My Assistant
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Feb 9 2009, 06:00 PM
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#1
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Target ![]() Group: Members Posts: 5 Joined: 9-February 09 Member No.: 16,859 |
Does anybody have the .pdf for this character sheet? I find it's the best for teaching new players the game (which I am going to be doing over the coming weeks).
I had to search high and low for it about a year and a half ago, and managed to dig it up somewhere, but I lost the file to a corrupted filesystem. [img]http://i256.photobucket.com/albums/hh182/Wanderneko/ShadowrunHopeful.jpg[/img] This post has been edited by Method: Sep 10 2011, 02:33 PM
Reason for edit: corrected thread title
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Feb 9 2009, 06:12 PM
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#2
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 |
I've you can get access to a scanner (Kinkos!) and scan a decently high resolution scan of it (300 dpi+) I or someone else could make one.
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Feb 9 2009, 06:21 PM
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#3
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Moving Target ![]() ![]() Group: Members Posts: 997 Joined: 20-October 08 Member No.: 16,537 |
Does anybody have the .pdf for this character sheet? I find it's the best for teaching new players the game (which I am going to be doing over the coming weeks). I had to search high and low for it about a year and a half ago, and managed to dig it up somewhere, but I lost the file to a corrupted filesystem. [img]http://i256.photobucket.com/albums/hh182/Wanderneko/ShadowrunHopeful.jpg[/img] THIS? |
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Feb 9 2009, 06:40 PM
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#4
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Target ![]() Group: Members Posts: 5 Joined: 9-February 09 Member No.: 16,859 |
I tried scanning it, but there's already too much distortion from the printer...the distortion from re-scanning it, then re-reprinting it makes the small text almost unreadable even at really high resolutions.
And thanks for the link, AllTheNothing, but the sheet I'm looking for has all of the active and knowledge skills printed on the front page. Specifically, it's got a blue Shadowrun logo in the top http://i256.photobucket.com/albums/hh182/W...wrunHopeful.jpg |
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Feb 9 2009, 07:16 PM
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#5
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Moving Target ![]() ![]() Group: Members Posts: 997 Joined: 20-October 08 Member No.: 16,537 |
I don't know.
Have you tried with a P2P filesharing network? |
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Feb 9 2009, 09:01 PM
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#6
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Target ![]() Group: Members Posts: 28 Joined: 27-January 09 Member No.: 16,818 |
looks like you could easily remake that with a basic art program.
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Feb 9 2009, 09:12 PM
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#7
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Moving Target ![]() ![]() Group: Members Posts: 497 Joined: 16-April 08 From: Alexandria, VA Member No.: 15,900 |
SR needs its own Ema...
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Feb 9 2009, 09:33 PM
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#8
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Moving Target ![]() ![]() Group: Members Posts: 997 Joined: 20-October 08 Member No.: 16,537 |
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Feb 9 2009, 09:58 PM
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#9
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Moving Target ![]() ![]() Group: Members Posts: 497 Joined: 16-April 08 From: Alexandria, VA Member No.: 15,900 |
Ema is some European guy (I want to say Italian) that developed his own sheets for D&D. They were widely used and well respected for their completeness. Just before the switch to the new munchkin edition he was working on interactive sheets that could be easily customized by the user.
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Feb 9 2009, 10:06 PM
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#10
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The Dragon Never Sleeps ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 6,924 Joined: 1-September 05 Member No.: 7,667 |
Does anybody have the .pdf for this character sheet? I find it's the best for teaching new players the game (which I am going to be doing over the coming weeks). I had to search high and low for it about a year and a half ago, and managed to dig it up somewhere, but I lost the file to a corrupted filesystem. [img]http://i256.photobucket.com/albums/hh182/Wanderneko/ShadowrunHopeful.jpg[/img] Did you try this thread http://forums.dumpshock.com/index.php?showtopic=9995 ? |
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Feb 9 2009, 10:09 PM
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#11
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 |
Ema is some European guy (I want to say Italian) that developed his own sheets for D&D. They were widely used and well respected for their completeness. Just before the switch to the new munchkin edition he was working on interactive sheets that could be easily customized by the user. Munchkin Edition? I'm curious as to why you call it that. (Up until I actually played 4E I thought it was going to be better, then I found that character advancement could be plotted out on a line). |
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Feb 9 2009, 10:14 PM
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#12
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Moving Target ![]() ![]() Group: Members Posts: 497 Joined: 16-April 08 From: Alexandria, VA Member No.: 15,900 |
I call it that because they removed Gnomes and replaced them with some stupid dragon-born race.
