Has anyone brought up age handling yet? I'm itching to write up a bunch of gutter rats for a short adventure but I'd have to manually make it all the way currently.
As for age handling, can you expand on what you mean by that?
Most systems have penalties for very young or old characters. Mostly strength. Then there's breed bonuses to those same stats etc. And temporary or permanent ageing or getting younger events, like in High Rollers where one character got rezzed permanently younger with less strength. Currently the number in the age slot is just some random number you thought out that might or might not be suitable for the race you chose. You have to manually alter the stats for considerately younger or older characters. Finding the information about racial ages and age penalties etc. is a hassle sometimes. I was wondering if it's going to stay just a random numerical value you assigned or be improved to atleast have tip icon for your current chosen species age range. A random number generator with adult racial constraist with an option to make a child or a senior characters would be awesome, or even have the age be linked to the stats if you choose child or senior, useful for spell effects too. But it's a minor thing considering everything.
I'm a really big fan of what I see so far on the character builder, but I have a couple of issues I encountered with a character I just created. This is a bit of a long post but it is all serious feedback and suggested additions. My character is a High-Elf and I noticed that the extra language racial trait doesn't show up as part of the creation.
I also noticed that my character ended up having a HP max of 1. My high elf is a rogue which is a d8 and I have it set to manual rolling for HP. My con mod is 0 so the only way I could have gotten a 1 HP max is if I rolled a 1. This would normally just be bad luck but seeing as my character is level 1, my max HP should be 8 + Con mod(0), resulting in a 8 HP max at level 1. The fact that I got a 1 HP max tells me that it isn't utilizing the max HP at first level property, and instead is behaving as though I am at a level higher than first level(1d8 + ConMod per rogue level after first). Basically it is saying I rolled a 1+0, but it shouldn't have even been rolling for HP at first level. With a Level 1 Rogue and a 0 ConMod, it is impossible to have an HP max other than 8. To get a max HP 1 I would need a -7 ConMod. I was able to kind of fix it by doing a max HP manual override but that seems like less of a solution than putting some scotch tape on something broken. Plus if my DM asks me why I have manually overrides my HP six months from now, I might not remember this issue and I will look like I am cheating.
As well, the gear section seemed a bit off. My starting gear(class and background) only exists as text in the More section of equipment. I was hoping that I would get a prompt section to choose from the options that the class equipment offers and then have that, as well as the background equipment, automatically added to the Manage section of my equipment but instead I needed to add them manually. In my opinion this isn't just a convenience issue because if I settled for how it is displayed in the More section of equipment, I wouldn't know what class gear I chose because it displays the multiple options rather than the actual gear I picked.
This lead me to another issue. While I was adding the gear from the More section to the Manage section I tried adding the "a set of dark common clothes including a hood", and I noticed that it wasn't part of the add items menu. Rather than adding it to the list, it made me think that there is need to have a create item option in the equipment tab. I know that there is a custom homebrew creation option but for example; if my DM tells me that there are some stones I can use as a counter weight for a mechanism on the other side of a trapped room it doesn't seem to warrant going to the magic item homebrew section and creating a magical item called "Stones" and trying to clear them of any magical properties so that they are just mundane stones. If there were a option to create items(within the add items option), give the item a title and optionally a quick description, it would solve any issue with future miscellaneous items.
My last concern about the equipment section was that it didn't ask whether I wanted to go the route of picking from the class gear options(plus my background gear), or if I wanted to roll dice to determine my starting gold and then buying what ever I can afford. If I am not mistaken the rules are one or the other. If you decide to pick from the class equipment options, you take those plus your background equipment, and you don't get any gold(aside from gold gained from your background). If you decide to roll for starting gold, you roll, buy what you can afford, get your background gear for free and you don't get the option to pick from the class gear.
When exporting a copy of my character sheet a lot of my info was cut off by limited text space. Could you update the pdf to a version that auto-scales the font to accommodate for larger amounts of text? Also this is just me being knit-picky, but I really like having a colored pdf print out. When everything is all black and white and you are searching for something very specific and you are holding up the group, everything on the page seems to bleed together when you are on a time crunch and the page is is black and white.
