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View Full Version : A better/combat ready 3.5 character sheet?



dehro
2017-11-18, 01:53 PM
I usually avail myself of the standard character sheet, which has room enough for a number of weapons/modes of combat. 5, if I remember correctly.
Since I'm playing a melee character and would like to spell out all the possible combinations of feats and attacks (power attack, charge, ranged attack with a bow.. and a number of variations that are situational such as bow and arrow depending on the range of the attack...
I am notoriously bad at getting all the numbers note on the margins of pages are always confused, and I have most of my info on the sheet printed rather than filled in by hand, so I'd like to keep things tidy but also easy access.
Is there somewhere an extra page/dedicated sheet that allows me to expand beyond the 5 attacks or do I have to put one together myself?

KillianHawkeye
2017-11-18, 06:36 PM
Honestly, this sounds like something I would just do in a word processor if I needed it printed out explicitly.

Jopustopin
2017-11-18, 09:05 PM
I just make my PC's into stat blocks (the ones from DMG II). But I'm a DM at heart.

male half-orc druid 2
NE medium humanoid (orc)
Init -7; Senses Darkvision 60 ft.; Listen +2, Spot +2
Languages Common, Orc, Sylvan, Druidic

AC 14(+3 armor, +2 shield, -1 dex), touch 9, flat-footed 13
HP 20/20 (1d10+1d8+4)
Fort +5, Ref -1, Will +5

Speed 30 ft.
Melee Scimitar +1 (1d6/18-20)
Base Atk +1; Grp +1
Atk Options Charging Minotaur

Druid Spells Prepared (CL 2nd):

0th - Create Water, Detect Magic, Read Magic, Purify Food and Drink
1st - Entangle, Aspect of the Wolf, Snakes Swiftness


Abilities Str 10, Dex 8, Con 14, Int 12, Wis 15, Cha 13
Feats Fell Frighten, Martial Study (Charging Minotaur), Arena Blood
Skills Concentration +7, Knowledge (Nature) +8, Handle Animal +6, Intimidate +7, Survival (Above Ground) +8, Appraise +2, Bluff +2


male viper animal 2
TN medium animal (Viper)
Init +3; Senses Low-light vision, Scent; Listen +5, Spot +5
Languages Viper

AC 16(+3 Dex, +3 natural), touch 13, flat-footed 13
HP 12/12 (2d8+3)
Fort +3, Ref +6, Will +1

Speed 20 ft., climb 20 ft, swim 20 ft.
Melee Bite +4 (1d4-1/x2) plus poison
Base Attack +1; Grapple +0

Abilities Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Feats Weapon Finesse, Toughness
Tricks Attack, Heel, Guard, Pin
Skills Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7

Poison: DC 11(10 + 1/2 hd + Con) Initial/Secondary (1d6 Con/1d6 Con)

jmax
2017-11-18, 09:32 PM
I have a series of spreadsheets that automate all tracking of buffs and modifiers for whole parties and entire combats. If you want to take them for a spin, I'm happy to share the templates. However, I only list 3 separate weapons (easily changed - I just limited it so it'd all fit on one screen), and it requires a fair bit of care and feeding.

I also have some (ugly by now) Ruby code to generate stat-blocks, but the characters themselves are actually expressed in Ruby code, so it's not super accessible. Someday I'll get around to learning web programming and make it into a real web app that a normal person could just use... someday.

ATHATH
2017-11-18, 11:13 PM
You could make an excel spreadsheet that you input the variables (range incremement, buffs, debuffs, etc.) into in order to get your stats on the fly.

dehro
2017-11-19, 07:30 AM
Currently I'm using a pdf that has a few automated formulas embedded, such as calculating stats and abilities, total weight and encumberance. Only the combat sir is missing.

Crake
2017-11-19, 08:27 AM
Why can't you just write down the modifiers rather than the actual values? So you have your regular attack of say +10 for 2d6+6 damage, you know that power attack is -1 for +2, you don't need write +9 for 2d6+8, +8 for 2d6+10 etc, you can just note the penalty for bonus tradeoff. For ranged, the penalty is -2 for each range increment beyond the first, which is noted in stat block already under "range", point blank is just +1 attack/damage within 30ft and so on, you don't need to actually write out a whole separate attack block just for a very minimal adjustment, do you?

King of Nowhere
2017-11-19, 09:09 AM
I have similar issues for keeping track of modifiers in a high level high magic game. the character sheet only says "magic modifier", and when you must take into account a weapon bonus, feats, other items, and temporary buff spells, and figure out what stacks and what doesn't, it gets complicated. AC is the worst offender there, as there are so many ways to gain AC (natural, deviation, luck, insight, monk wisdom bonus, monk level bonus...) and they are all supposed to fill one single box, tagged "others"

KillianHawkeye
2017-11-19, 10:23 AM
Why can't you just write down the modifiers rather than the actual values? So you have your regular attack of say +10 for 2d6+6 damage, you know that power attack is -1 for +2, you don't need write +9 for 2d6+8, +8 for 2d6+10 etc, you can just note the penalty for bonus tradeoff. For ranged, the penalty is -2 for each range increment beyond the first, which is noted in stat block already under "range", point blank is just +1 attack/damage within 30ft and so on, you don't need to actually write out a whole separate attack block just for a very minimal adjustment, do you?

I think you're underestimating how bad at simple math some people can be.... :smallamused:

jmax
2017-11-19, 12:25 PM
I think you're underestimating how bad at simple math some people can be.... :smallamused:

It's not just math. It's an organizational challenge. D&D 3.5 has a lot of moving parts to keep track of - even for a simple melee character. In order to conduct combat turns efficiently, you need to know all of the relevant rules for your character, be well-organized, and either have things calculated out in advance so you only have to add one number (the die roll) and maybe one other modifier (e.g. for charging or flanking) on the fly or be very good at tracking all the disparate modifiers in your head. As an alternative, you can have one person who knows all of the relevant rules and mechanics for every player's character do this for everyone, which makes it much smoother when you have players who don't know all the rules very well.

That last piece can also be helpful if you have players who want to be effective (both in and out of combat) but don't have the system mastery to do so and don't have time to acquire said system mastery. It lets people who otherwise wouldn't be able to play to do so, and it also allows people who wouldn't otherwise be able to DM to do so, focusing mostly on story and monter/NPC actions without having to master all of the mechanics.