Still, it brought me back to SR, so D&D4e can't be all bad. (IMG:style_emoticons/default/nyahnyah.gif) |
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Feb 9 2009, 10:36 PM
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#13
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 |
D&D 4E made me want to gouge my eyes out and wash them with Agent Orange for a change of pace.
What I'd like to do is take all of the things that heralded as being awesome (1 HP mooks, awesome immediate int erupt powers--the dragon ones are brilliant, crit-kill zombies) and just migrate them back to 3.5 Or play more ShadowRun. Yes, I think that's what I'll do. I'll disavow D&D and play more ShadowRun. |
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Feb 9 2009, 10:46 PM
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#14
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Moving Target ![]() ![]() Group: Members Posts: 997 Joined: 20-October 08 Member No.: 16,537 |
Ema is some European guy (I want to say Italian) that developed his own sheets for D&D. They were widely used and well respected for their completeness. Just before the switch to the new munchkin edition he was working on interactive sheets that could be easily customized by the user. Ah, ok now I get it. |
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Feb 9 2009, 11:01 PM
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#15
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,141 Joined: 26-February 02 From: Neverwhere Member No.: 2,048 |
Does anybody have the .pdf for this character sheet? I find it's the best for teaching new players the game (which I am going to be doing over the coming weeks). I had to search high and low for it about a year and a half ago, and managed to dig it up somewhere, but I lost the file to a corrupted filesystem. [img]http://i256.photobucket.com/albums/hh182/Wanderneko/ShadowrunHopeful.jpg[/img] Are you sure that is not a third edition character sheet? Maybe one of the last iterations from FASA or Fanpro? -Chrysalis |
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Feb 9 2009, 11:19 PM
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#16
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Target ![]() Group: Members Posts: 43 Joined: 2-February 09 Member No.: 16,833 |
the sheet I'm looking for has all of the active and knowledge skills printed on the front page. Specifically, it's got a blue Shadowrun logo in the top left, and black boxes and text on the rest of it. I know just the one you're looking for. I happened to have one tucked away, I went ahead and scan/PDF'd it for ya (IMG:style_emoticons/default/smile.gif) SR4 Character Sheet |
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Feb 10 2009, 12:05 AM
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#17
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Target ![]() Group: Members Posts: 5 Joined: 9-February 09 Member No.: 16,859 |
I know just the one you're looking for. I happened to have one tucked away, I went ahead and scan/PDF'd it for ya (IMG:style_emoticons/default/smile.gif) SR4 Character Sheet When they elect Dunkelzahn into office I am going to go to him personally and have him give you a private island. Seriously, it's been two days of -scouring- the internet for this thing with no luck. Where on earth did you get it? Do you remember who the author is at all? |
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Feb 10 2009, 12:17 AM
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#18
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Moving Target ![]() ![]() Group: Members Posts: 664 Joined: 3-February 08 Member No.: 15,626 |
Ema is some European guy (I want to say Italian) that developed his own sheets for D&D. They were widely used and well respected for their completeness. Just before the switch to the new munchkin edition he was working on interactive sheets that could be easily customized by the user. Don't forget that Ema had his site nuked for selling a program that printed full power cards and ritual cards. |
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Feb 10 2009, 12:39 AM
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#19
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Target ![]() Group: Members Posts: 43 Joined: 2-February 09 Member No.: 16,833 |
When they elect Dunkelzahn into office I am going to go to him personally and have him give you a private island. Seriously, it's been two days of -scouring- the internet for this thing with no luck. Where on earth did you get it? Do you remember who the author is at all? Haha, glad to help. Sadly I have no idea where it is from. I had them run off a long time ago, I had a copy stashed away in a folder with blank sheets for various role-playing games. Your description rang a bell, so I went digging for it. Honestly I needed to make copies of it anyway, this was the last blank I had. Enjoy (IMG:style_emoticons/default/smile.gif) |
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Feb 10 2009, 12:50 AM
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#20
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Target ![]() Group: Members Posts: 43 Joined: 2-February 09 Member No.: 16,833 |