My last suggestion is that you have a section for all your advantages and disadvantages in one place. I saw that in the abilities pallet of my view character sheet screen, there is a spot that says my advantages on my saves that I get from Fey Ancestry. From what I have experienced, often a player will roll either a check or a save and fail it, the DM begins narrating what happens, and then a player remembers that they have advantage. This can be frustrating for the DM because they don't want to be a hard ass and say "no it's too late", and now they need to re-tell what happens on the successful roll. If there were a pallet for all buffs and debuffs sorted into advantage, disadvantage, spell effects, racial traits, class effects, resistances, immunities, etc, it would make this issue disappear. It would allow players to make a quick skim of their buffs and debuffs pallet before they announce their roll, so that they can get their DC quickly, efficiently and accurately, without the need to frantically flip through your character sheet and equipment for something that will save you from an unfortunate die roll. If you do incorporate this can I suggest having each buff/debuff state whether it is a "temporary", "permanent", or "permanent until a condition is met" side note. It would also be really cool if the temporary effects linked up to the resting options so that if I hit a short or long rest, the buffs/debuffs removed themselves automatically if their duration expires as a result of the rest. I'm sorry if this message came across as critical or blunt. I am a very big fan of what I see so far, and I want it to be the best it can be. I have a lot of faith in you guys at D&DB, and I can say that I will definitely be subscribing day one.
I'm a really big fan of what I see so far on the character builder, but I have a couple of issues I encountered with a character I just created. This is a bit of a long post but it is all serious feedback and suggested additions. My character is a High-Elf and I noticed that the extra language racial trait doesn't show up as part of the creation.
I also noticed that my character ended up having a HP max of 1. My high elf is a rogue which is a d8 and I have it set to manual rolling for HP. My con mod is 0 so the only way I could have gotten a 1 HP max is if I rolled a 1. This would normally just be bad luck but seeing as my character is level 1, my max HP should be 8 + Con mod(0), resulting in a 8 HP max at level 1. The fact that I got a 1 HP max tells me that it isn't utilizing the max HP at first level property, and instead is behaving as though I am at a level higher than first level(1d8 + ConMod per rogue level after first). Basically it is saying I rolled a 1+0, but it shouldn't have even been rolling for HP at first level. With a Level 1 Rogue and a 0 ConMod, it is impossible to have an HP max other than 8. To get a max HP 1 I would need a -7 ConMod. I was able to kind of fix it by doing a max HP manual override but that seems like less of a solution than putting some scotch tape on something broken. Plus if my DM asks me why I have manually overrides my HP six months from now, I might not remember this issue and I will look like I am cheating.
As well, the gear section seemed a bit off. My starting gear(class and background) only exists as text in the More section of equipment. I was hoping that I would get a prompt section to choose from the options that the class equipment offers and then have that, as well as the background equipment, automatically added to the Manage section of my equipment but instead I needed to add them manually. In my opinion this isn't just a convenience issue because if I settled for how it is displayed in the More section of equipment, I wouldn't know what class gear I chose because it displays the multiple options rather than the actual gear I picked.
This lead me to another issue. While I was adding the gear from the More section to the Manage section I tried adding the "a set of dark common clothes including a hood", and I noticed that it wasn't part of the add items menu. Rather than adding it to the list, it made me think that there is need to have a create item option in the equipment tab. I know that there is a custom homebrew creation option but for example; if my DM tells me that there are some stones I can use as a counter weight for a mechanism on the other side of a trapped room it doesn't seem to warrant going to the magic item homebrew section and creating a magical item called "Stones" and trying to clear them of any magical properties so that they are just mundane stones. If there were a option to create items(within the add items option), give the item a title and optionally a quick description, it would solve any issue with future miscellaneous items.
My last concern about the equipment section was that it didn't ask whether I wanted to go the route of picking from the class gear options(plus my background gear), or if I wanted to roll dice to determine my starting gold and then buying what ever I can afford. If I am not mistaken the rules are one or the other. If you decide to pick from the class equipment options, you take those plus your background equipment, and you don't get any gold(aside from gold gained from your background). If you decide to roll for starting gold, you roll, buy what you can afford, get your background gear for free and you don't get the option to pick from the class gear.
