that crowbar and her armour then she's at about 6 'weight'.  That number is beside the can carry number in a box marked 'current' and managed by the player.  If STR drops due to wounds, well then its pretty easy to see when you have disadvantage.  This is still somewhat manual, but its easy enough to eyeball, which is how it needs to be to work.

I did change the base amount of weight that a character with 0 bonus gets to 7.  I wanted characters with low STR to be able to carry at least 3 weight which is actually a lot more stuff than 2 weight given the way small items glob up*.  The next update of the rules will reflect this and also I'll be tweaking weights for some bulk items like rations etc.  I also make reference to the fact that hired help does not generally need to worry about the disadvantage that comes with being over-encumbered so those guys you can load up a lot more.  However if the guy carrying all your food, tools and water is killed you're going to have to make some decisions about your other gear.  Also if you load a poor torch bearer up with coins and treasure, he might just disappear on you.  All these things I think make for interesting play.

It's all opt in of course, but I've been pushing it in play and I think it does make exploration style games much better when you use something to track these resources and even a simple system like this is plenty good to manage it.  




*glob up is a pretty good way to describe grouping different things into abstract categories.

Wednesday, July 8, 2020

July Update

Been a little while since the last post, but I'm unrepentant.  The play-tests have been going well and the players seem to be enjoying the game.  They also have flushed out some issues which is fantastic.  I have made corrections in the Roll20 character-sheet and made some additional adjustments to the version 7 draft which I updated and you can get here.

Most of the changes I have been makings are in purple text for now so the play-testers can find them easier, but here's a summary of the bigger things:

Melee weapon damage now includes the full STR bonus and two handed weapons get a +1 to damage.  I changed this from a practicality perspective because calculating half bonus is a pain in the ass and two-handed weapons were probably too powerful compared to one handed ones.  The +1 is good enough I believe.

I put in some conditions for taking various amounts of Stat damage, the system allows you to not use HP and instead take STR damage, and I like that idea since it allows for some decision making trade offs when a character wants to push themselves.  However now that Stat damage heals faster, a lot of players were using their STR as a HP heat sink in fights and then expecting to just heal up in downtime between sessions.  I didn't like this since it makes a HUGE difference for low level characters to soak up damage. So to balance things again I put in some conditions when you take various amounts of STR damage. 

Characters who have taken 2 or more STR damage cannot DASH and can only move once per round or half speed overland. A character taking 4 or more points of STR damage in one round are in Shock until they have had a Rest or proper attention. Characters in Shock are at disadvantage on all rolls. A character having 6 or more points of STR damage are in considerable and debilitating pain. They cannot take any actions unless they make a DC 12 Physical save to overcome the pain.

I have been toying with the idea of making these limits slightly different, perhaps use character level so that the available buffer grows along with HP, but I like this as a test and its a good way to include conditions which is something I wanted to do anyway.

I also formalized the time a little bit and fixed the definitions for turns vs rounds etc.  Some of this is to pave the way for fixing the spell descriptions and to add in a few exploration/resource rules.  Also I added in some rules for the weapon durability and adjusted the critical tables for that.  I like it and its pretty simple to track I believe, we'll see what the players think.

Wednesday, May 27, 2020

Going Fishing

Ha ha I have tricked you into thinking that I am taking a day off or some kind of vacation when in fact I am going to tell you I am working even harder to provide you quality Beacon content. When you want to go fishing you need to open a can of worms you see. And so I am telling you in a very roundabout way I have opened a can of worms. And yes this belabored metaphor is showing you a bit too much behind the curtain in my mind. Workin hard folks, workin hard.

I haven't posted every week as I had planned to do this spring, but I have been working on Beacon every week.  The new Beacon character-sheet is up on Roll20 and available for you to use in your online games.  I have also poked and prodded and worked on the new rules quite a bit (a preview is posted on the downloads page).  Its pretty interesting to crack open something from so long ago.  I believe the bulk of the game was written in 2010/11 with smaller changes being made up till 2015 (This reminds me that the 10th anniversary of this blog is coming up in September and I better make sure I get myself a nice present).  Revisiting the rules with that time elapsed really lets me see the problems with the game, not just in the rules but from a presentation perspective as well.  I am finding a lot of little things I want to change, and some I really want to but should not change because they support the design goals.  

