Wednesday, April 11, 2018

Diablo TTRPG: Character Sheet

I don't sit down to make a new game system often; but when I do, I always start with a character sheet.

Starting with a character sheet really helps me visualize the things that I need to work on. Beyond that, it makes the project seem more... real, like it has a place in reality, and not just in the twilight moments before I fall asleep. So here it is, the first draft of my character sheet, along with some basic descriptions for each field to fill out.

Before I get to far into it, let's talk about the font first. Almost all the font is in "Diablo Heavy" and "Diablo," fonts that you can easily find for download with a quick google search. I really do love how it calls back to the games.

Let's start off with Attributes. Right now there are four, although I'm thinking about adding a charisma statistic in as well. The TTRPG can't be just about combat, especially not with some of the more creative aspects of the mechanics. There really needs to be a decent social stat. I could combine it with Intelligence, but that doesn't feel right to me.

Anyways, at first level you get 7 attribute points to assign however you want. But you must place at least one in each.


  • Strength increases your melee attack and damage.
  • Dexterity increases your ranged attack and damage. It also increases your Armor Class. Although in the next character sheet, armor class will be changed to defense bonus. 
  • Intelligence increases your magic attack and damage. It might grant you some resistances, but I might just make resistances gear dependent like in Diablo 2. 
  • Vitality increases your hit points. 
Hit Points: Determined by taking 10 and adding your Vitality attribute.

AC Bonus: Equal to your dex attribute.

Armor: You have six armor slots on your character: Head, shoulder, torso, wrist, legs, and feet. To get your total armor bonus, add all slots together and take the total. When you take physical damage, subtract your armor total from the damage.

Resistances: Your resistances are determined by your armor. If a piece of armor gives you a type of resistance, record it in the appropriate box. Resistance stack, so if both you have a Ashen Helm (Head) that grants 2 fire resistance, and Boots of the Sleeping Salamander (Feet) that grants 1 fire resistance, your total fire resistance is 3.

Actions are the abilities that should be recognizable from the game. Things like the Paladin's Thorns aura, or the Witch Doctor's Summon Gargantuan. Actions come in three types:

  • Utility Actions are actions that are either part of a move action, or are used in place of a move action.
  • Standard Actions are actions that can be used if you have moved or used a utility action this round.
  • Full Actions take an entire round to complete.
Each round the player decides between a movement (or utility) + standard action, or a Full Action.

You can only have a few actions equipped at a time. One utility action, one standard action, and one full action (although I may end up making that two). You will know more actions than you have equipped, and can spend an action to swap actions out. So if a Necromancer has the Blood Rush Utility action equipped, but wants to equip the Bone Armor utility action, they must spend a utility action to swap.

Utility actions swap for utility. Standard actions for standard actions. Full actions for full actions.

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