When exporting a copy of my character sheet a lot of my info was cut off by limited text space. Could you update the pdf to a version that auto-scales the font to accommodate for larger amounts of text? Also this is just me being knit-picky, but I really like having a colored pdf print out. When everything is all black and white and you are searching for something very specific and you are holding up the group, everything on the page seems to bleed together when you are on a time crunch and the page is is black and white.
My last suggestion is that you have a section for all your advantages and disadvantages in one place. I saw that in the abilities pallet of my view character sheet screen, there is a spot that says my advantages on my saves that I get from Fey Ancestry. From what I have experienced, often a player will roll either a check or a save and fail it, the DM begins narrating what happens, and then a player remembers that they have advantage. This can be frustrating for the DM because they don't want to be a hard ass and say "no it's too late", and now they need to re-tell what happens on the successful roll. If there were a pallet for all buffs and debuffs sorted into advantage, disadvantage, spell effects, racial traits, class effects, resistances, immunities, etc, it would make this issue disappear. It would allow players to make a quick skim of their buffs and debuffs pallet before they announce their roll, so that they can accurately get their DC quickly, efficiently and accurately, without the need to frantically flip through your character sheet and equipment for something that will save you from an unfortunate die roll. If you do incorporate this can I suggest having each buff/debuff state whether it is a "temporary", "permanent", or "permanent until a condition is met" side note. It would also be really cool if the temporary effects linked up to the resting options so that if I hit a short or long rest, the buffs/debuffs removed themselves automatically if their duration expires as a result of the rest. I'm sorry if this message came across as critical or blunt. I am a very big fan of what I see so far, and I want it to be the best it can be. I have a lot of faith in you guys at D&DB, and I can say that I will definitely be subscribing day one.
1. They are aware of some language issues, the half-elf has been resolved, I know someone also spotted this problem on the human variant, so good call in bringing this up.
2. They probably aren't aware of this one, haven't seen it mentioned before.
3. The starting gear selection issue has been brought up as well but they like to hear as much feedback from as many as possible, as that is what prompts them to make adjustments.
4. As for adding mundane items, this was brought up in another thread and Stormknight answered with this "In the equipment tab under "More" go to "Personal Possessions" or "Other Holdings" and it'll let you just type it in. Best way for those red herring types of items. "
5. Not sure where they stand on this one.
6. Someone in one of the other threads had this issue, and had a work around had something to do with changing the font or font size then changing it back to auto on the pdf. Though I agree something that probably needs a fix. There are likely other character sheets in the work, this one was put out because people kept asking for a way to export the characters so they could print and take a sheet to the table.
7. They are always looking for suggestions. Might work out that you see some of this implemented.
Not sure if it has been mentioned, when exporting a warlock to pdf it does not list the Invocations i have. I'm sure where they would go but they are not listed anywhere.
Update to the HP max of 1: when I set it up I had assumed that it would automate some aspect of the HP max calculation and that the issue was that it was calculating it faulty by basing it off a character level other than one(1d8 +conMod per rogue level), and that it had rolled a 1d8 which rolled a 1 plus my conMod(0) resulting in the 1. Since it is 100% manual input my error was in assuming it would take care of it for me. What actually happened was it was already set to 1 as default, and since I didn't change anything because I thought it would auto-calculate, it was left at 1 HP. The error was on my end but I think it would be of better design if HP was calculated after the ability scores are entered. HP at character creation could be completely automated based off of character level, conMod, and a randrange(1,HitDieType+1).
HP at character creation could be completely automated based off of character level, conMod, and a randrange(1,HitDieType+1).
Hiya,
that's pretty much how it already works if you set the Hit Point Type to FIXED - it gives you the default value each time you level up (ie. 5 for a 1d8).
What the character sheet doesn't do is roll dice for you.
Are there any plans to take the various packs, i.e. Explorer's, Dungeoneer's, etc, and make it so that when you pick them in the item select that they split up into their component parts, rather than staying in one mostly useless bundle?
Are there any plans to take the various packs, i.e. Explorer's, Dungeoneer's, etc, and make it so that when you pick them in the item select that they split up into their component parts, rather than staying in one mostly useless bundle?
