When a DM is looking at a characters sheet, it would be nice if it would push updates to the player. So if I wanted to give a character inspiration, I could do it in the app and it would push update to the players sheet.
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The most memorable stories always begin with failure.
I don't like that option, as it limits people mentally into applying features only at certain times. E.g. if someone has an interesting feature designed to help them explore, if they can describe at the table how that feature would benefit their character in a combat or social interaction, that's great role playing that I want to encourage.
Also, please keep beginner players in mind. I deal with a lot of rules-vague players. Their need to know their character outweighs (at my table) their need to know the rules.
The current sheet is confusing. Limited use is NOT a feature of the rules of D&D, and though I understand it's purpose it will confuse several of my players.
Please don't try to resolve that by making it more confusing.
Think about what a player would write on a paper sheet, under a heading marked features. The name of the feature, a quick summary of its effect, and/or a page reference.
I would advocate a line for each feature, with the name, checkboxes if it is limited use, and the ability to expand to see the details. All features in one section, sored by name.
Don't over think this! Characters don't have that many features! People have made do with paper sheets for decades! Just present a list of feature names, and add the only-possible-digitally benefits of collapsible full descriptions and tracking of uses/charges. That will represent a huge upgrade!
Things that have likely been mentioned, but I didn't see an official response to, so I am mentioning for completeness:
Created a level 20 Paladin; while the sheet did accurately include his save bonus from his aura (YAY!), it didn't factor his +1d8 radiant damage to all melee damage. Since this is a static bonus from 11th level onward, it would be nice to see it on my weapon attack. Also, his various immunities were not displayed near his saves; since there is a note for Elves (Full and Half) about their Fey Ancestry bonus, it would be nice for a Paladin, since they have several immunities.
Created a level 20 Sorcerer. There were some issues:
The Metamagic options I chose were buried in the Features section.It would be nice if these appeared in the same section as my Sorcery points, since that's what you spend to activate metamagic.
I chose Draconic Bloodline: Red for this character. After 6th level, he receives his CHA mod to the damage of any Fire spell. This was not automatically added as appropriate; I had to add it manually, which mostly worked until I got to Meteor Swarm, where the bonus was added to both the Fire and the Bludgeoning damage, which is incorrect. It's not a deal breaker, but it would be nice to have.
Added a Staff of the Magi to the character; stats for a physical strike with the weapon did not appear in the Attacks section, nor could I find a way to add them. I admit, it's extremely unlikely a level 20 Sorcerer is going to be using a Staff of the Magi as a fighting stick, but it should still be possible to display that information, if the player desires.
Added a Robe of the Archmagi to the character; the AC bonus from the Robe stacked with my Draconic Resilience, giving me an AC of 21, which is not correct; both effects set my base AC, and should not stack. The correct AC should have been 18 (15 from the Robe plus +3 for my Dex).
Added a Wand of the War Wizard to the character; the Spell Attack bonus stacked with the bonus from the Staff of the Magi. Unsure if this is correct under the rules. I suppose one could hold each item in one hand, but this does not accord with the general structure of D&D rules. By the displayed method, one could theoretically "wield" both a Staff of Power and a Staff of the Magi at the same time. Similarly, one could "dual wield" Wands of the War Wizard, double stacking the attack bonus. As I said, I cannot recall a rule specifically forbidding it, but it seems out of tune with D&D rules. (And common sense.)
Made both a level 20 Half-orc Champion Fighter. The improved critical range was not displayed in the Attacks section. Neither was a note about his extra damage die on a crit. Again, not ultra important, but something that would be nice, particularly for players where don't have 20+ years of remembering this stuff.
Made a level 20 Half-orc Barbarian. As above, his bonus damage dice on a critical hit were not displayed anywhere in the Attacks section. A note about this would be a nice reminder, since crits are relatively rare.
In general, any Class Feature that affects your To Hit or Damage should be reflected in the Attacks section, for easy reference. Any Class Feature that affects your Saves (like immunity) should be reflected in the Abilities section (so we know we don't have to roll)
I don't want to sound like a complete downer, so a couple of things I really love:
Having my Abilities, Skills, AC, To Hit, and Damage precalculated for me is awesome.
The auto-adding of damaging cantrips to the Attacks section, as well as the ability to add other spells. (Very handy for Sorcerers, who are basically magical hammers.)
The Spells section works very well. Seriously, have pride in that work. Wow.
I don't like that option, as it limits people mentally into applying features only at certain times. E.g. if someone has an interesting feature designed to help them explore, if they can describe at the table how that feature would benefit their character in a combat or social interaction, that's great role playing that I want to encourage.
Interesting. Can you give me an example, maybe something from a game you've played in?
Just present a list of feature names, and add the only-possible-digitally benefits of collapsible full descriptions and tracking of uses/charges. That will represent a huge upgrade!
Honestly, I read your post and then slept on it and you've changed my mind. I DM for mostly new players too and I wouldn't want to stymie their creativity.
I should've said that if we're going to keep the series of boxes within boxes (the design Curse seems to be going for), we should have categories that make sense. But, like you, my preference is to take features out of subboxes, and simply present a list of alphabetical feature names with the ability to open them to get full details.
