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September 6th, 2010, 12:06 #1
Defining Interests / Mods on Character Sheet
Originally Posted by MurghBpurnOriginally Posted by Mask_of_winter
However it's looking stable(ish).
Previously: MurghBpurn
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September 6th, 2010, 15:10 #2
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I think the Mod box addition is a good addition. It can be helpful to have it on your sheet instead of a hotkey or the +/- tool (upper right corner of the UI).
I'm just concerned that it reduces the skill box and that the skill box might get cluttered real quick.
What I had in mind for tradermark was an option on when you right click on the "shooting", "fighting" and "throwing" icon in the weapon tab, it brings out a dial menu and you can add modifiers just like with skills.
But overall good job Phil! keep it up!Writer for Just Insert Imagination and co-host of the Wild Die Podcast.
Find me on G+ to get in on one-shots, check out my YouTube and Twitch channel and follow me on Twitter @Mask_of_Winter
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September 6th, 2010, 15:48 #3Originally Posted by Mask_of_winter
Originally Posted by Mask_of_winter
Previously: MurghBpurn
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September 6th, 2010, 18:08 #4Originally Posted by MurghBpurn
I think you know what I mean even if I described very badlyMy players just defeated an army, had a dogfight with aliens, machine-gunned the zombies, stormed the tower, became Legendary and died heroically
Yours are still on combat round 6
Get Savage
First GM to post a game for the original FG Con!
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September 6th, 2010, 18:13 #5Originally Posted by Doswelk
The skills are still the same distance horizontally, I've squeezed them up vertically and got an extra two skills in for a total of 14.
Edit:
There's also more dead space on the left of the sheet than the right, not sure why?Last edited by VenomousFiligree; September 6th, 2010 at 18:16.
Previously: MurghBpurn
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