08-23-2017, 08:33 PM | #11 | ||
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Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Dungeon Fantasy RPG template formatting
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Speaking from the author side of things, I'd prefer working with the new format, should that come to pass. The tables spread things out and make it easier to read than the dense-pack HANG blocks.
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08-23-2017, 08:57 PM | #12 |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Dungeon Fantasy RPG template formatting
Ouch. That means each multi-line entry is positioned in separate cells manually, and any mistake means shifting every entry below it manually as well. If the columns read top to bottom and then left to right, it also means counting how many entries you have so you know when to switch to the second column.
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08-23-2017, 09:16 PM | #13 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Dungeon Fantasy RPG template formatting
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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08-26-2017, 09:04 AM | #15 | |
Join Date: Feb 2014
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Re: Dungeon Fantasy RPG template formatting
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I see a couple of ways to handle this notation for simplified template formats: 1) Notate skill levels and advantage bonuses separately. For instance, Acting (IQ+0+1) [2]. It's clear that the base skill level has a contribution from both the skill points and an advantage. It's not the prettiest, but it works. 2) Notate the final relative skill level only. In this case, it would be Acting (IQ+1) [2]. There's no information lost; the player still knows that they have put two points into the skill, so the next skill advancement requires an additional 2 points (even though IQ+1 would normally entail a 4 point jump to the next level of IQ+2). On the flip side, the disconnect between the relative skill level and the point cost could be confusing for new players, and would be an additional source of error for GMs to check when verifying character sheets. 3) Use superscripts. The bard would have Acting (IQ+1)* [2], with a footnote (*Includes +1 from Born Entertainer). The templates already do this with the advantages built into professions, but it gets messy when there are lots of advantages involved because it's necessary to use a lot of different superscript characters, and it requires more space because the footnotes each require an additional line. I'm leaning towards option 2 as my preference but I'm curious what others think. |
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08-26-2017, 10:45 AM | #16 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Dungeon Fantasy RPG template formatting
It's been a while since I used any publishing software (probably high school newspaper), but it gives you understandably superior page layout options.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
08-26-2017, 12:25 PM | #17 |
Join Date: Mar 2013
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Re: Dungeon Fantasy RPG template formatting
The choice to omit relative skill level and points invested from the skill lines is, while understandable, a bit of a hassle when it comes time to improve skill levels, whether directly or from attribute increases.
I have more of an issue with the choice of red for the skill section. Red on white isn't the best for visibility, and the skill section is already noticeably off-set from the rest of the template. Other than those, I think they look pretty good. Much more readable overall!
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08-26-2017, 04:24 PM | #18 | |
Join Date: Sep 2004
Location: Canada
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Re: Dungeon Fantasy RPG template formatting
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I think it's the same sort of brownish-orange-y spoiled fruit colour as the headers for this section - but the headers are mottled with a dark grey, while the text is the pure dirty orange thing. This makes the text lighter, and reduces contrast against the background. A dark brown (which is "darker orange" by a better name) or maroon (dark red) would have been fine. From my understanding of red-green colourblindness the orange-y colour they went with shouldn't be exceptionally harder to read? Since you don't actually have to distinguish between two colours the exact hue shouldn't matter as much as the overall contrast with the background even if you have red-green or blue-yellow colourblindness. I think. I'm not 100% sure on this point. Aside: I don't have some sort of sensible colourblindness, but for some reason I can't find a bright red thing in amongst green stuff. So I just don't recommend contrasting those things ever. Red means stop, green means go? Terrible idea.
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08-26-2017, 05:07 PM | #19 |
Join Date: Aug 2004
Location: MO, U.S.A.
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Re: Dungeon Fantasy RPG template formatting
Interestingly enough, I have red/orange color blindness. To me they look great, a nice brown on white, easily read.
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08-26-2017, 06:03 PM | #20 |
Join Date: Sep 2004
Location: Medford, MA
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Re: Dungeon Fantasy RPG template formatting
I was introducing GURPS to someone in an online format...just by describing things...then that person (a complete newbie to GURPS) made a bit of an example character for me to look at. Knowing that skills can float to other attributes, this is how he listed his skills:
Guns, +2 [4] I thought that was really elegant, and emphasized the possibility of floating. |
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