nmbradley / mothership-roll20sheet Goto Github PK
View Code? Open in Web Editor NEWA repository and issue tracking location for Tuesday Knight Games' Mothership RPG sheet for Roll20
A repository and issue tracking location for Tuesday Knight Games' Mothership RPG sheet for Roll20
Mechanical Repair: Shouldn't open to Asteroid Mining | Should also open to Jury Rigging & Engineering
Military Training: Should open to Close-Quarters Combat
Pathology: Shouldn't open to Surgery
Mysticism: Should also open Hyperspace
If there was a way to click a button that would tick the stress up by 1 without having to edit it every time, that would be great.
Launch ship builder button should not be present when ship builder is active.
Nic you typo'd, you big dummy.
Busy creating new characters, and I realized that there's one thing I'd really like, though I've no idea how feasible it is - The option to collapse the skill tree and have a summery of obtained skills, rather than just the visual behemoth of the skill tree.
Skills are used often, but the skill tree itself is only used in-between sessions to level up, and comparatively rarely. It also takes up a lot of visual real-estate, and players have to scroll down past it to access equipment information, which they're considerably more likely to need, and more often.
When teaching new players the game, it has often been an awkward element that ultimately has no effect on the session.
So, to reiterate, if possible / fesable, I'd love a list of obtained skills, with the ability to otherwise minimize the skill tree so that it's not visually competing with the other information!
Ideally for skills we’d say “Genetics:Intellect” or whatever. So its clear what they’re rolling for the other people in the chat or for auditing rolls (making sure people aren’t cheating).
You could just have “trained skill” “expert skill” “master skill”
No skill. Trained skill. Expert skill. Master skill.
That’s all use cases. Four options.
In current version expert skills require ALL prerequisites. Rulebook states only ONE prerequisite is needed.
Additionally, some weapons grant bonuses or modifiers. Or the marines for example get a +5 to combat if there’s another marine around.
I feel like class should be a dropdown box, instead of free form text-entry. Not a big deal for experienced players, but its handy for new players deciding between options
I've seen this one a few times. When I explained the reasoning, he understood and even agreed, but maybe there should be some kind of tooltip that at least pops up with the names of the main classes so people know what the options are? Again, this might be more of a charactermancer thing, but just having the names of the classes pop up might be a decent compromise for people just using the charactersheet on it's own?
It looks like there is a way to specifically add 'Armor' type equipment with an Armor value. However, it appears the Armor bonus is not used in the Armor save. It'd be nice to have a quick toggle (possibly by the equipment item) that would enable or disable the armor bonus.
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