Making these work better while retaining the initial intent is an interesting thing.  I've spent way too much time thinking about AC and Dexterity bonuses for example.  I'm also simply finding a lot of things that I want to explain better or to clarify because they were not clear, or were taken for granted.  So I'm reading and revising and re-reading and then thinking a lot about the game.  Its great fun but its taking a bit longer than I anticipated to get the rules revised.

So yes, a part of this exercise is trying to remember and keep the design goals of Beacon in mind because certainly I could re-write the whole thing. There are so many good games out there that do particular things, there needs to be a reason for another one.  There are many types of game play and interesting mechanics that I personally like and the temptation is to throw in the lot, and that is a bad idea.  So I've been thinking lot about the purpose of Beacon and what it should do that other games don't do better.  I have the original statement of purpose from the first blog post:
Beacon is a fantasy RPG designed to be fairly rules light and quick to play but still have enough meat to be satisfying and to be highly compatible with the vast amount of d20 based fantasy supplements available.
I think this is pretty good but it doesn't really tell you what kind of game experience Beacon is or what kind of hunger it satisfies.  I need to add a bit to this mission statement. Working on that bit will make it easier for me to focus on the final bits I'm working on and bring the rule book together I think.  When I imagine playing Beacon I see particular types of games like hex and dungeon crawls, deadly situations with character deaths, and having story arise from logistics as well as situations.  The thing that got me fired up to revisit the Beacon rules was the idea of supporting free online d20 games, but also provide a system for the more gritty, dungeon/hex crawl style of game.  This is coming out in my efforts to design the character-sheet so that it allows easier resource tracking, or streamlining character creation so that new characters can rapidly replace the fallen but still be interesting individuals.  So I know generally what kind of game it should be and have been tailoring the rules to this, but I need to articulate this so the design can reinforce that ideal.

Next I'm going to talk about some good blog posts I've read.





Thursday, April 16, 2020

Online Character Sheet - part2

Second update on the character sheet.  I still haven't pushed it to Roll20 yet but I've been testing it by making characters and so far I like how it works.
As I was playing with it a bit more, I made some changes to the layout and I cleaned up a lot of the style sheet code I wasn't using.  There's obviously a lot of cut and paste code in these templates, and that's not a bad thing since its exactly how I started figuring out how to build character sheet files.

Trail of Cthulhu
I also decided that I wanted to lock down the base stats so that they didn't get messed up during play.  I was worried about it happening with online sheets as opposed to paper sheets where you could see the erased value if you made a mistake, but I hadn't I really though about fixing it.  The first I noticed this feature while playing the Trail of Cthulhu on Roll20.  You can mess with your skill pools but the max skill remains locked until you press on the little lock icon and then you can add skillpoints as your character advances.  That works really nicely and there is also a button that refreshes the skill pools which is handy for cleanup too.
That's pretty sweet and I wanted to do the same thing, add a lock button by the stats or something, but I looked at the code and it was too much for me to deal with at this time and I gave up on implementing this idea

And then a very short time later I thought of how to do it.  I was building a stone path and it just popped into my head.  I could use the tab feature to create a special update page which would house the stats that you want to lock down. I even had the tab code already in place.  Nice one unconscious brain.  To do this I just needed to move the stat strings to the new page and create some non-editable fields to display those values on the main sheet.  This works really well actually.  You can flip between play mode and update mode very quickly but you won't accidentally change your core HP or Dex mid session now.  Its not as sexy as the in page lock button, but its good enough.  There's a lot of empty space still on this new update tab so I thought I could add some tables showing the level up entitlements, and maybe even a text box for some notes or something.  Eventually I should do some sort of automation since it would not be hard to show leveling info by class, but for now I want to limit the scope creep a bit and just get it up on the site.

I have recently started played a game using the roll 20 official 5th edition sheet and used its 'Charactermancer' feature to both create a character and to level him up and it is pretty impressive.  Charactermancer is a tool that you can call when you first start building the character and it will walk you though the build.  Also when you have enough XP for the next level it adds a 'level up' button for you to walk you through that.   I was able to do almost everything (within the SRD any way) during level up and it was pretty intuitive.  I'm very impressed with that tool considering how many options there are in D&D.  Playing with the sheet was nice as well and they have some have some really good roll templates too.  There is no way I would build something like that but its pretty sweet.
The whole Roll20 5e sheet is pretty nice actually and the level of automation is impressive.  The Roll templates are good and deal with the advantage/disadvantage thing very well by simply displaying your roll as two separate results in two colours.  That's a great way to do that compared with having to have two rollers or some other input mechanism.  You just ignore it when its not relevant.  I like they way they add the damage roll as a button on the result as well.
I am still on not super interested in the rollers but I can see how they can be done well and add to the game play.


