So, a few more questions
The Character Sheet-
Would it be best to have this as a Dashboard?
I would like to set the sheet up so that it is comprised of reference data from the game book (Class stuff like attack bonuses, Saves (reflex, fortitude, will), Skill points to spend given at each level, Special abilities granted at each level, ect.) and info entered by the user (Ability score values, Character Names, Character Descriptions).
Ability Scores and their Modifiers
I am using a 6 score system
Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma
Each Score will be entered by the Player on the Character Sheet
The Scores then Determine an Ability Modifier (10=+0, 12=+1, 14=+2…)
This is the most important part of the character sheet as nearly everything requires a value from one of these modifiers
Example -
1st level fighter has a base attack bonus of +1
User has entered a Strength Score on the Character Sheet of 18 which is gives him a +4 as his ability Modifier
To emulate an attack roll IRL, the player would roll a 20 sided die, and then use this formula to get the number they would tell the DM. (BAB+STRMOD+MISC+1D20)= Attack
the Misc would come from other bonuses from magic weapons, spells, or other conditional things
Leveling Up
As a player progresses, they will level up (duh)
the app would need to be able to complete this on the character sheet when the user changes the Level value by looking back at the proper class table, and then relaying the proper info back to the Character Sheet and updating the proper fields
Weapons, Armor
Weapons are expressed by a few definitions - dice type and damage type
Dealing Damage IRL is calculated by adding a dice roll to a few values
EX. Short Sword dealing damage (1d6+StrMod+Misc.)=Damage Done
The Character sheet would contain the weapon you have equipped and I would like a separate menu in the app to have all my game actions, that menu would need to be able to reference the proper information from the character sheet
Armor in the game is comprised of a lot of things all working together
3 types of Armor
Flat Footed (10+Armor Bonus+Misc)
Touch (10+DexMod+Misc)
Armor Class (10+DexMod+Armor Bonus+Misc)
These numbers are what you use to figure out if an attack hits (Attack Roll>=Armor Class)
Skills -
This one is a big one because there are so many different skills involved in the game, and a player should be able to spend ranks on any of them
All skills should be made available to a player, but Certain skills gain bonuses from Classes
Each class has a list of “Class Skills”
If a player spends at least one rank in a Class Skill, they are granted a permanent +3 Bonus to that skill.
Each skill has an ability Modifier tied to it as well
A skill check would look like this
Climb (Skill Points spent+StrMod+ClassSkill?+1D20)= Skill Check
Hit Points
Hit Points are derived from two things
Hit Dice - which are defined by each class (a fighter has a Hit Die of 1d10) there would be two options for the user to select on this - Rolled or Max ( rolled being a random number given at each level attained, and MAX being the highest value possible from the given Hit Die)
Constitution Modifier- Defined by the Player’s Constitution Score on the Character Sheet
HP would need to be Displayed in a way that the player could enter damage they received and then tell them how many remaining hit points they have left.
Class Abilities and Feats
As a player advances in level, they attain new abilities are gained for them to use
The Character Sheet would need to be able to display the new abilities gained at each level as they accumulate
Feats would be taken from another worksheet
they function in the game in a similar fashion to the class abilities but are selected at 1st level, and a new one is gained every odd level after, unless specified by the class
Feats have prerequisites that must be met in order to select them as a player
Power Attack requires your Strenght Ability Score to be at least 13