It would be nice to be able to "unpack" into the separate items, as I can never remember what is in each pack and then when you use/lose something in the pack, you need to deal with that.
I haven't gotten a chance to try the fixed method. Thanks for the heads up. Still it seams strange that it doesn't auto calculate for manual when it already has all the info it needs without my manual input. I get that it automatically enters the fixed 5 for you at later levels but at first level the difference between manual and fix is non-existent. I don't prefer taking the 5 at later levels and as a result it doesn't bother calculating it. There is no reason that either the fixed(5), or manual(1d8) need to be directly related to player input. The 1d8 option doesn't need to even be called manual if a dice roller script was implemented in the background. I have a very limited and entry level understanding of scripting, but I know enough to know that it would take a professional programmer less that 30 seconds to program this all automatically. I can even kind of do it.
HP_Die_Type = (<die type that they would have stored in the existing script class for the character class>)
I just think that the relationship that they have made between the the HP choices and whether or not HP is automatically entered doesn't make sense, seeing as scripting a dice roller as a background function invisible to the user is such an easy and manageable task on their end. I realize the irony of the statement I just made. The point is that the entire purpose of this site is making D&D more convenient, and it surprises me that a team of professional programmers at a games company that has entered a partnership with the worlds most famous table top game dice rolling rpg company, who likely employs a great deal of D&D players, missed something like this.
I haven't gotten a chance to try the fixed method. Thanks for the heads up. Still it seams strange that it doesn't auto calculate for manual when it already has all the info it needs without my manual input. I get that it automatically enters the fixed 5 for you at later levels but at first level the difference between manual and fix is non-existent. I don't prefer taking the 5 at later levels and as a result it doesn't bother calculating it. There is no reason that either the fixed(5), or manual(1d8) need to be directly related to player input. The 1d8 option doesn't need to even be called manual if a dice roller script was implemented in the background. I have a very limited and entry level understanding of scripting, but I know enough to know that it would take a professional programmer less that 30 seconds to program this all automatically. I can even kind of do it.
HP_Die_Type = (<die type that they would have stored in the existing script class for the character class>)
I just think that the relationship that they have made between the the HP choices and whether or not HP is automatically entered doesn't make sense, seeing as scripting a dice roller as a background function invisible to the user is such an easy and manageable task on their end. I realize the irony of the statement I just made. The point is that the entire purpose of this site is making D&D more convenient, and it surprises me that a team of professional programmers at a games company that has entered a partnership with the worlds most famous table top game dice rolling rpg company, who likely employs a great deal of D&D players, missed something like this.
I feel like manual is supposed to be exactly that, entering in the value manually, so i don't feel like they miss anything it was in fact what was intended. However maybe if they had an auto roll option that would do what you described, which they might implement in the future along side the other dice rolling functionality they are planning on introducing because it is a good idea. But for the moment the manual option is still very useful for those who want to roll HP themselves, or who already have established characters who have already rolled for HP and would like to create that character.
I am sure this has already been mentioned but I would love a more sensible way to group all my proficiencies and languages together, and then to learn or add further proficiencies later on.
I am sure this has already been mentioned but I would love a more sensible way to group all my proficiencies and languages together, and then to learn or add further proficiencies later on.
They've been working on getting the minimum things necessary for a functioning builder and will be working on adding more customization options after launch,
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I would like to see a way to cast spells on myself or have someone cast a on me and see the effects (ex. Mage armor, enlarge/reduce). Perhaps have a temporary AC space for mage armor?
Are there any plans to take the various packs, i.e. Explorer's, Dungeoneer's, etc, and make it so that when you pick them in the item select that they split up into their component parts, rather than staying in one mostly useless bundle?
It would be nice to be able to "unpack" into the separate items, as I can never remember what is in each pack and then when you use/lose something in the pack, you need to deal with that.
Are there any plans to take the various packs, i.e. Explorer's, Dungeoneer's, etc, and make it so that when you pick them in the item select that they split up into their component parts, rather than staying in one mostly useless bundle?
It would be nice to be able to "unpack" into the separate items, as I can never remember what is in each pack and then when you use/lose something in the pack, you need to deal with that.
