#community thoughts on actor/item sheet refactor
1 messages · Page 1 of 1 (latest)
What immediately comes to mind is:
- I would like to see taller by default description boxes on items as the items sheets have to be manually enlarged as the edit controls obscure what little editable area there is.
- Talent Pyramid for genesys.
I second taller by default. Even better would be if there were some way to set a default height, as I’m sure there are lots of different screen sizes out there.
I would like to see something different than the “$” for purchasing talents. It’s really more of an aesthetic thing for me - I just don’t like the look of it. The functionality is really cool, though.
to be clear, this would (at least consider) redoing the sheets from the ground up. things beyond minor changes are in scope
Are splitters available in foundry widgets ? I'm a big fan of those, as you can keep a view on multiple stuff.
Things like, specie, career, spec and token take some space on top, and is cool for when you build your character, but once done, you mainly use your skills to roll. A splitter here would separate those two areas and could leave more space one the splitter bar is moved up.
Is it possible to save data through multiple openings too ? Like, you open your sheet, scroll of size down your "avatar" splitter, close it, and opens it back, and the splitter is the same way it was ?
this might be a pipe dream, but more customization options about what to display. In my current game I need a bunch of extra fields that are not available by default. Like another Threshold tracker (in this case for corruption)
Been said before, but an easier way to work with skills is certainly something that would greatly improve the experience with the system.
Vehicles have Price, Rarity, and Restricted as part of the JSON. Having these available as accessible fields, as well as control skill field (not currently native), would be nice.
I'd like to see a 'Wound Threshold' and 'Strain Threshold' modifier switch or area. Something to use when obligation/duty is triggered.
I will second the control skill thing. It would be nice to clearly define "This is Piloting Space/Piloting Planetary/Survival (for beast handling)."