D&D 4E made me want to gouge my eyes out and wash them with Agent Orange for a change of pace. What I'd like to do is take all of the things that heralded as being awesome (1 HP mooks, awesome immediate int erupt powers--the dragon ones are brilliant, crit-kill zombies) and just migrate them back to 3.5 Honestly, I'm cool with 4e. It is a drastic change, but what it made me realize was that in 3.5 (and every edition before), combat was so incredibly boring. It was basically a process of picking feats and abilities that stacked up to the biggest most optimal stats, and then standing in front of a creature and throwing dice at it. Now combat involves positioning, and strategy, and taking advantage of an array of maneuvers unique to each class. Before, the only thing separating a combat class from a non-combat class was how big their attack bonuses and HP pools were. Sure, there is a whole lot of bull that makes it sound like a ripoff of WoW, and they changed a lot of the lore in stupid ways, but that is stuff that you can just overwrite easily. Hate dragonborn? Get rid of them. Like the old Faerun better? Stick with it. Easy enough. |
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Feb 10 2009, 12:56 AM
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#21
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Target ![]() Group: Members Posts: 5 Joined: 9-February 09 Member No.: 16,859 |
Honestly, I'm cool with 4e. It is a drastic change, but what it made me realize was that in 3.5 (and every edition before), combat was so incredibly boring. It was basically a process of picking feats and abilities that stacked up to the biggest most optimal stats, and then standing in front of a creature and throwing dice at it. Now combat involves positioning, and strategy, and taking advantage of an array of maneuvers unique to each class. Before, the only thing separating a combat class from a non-combat class was how big their attack bonuses and HP pools were. Sure, there is a whole lot of bull that makes it sound like a ripoff of WoW, and they changed a lot of the lore in stupid ways, but that is stuff that you can just overwrite easily. Hate dragonborn? Get rid of them. Like the old Faerun better? Stick with it. Easy enough. The miniatures combat is -definitely- a lot more fun in 4e. I love the system...my only real problem with it is that a lot of the class abilities in 4e really seem to have a super-powers feel, so for a classic D&D hard-fantasy sort of game, having priests shoot lasers out of their hands or having rogues mysteriously able to shift their foes around the battlefield breaks the roleplay. |
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Feb 10 2009, 01:22 AM
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#22
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 |
Honestly, I'm cool with 4e. It is a drastic change, but what it made me realize was that in 3.5 (and every edition before), combat was so incredibly boring. It was basically a process of picking feats and abilities that stacked up to the biggest most optimal stats, and then standing in front of a creature and throwing dice at it. Now combat involves positioning, and strategy, and taking advantage of an array of maneuvers unique to each class. Before, the only thing separating a combat class from a non-combat class was how big their attack bonuses and HP pools were. Now it's: Step 1: Pick some numbers Step 2: Find the linear path that your character is going to take based on those stats (of which 2 stats matter) Step 3: Engage in combat, use a encounter/daily power Step 4: Miss Step 5: Repeat until all dailys and encounter powers are used Step 6: Default to At-Will or Basic attacks Step 7: Enjoy your exactly identically boring combat. On the off chance that your power actually hits, then WOO! SPECIAL CRAP! that means nothing. In my (admittedly limited experience*) Daily powers which look like boss-killers are in fact not boss-appropriate. *We ran through Shadowfell Keep or whatever the module was called. Apparently a "boss monster" was 1 creature 4 levels higher than we were, and due to monster scaling vs. player scaling it resulted in "Unless I roll a 17 or better, I can't hit it" which was the entire point of re-doing the CR system. |
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Feb 10 2009, 02:09 AM
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#23
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Target ![]() Group: Members Posts: 43 Joined: 2-February 09 Member No.: 16,833 |
Now it's: Step 1: Pick some numbers Step 2: Find the linear path that your character is going to take based on those stats (of which 2 stats matter) Step 3: Engage in combat, use a encounter/daily power Step 4: Miss Step 5: Repeat until all dailys and encounter powers are used Step 6: Default to At-Will or Basic attacks Step 7: Enjoy your exactly identically boring combat. On the off chance that your power actually hits, then WOO! SPECIAL CRAP! that means nothing. In my (admittedly limited experience*) Daily powers which look like boss-killers are in fact not boss-appropriate. *We ran through Shadowfell Keep or whatever the module was called. Apparently a "boss monster" was 1 creature 4 levels higher than we were, and due to monster scaling vs. player scaling it resulted in "Unless I roll a 17 or better, I can't hit it" which was the entire point of re-doing the CR system. Well, planning your character was always part of the process of devising their concept, I didn't have a problem with that. One improvement, however, is that two characters of the same class can now come out vastly different. Before, practically the only way one fighter was different from another was which weapon he wielded, or if he used a shield. Now two members of the same class may have very different powers and concentrate on different