I've noticed that there aren't a whole lot of sophisticated discussions about character sheet design that have occurred in the recent past (or if there have been, I've missed them).
So, here's the deal: I'm trying to make a game that's a blend between high-crunch and rules-lite games. That means that there are a few things I want to point out before people look at this sheet:
• People are assumed to have basic gear appropriate to their professions.
• Flaws and Traits mostly provide passive effects that are obvious (E.g. proficiency) or calculated once (e.g. bonus health)
• I want to minimize look-up, so everything a player needs to reference is on their sheet. There is a space for notes that could be used for more complex characters, but the average player should be able to look at ~6 points on the character sheet (attribute, profession, gear) and then know exactly what's going on.
• I have committed the (possible) sin of in-blank labels. This greatly increases the density of information. In a finished format, these labels would likely be off-centered so that they did not fill in the whole box.
WARNING: The following is a mockup meant to show use of white-space. While I chose an orange/orange cream color scheme to make things easy on the eyes, it is incredibly... orange.
https://www.dropbox.com/s/s9r176ktyl7px ... T.pdf?dl=0