How about the ability to import or reassign characters? Allowing the DM to prepare characters and then transfer them to players would be great. Also, if someone leaves or is absent, it would be good to be able to move characters between players as needed.
I'm a really big fan of what I see so far on the character builder, but I have a couple of issues I encountered with a character I just created. This is a bit of a long post but it is all serious feedback and suggested additions. My character is a High-Elf and I noticed that the extra language racial trait doesn't show up as part of the creation.
I also noticed that my character ended up having a HP max of 1. My high elf is a rogue which is a d8 and I have it set to manual rolling for HP. My con mod is 0 so the only way I could have gotten a 1 HP max is if I rolled a 1. This would normally just be bad luck but seeing as my character is level 1, my max HP should be 8 + Con mod(0), resulting in a 8 HP max at level 1. The fact that I got a 1 HP max tells me that it isn't utilizing the max HP at first level property, and instead is behaving as though I am at a level higher than first level(1d8 + ConMod per rogue level after first). Basically it is saying I rolled a 1+0, but it shouldn't have even been rolling for HP at first level. With a Level 1 Rogue and a 0 ConMod, it is impossible to have an HP max other than 8. To get a max HP 1 I would need a -7 ConMod. I was able to kind of fix it by doing a max HP manual override but that seems like less of a solution than putting some scotch tape on something broken. Plus if my DM asks me why I have manually overrides my HP six months from now, I might not remember this issue and I will look like I am cheating.
As well, the gear section seemed a bit off. My starting gear(class and background) only exists as text in the More section of equipment. I was hoping that I would get a prompt section to choose from the options that the class equipment offers and then have that, as well as the background equipment, automatically added to the Manage section of my equipment but instead I needed to add them manually. In my opinion this isn't just a convenience issue because if I settled for how it is displayed in the More section of equipment, I wouldn't know what class gear I chose because it displays the multiple options rather than the actual gear I picked.
This lead me to another issue. While I was adding the gear from the More section to the Manage section I tried adding the "a set of dark common clothes including a hood", and I noticed that it wasn't part of the add items menu. Rather than adding it to the list, it made me think that there is need to have a create item option in the equipment tab. I know that there is a custom homebrew creation option but for example; if my DM tells me that there are some stones I can use as a counter weight for a mechanism on the other side of a trapped room it doesn't seem to warrant going to the magic item homebrew section and creating a magical item called "Stones" and trying to clear them of any magical properties so that they are just mundane stones. If there were a option to create items(within the add items option), give the item a title and optionally a quick description, it would solve any issue with future miscellaneous items.
My last concern about the equipment section was that it didn't ask whether I wanted to go the route of picking from the class gear options(plus my background gear), or if I wanted to roll dice to determine my starting gold and then buying what ever I can afford. If I am not mistaken the rules are one or the other. If you decide to pick from the class equipment options, you take those plus your background equipment, and you don't get any gold(aside from gold gained from your background). If you decide to roll for starting gold, you roll, buy what you can afford, get your background gear for free and you don't get the option to pick from the class gear.
When exporting a copy of my character sheet a lot of my info was cut off by limited text space. Could you update the pdf to a version that auto-scales the font to accommodate for larger amounts of text? Also this is just me being knit-picky, but I really like having a colored pdf print out. When everything is all black and white and you are searching for something very specific and you are holding up the group, everything on the page seems to bleed together when you are on a time crunch and the page is is black and white.
My last suggestion is that you have a section for all your advantages and disadvantages in one place. I saw that in the abilities pallet of my view character sheet screen, there is a spot that says my advantages on my saves that I get from Fey Ancestry. From what I have experienced, often a player will roll either a check or a save and fail it, the DM begins narrating what happens, and then a player remembers that they have advantage. This can be frustrating for the DM because they don't want to be a hard ass and say "no it's too late", and now they need to re-tell what happens on the successful roll. If there were a pallet for all buffs and debuffs sorted into advantage, disadvantage, spell effects, racial traits, class effects, resistances, immunities, etc, it would make this issue disappear. It would allow players to make a quick skim of their buffs and debuffs pallet before they announce their roll, so that they can get their DC quickly, efficiently and accurately, without the need to frantically flip through your character sheet and equipment for something that will save you from an unfortunate die roll. If you do incorporate this can I suggest having each buff/debuff state whether it is a "temporary", "permanent", or "permanent until a condition is met" side note. It would also be really cool if the temporary effects linked up to the resting options so that if I hit a short or long rest, the buffs/debuffs removed themselves automatically if their duration expires as a result of the rest. I'm sorry if this message came across as critical or blunt. I am a very big fan of what I see so far, and I want it to be the best it can be. I have a lot of faith in you guys at D&DB, and I can say that I will definitely be subscribing day one.