stats; I've seen rangers use any combination of str/dex, dex/wis, or str/wis, for example. Yes, some people will try to optimize as always, but the diversity is built in. As far as your experience with combat, I think you're doing it wrong. First off, modules have always been stupid. If you were only hitting on 17+'s, then the GM should have adjusted things down, or else you need to use different tactics. A rogue has a number of abilities to flank and gain combat advantage for him and others. Fighters can push people around or keep them from moving. Warlords can grant attacks or attack bonuses to others around them. Even in tough fights we consistently hit on rolls of 11-13. You can do some pretty creative things with encounters, dailies, and even at-wills, as long as you aren't just picking the ones with the biggest dice. I found it to be much more tactical and engaging. |
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Feb 10 2009, 02:17 AM
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#24
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Target ![]() Group: Members Posts: 43 Joined: 2-February 09 Member No.: 16,833 |
The miniatures combat is -definitely- a lot more fun in 4e. I love the system...my only real problem with it is that a lot of the class abilities in 4e really seem to have a super-powers feel, so for a classic D&D hard-fantasy sort of game, having priests shoot lasers out of their hands or having rogues mysteriously able to shift their foes around the battlefield breaks the roleplay. Haha, I know what you mean. For me it was all in how I conceptualized it, though. It is not too hard to think of a quick fighter like a rogue dancing around their marks, getting them to step right where they want them without them realizing it. In fact that is one of my favorite parts, is the important role that battlefield control plays. As for priests shooting lazors.. ah well. I mean, I didn't have a problem with spells like Flamestrike or Searing Light before, I guess I don't see why the gods can't let them tap into it a little more. If it is really a problem though, maybe you can restrict their powers to things like Righteous Brand, or grand equivalent powers that do [W] damage and only work when you smite them with their god's chosen weapon? Houserules are good like that (IMG:style_emoticons/default/smile.gif) |
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Feb 10 2009, 02:18 AM
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#25
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 |
Well, planning your character was always part of the process of devising their concept, I didn't have a problem with that. One improvement, however, is that two characters of the same class can now come out vastly different. Before, practically the only way one fighter was different from another was which weapon he wielded, or if he used a shield. Now two members of the same class may have very different powers and concentrate on different stats; I've seen rangers use any combination of str/dex, dex/wis, or str/wis, for example. Yes, some people will try to optimize as always, but the diversity is built in. Not really. I designed two completely different warlords, both functioned identically. Party had two wizards, both choosing everything the other didn't. Played nearly identically. QUOTE As far as your experience with combat, I think you're doing it wrong. First off, modules have always been stupid. If you were only hitting on 17+'s, then the GM should have adjusted things down, or else you need to use different tactics. A rogue has a number of abilities to flank and gain combat advantage for him and others. Fighters can push people around or keep them from moving. Warlords can grant attacks or attack bonuses to others around them. Even in tough fights we consistently hit on rolls of 11-13. You can do some pretty creative things with encounters, dailies, and even at-wills, as long as you aren't just picking the ones with the biggest dice. I found it to be much more tactical and engaging. Rogue: not really. All of the rogues powers were very very circumstantial (we had a guy who enjoys playing games and enjoys figuring out how to use the rules to his advantage--not Rules Lawyer, but figuring out how the game SHOULD be played--and even he was very disappointed with 4E) and some were better if they missed (I get an Opportunity Attack guaranteed vs. give them a save every turn for it: 50-50 chance I never get that OA that is guaranteed if I miss the attack). Fighter: Sadly our dwarf fighter ended up leaving due to RL, and I can't really comment on how well the fighter works, as Jim knows how to do things with a character that rightly shouldn't be doable (he was the face). Warlord: no. not really. The warlord "hey you, hit that guy" is so poorly worded I don't know where I have to be relative to the guy I'm shouting commands at! The power has a range of "melee weapon." Does that mean I need to be next to the guy I'm shouting at? Next to the enemy I want him to hit (in which case, why don't I do it?), next to both of them? The only time it was any good was if the rogue missed his attack and could still deal Sneak Attack damage if he made another attack before his turn. And in any case, I have to give up my attack to do it, which seems counter productive for a fighter-ish class. AND NO, a warlord can't grant an attack bonus to damn anything. That power needs to HIT SOMETHING first. If the problem is hitting, then you SOL. |
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