Thursday, April 9, 2020

Online Character Sheet - part1

I'm working on a new online character sheet for Beacon on Roll20.  The previous character sheet has been up there since around 2015 and although I'm super happy that I had someone build it for me, it's now old and parts of it don't work right anymore.  I needed to update some things anyway and I really had some ideas on how I wanted the sheet to support online play so I decided to update it myself this time.

I looked a a bunch of other Roll20 character sheets and decided that the one closest to what I wanted was the DCC_Tabbed sheet.  The beauty of open sourced code is you can reference it and so I rolled up my sleeves and started ripping the DCC sheet all apart and hacking together my dream character sheet.

Beacon character sheet
Sneak peek of the new Beacon online sheet
The first thing I wanted to do was to remove all the interactive dice rollers embedded in the sheet.  I understand why these are so popular on Roll20 sheets but honestly I think they are more trouble than they are worth since there are so many modifiers to rolls or different circumstances possible having these hard coded seems problematic.  I totally agree with having the sheet calculate as much information as possible for players, however those calculations should just facilitate the players making a roll, not lock them into anything.  If a player knows they have a +3 bonus from stats and whatnot but they want to try for advantage on the roll, then I would rather they had that conversation in game then rolled the using the dice roller app and verbally add the bonuses rather than spend time hunting down which roller to use and which buttons to press.  I also dislike the rollers that announce success or failure since they have no GM input to determine that.  I would not like to have a player roll and get a exciting "Success" to then contradict that because it didn't have all the info.  What a bummer that would be.  I prefer to have the ability to call for rolls without giving out the specific DC or stop the action to have the players plug a bunch of info into various dialogue boxes.  I can say 'this is pretty hard' or 'should be easy' to keep things a bit mysterious, and in combat I really would rather have them figure out that the monster has pretty thick skin by making a few attacks first.  I don't think you an improve a lot on reaching for the dice to be honest, someone needs to invent physical dice that interact with virtual tabletops.

character sheet inventory
Inventory tab selected
However where online sheets shine I think is they way they can keep track of stuff for you.  Paper sheets keep track of items really well but not so much the stuff that changes a lot.  The new Beacon sheet has all sorts of spots to list your money and items, but it also calculates your stat and skill bonuses, it calculates the number of attacks you get and your base attack and damage bonus based on your level and class so you don't need to look it up.  If you put on some new armour, it sorts out your AC for you.  One of the biggest issues I had in playtesting was having the players deal with HP because they needed to track both HP and spell fatigue.  In the online sheet if you cast a spell or spend HP to avoid damage it shows you your remaining HP automatically and can display that info in different spots.
I like this sort of thing a lot since it means less time fiddling with the sheet and more time role-playing.

Another thing that the sheets do very well is let you add or remove rows of items and I wanted to leverage this.  If you have a lot of weapons and countable resources they you have that area of the sheet expanded by adding more item rows.  The spell book takes up no space until you start adding in spells, and the spell descriptions can be hidden so they don't get in the way.  That dynamic aspect is very appealing.

One thing that struck me about the online sheet that is how responsive it is to some of the stuff that I put into Beacon to make it grittier but was an actual pain at the table, choosing when to recalculate your bonuses was always an issue with the way that damage applies to your stats.  If you are playing at the table and you take stat damage in a fight I generally don't bother to ask a player to modify their bonuses but online this is automatic so the intended mechanic of making true damage really suck actually works better online.  I also have the idea to have conditions impact things in real time which is in exciting idea.  These things can be pretty vicious and can have a kick-me-when-I'm-down vibe however and I will have to see how that play-tests out to understand the impacts.

I estimate I'm about 75% finished on this.  I need some time to find the bugs and there is a lot of temptation to keep adding in stuff.  The Trail of Cthulhu character sheet in Roll20 has a nice feature where you can lock and unlock the core stats when you 'level up' so that they don't get changed by mistake mid-game and another one that lets you reset your pools between sessions.  Those are features I like a lot but I will probably leave them off the table for now.   I need to get this out and then update the Beacon v7 PDF to go with it so I can start play testing.