PDA

View Full Version : Better Equipment Summaries?



Victor
Feb 23rd, '03, 05:51 AM
One thing I'd really love to see on the HD-generated character sheets is a weapon summary... rather than listing out the entire power structure of every piece of equipment, just having Weapons statted out similar to pp.329-333 of FRED, i.e.;
Name, +OCV, +RMod, Damage/Effect, +StunX, StrMin, Shots, A/R Cost, and notes.

Some way of creating and displaying sectional armor defense values (by location) on the character sheet would also be neato-keen.

It sounds like a lot of work even to me... but it would be a huge bump in the aesthetics of the output. Being able to print out just the equipment lists from a prefab character would be a major win too, IMO.

Simon
Feb 23rd, '03, 05:57 AM
If you don't care about what goes into "making" a weapon (i.e. how it is constructed from Powers), then just use a Custom Power on the Equipment tab and set the display to whatever you want.

As for printing out just the equipment lists, all that entails is a custom export template. Something which only exports the equipment. It should be VERY easy for you to modify any of the existing templates to do that for you.

Victor
Feb 23rd, '03, 07:23 AM
That almost does what I want it to... except the Custom Adders are displayed in a different order from that in the Custom Power editing dialogue.

I suppose I could put all the stats on the description line, but that means having to futz with the formatting as I enter them all (or all at once later), in order to get the columns lined up.

It seems like the "right" way to go about it would be to modify my character sheet exports to display weapons in summary format, though... and the same for the sectional defenses in the hit location chart, I guess.

These might not be such issues to me, were it not for the 15 pages of weapons, 3 or 4 of armor, and another dozen or so of drugs, cyberware, and general equipment that I was attempting to put into prefabs. It turns ordinary heroes into tree-killers at the printer.


<table border="0" cellpadding="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">9&#160;&#160;</td><td>Detect Walls 14- (Discriminatory), Sense Affected As Touch (+0) (11 Active Points); Gestures (Head Butt) (-1/4)&#160;</td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 9

... but I'm getting better at it every day.

Mavnn
Feb 24th, '03, 02:05 AM
You can identify the specific wall by headbutting it? Man, you've got much more practice then me...

They all feel the same when I do it. :D

Michael

Talon
Feb 24th, '03, 04:02 AM
I don't believe HD currently has the tags to support this kind of output; it can't go into a custom power and discern what the RMod and OCV bonuses are, for example. I'd love to see this as well, but I'm guessing it's a v2 thing at best...