Not sure if it has been mentioned, when exporting a warlock to pdf it does not list the Invocations i have. I'm sure where they would go but they are not listed anywhere.
Update to the HP max of 1: when I set it up I had assumed that it would automate some aspect of the HP max calculation and that the issue was that it was calculating it faulty by basing it off a character level other than one(1d8 +conMod per rogue level), and that it had rolled a 1d8 which rolled a 1 plus my conMod(0) resulting in the 1. Since it is 100% manual input my error was in assuming it would take care of it for me. What actually happened was it was already set to 1 as default, and since I didn't change anything because I thought it would auto-calculate, it was left at 1 HP. The error was on my end but I think it would be of better design if HP was calculated after the ability scores are entered. HP at character creation could be completely automated based off of character level, conMod, and a randrange(1,HitDieType+1).
I'm not sure what happened here. It always auto-calculates for me.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Are there any plans to take the various packs, i.e. Explorer's, Dungeoneer's, etc, and make it so that when you pick them in the item select that they split up into their component parts, rather than staying in one mostly useless bundle?
Just because you arbitrarily assign some sort of significance to the bodies of your dead doesn't make me not hungry.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
I haven't gotten a chance to try the fixed method. Thanks for the heads up. Still it seams strange that it doesn't auto calculate for manual when it already has all the info it needs without my manual input. I get that it automatically enters the fixed 5 for you at later levels but at first level the difference between manual and fix is non-existent. I don't prefer taking the 5 at later levels and as a result it doesn't bother calculating it. There is no reason that either the fixed(5), or manual(1d8) need to be directly related to player input. The 1d8 option doesn't need to even be called manual if a dice roller script was implemented in the background. I have a very limited and entry level understanding of scripting, but I know enough to know that it would take a professional programmer less that 30 seconds to program this all automatically. I can even kind of do it.
HP_Die_Type = (<die type that they would have stored in the existing script class for the character class>)
con_Mod = <previously stored integer>
character_lvl = <previously stored integer>
def get_HP_Max(character_lvl, con_Mod, HP_Die_Type):
skjdfg= random.randrange(1,HP_Die_Type+1) + con_Mod
HP = skjdfg * character_lvl
return HP
Character_HP_Max = get_HP_Max(character_lvl, con_Mod, HP_Die_Type)
I just think that the relationship that they have made between the the HP choices and whether or not HP is automatically entered doesn't make sense, seeing as scripting a dice roller as a background function invisible to the user is such an easy and manageable task on their end. I realize the irony of the statement I just made. The point is that the entire purpose of this site is making D&D more convenient, and it surprises me that a team of professional programmers at a games company that has entered a partnership with the worlds most famous table top game dice rolling rpg company, who likely employs a great deal of D&D players, missed something like this.
Do you think that something as important as rolling for hit points should be carried out in the background?
My experience is that this is something that players are typically pretty invested in.
If using the system for npcs etc, just go with fixed hp, as per PHB/DMG guidelines.
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I am sure this has already been mentioned but I would love a more sensible way to group all my proficiencies and languages together, and then to learn or add further proficiencies later on.
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I would like to see a way to cast spells on myself or have someone cast a on me and see the effects (ex. Mage armor, enlarge/reduce). Perhaps have a temporary AC space for mage armor?
Seconded. I totally agree.
How about the ability to import or reassign characters? Allowing the DM to prepare characters and then transfer them to players would be great. Also, if someone leaves or is absent, it would be good to be able to move characters between players as needed.
Adding another voice for the ability to create/show separate sheets for Familiar/Mount/Wildshape