I don't like that option, as it limits people mentally into applying features only at certain times. E.g. if someone has an interesting feature designed to help them explore, if they can describe at the table how that feature would benefit their character in a combat or social interaction, that's great role playing that I want to encourage.
Also, please keep beginner players in mind. I deal with a lot of rules-vague players. Their need to know their character outweighs (at my table) their need to know the rules.
The current sheet is confusing. Limited use is NOT a feature of the rules of D&D, and though I understand it's purpose it will confuse several of my players.
Please don't try to resolve that by making it more confusing.
Think about what a player would write on a paper sheet, under a heading marked features. The name of the feature, a quick summary of its effect, and/or a page reference.
I would advocate a line for each feature, with the name, checkboxes if it is limited use, and the ability to expand to see the details. All features in one section, sored by name.
Don't over think this! Characters don't have that many features! People have made do with paper sheets for decades! Just present a list of feature names, and add the only-possible-digitally benefits of collapsible full descriptions and tracking of uses/charges. That will represent a huge upgrade!
This is the philosophy we're using, including moving limited use functionality into the relevant areas.
I definitely encourage the feedback to keep coming, but we are addressing most everything I've seen with the revamp here.
Things that have likely been mentioned, but I didn't see an official response to, so I am mentioning for completeness:
Created a level 20 Paladin; while the sheet did accurately include his save bonus from his aura (YAY!), it didn't factor his +1d8 radiant damage to all melee damage. Since this is a static bonus from 11th level onward, it would be nice to see it on my weapon attack. Also, his various immunities were not displayed near his saves; since there is a note for Elves (Full and Half) about their Fey Ancestry bonus, it would be nice for a Paladin, since they have several immunities.
Created a level 20 Sorcerer. There were some issues:
The Metamagic options I chose were buried in the Features section.It would be nice if these appeared in the same section as my Sorcery points, since that's what you spend to activate metamagic.
I chose Draconic Bloodline: Red for this character. After 6th level, he receives his CHA mod to the damage of any Fire spell. This was not automatically added as appropriate; I had to add it manually, which mostly worked until I got to Meteor Swarm, where the bonus was added to both the Fire and the Bludgeoning damage, which is incorrect. It's not a deal breaker, but it would be nice to have.
Added a Staff of the Magi to the character; stats for a physical strike with the weapon did not appear in the Attacks section, nor could I find a way to add them. I admit, it's extremely unlikely a level 20 Sorcerer is going to be using a Staff of the Magi as a fighting stick, but it should still be possible to display that information, if the player desires.
Added a Robe of the Archmagi to the character; the AC bonus from the Robe stacked with my Draconic Resilience, giving me an AC of 21, which is not correct; both effects set my base AC, and should not stack. The correct AC should have been 18 (15 from the Robe plus +3 for my Dex).
Added a Wand of the War Wizard to the character; the Spell Attack bonus stacked with the bonus from the Staff of the Magi. Unsure if this is correct under the rules. I suppose one could hold each item in one hand, but this does not accord with the general structure of D&D rules. By the displayed method, one could theoretically "wield" both a Staff of Power and a Staff of the Magi at the same time. Similarly, one could "dual wield" Wands of the War Wizard, double stacking the attack bonus. As I said, I cannot recall a rule specifically forbidding it, but it seems out of tune with D&D rules. (And common sense.)
Made both a level 20 Half-orc Champion Fighter. The improved critical range was not displayed in the Attacks section. Neither was a note about his extra damage die on a crit. Again, not ultra important, but something that would be nice, particularly for players where don't have 20+ years of remembering this stuff.
Made a level 20 Half-orc Barbarian. As above, his bonus damage dice on a critical hit were not displayed anywhere in the Attacks section. A note about this would be a nice reminder, since crits are relatively rare.
In general, any Class Feature that affects your To Hit or Damage should be reflected in the Attacks section, for easy reference. Any Class Feature that affects your Saves (like immunity) should be reflected in the Abilities section (so we know we don't have to roll)
I don't want to sound like a complete downer, so a couple of things I really love:
Having my Abilities, Skills, AC, To Hit, and Damage precalculated for me is awesome.
The auto-adding of damaging cantrips to the Attacks section, as well as the ability to add other spells. (Very handy for Sorcerers, who are basically magical hammers.)
The Spells section works very well. Seriously, have pride in that work. Wow.
I tried the character builder the day it came out and was underwhelmed with its usability. Was just re trying it finally and it has improved, but bonds traits and flaws still is not used friendly. As a UI designer and coder, I don't see how they still haven't had them selectable along with background?
Additional up issues I've found doing mobile usage;
Adding equipment search is odd at best. Should be a standard search ahead. Mobile keyboard covers that screen is updating.
Why are some filters buttons and others checkboxes? More intuitive if all are same.
Adding spell scrolls is useless as is since no way to indicate what spell. When add scroll, add an overlay to select scroll spell.
Manage hit dice is not intuitive. Created a fourth level character and it only listed eight hp. Clicking hp only allowed edit of current. When I went to manage hit dice, I had to enter total rolled, not current total, which is awkward.
Here's one thing I personally think would be nice for sorcerers: make sorcery points a little less manual. For example, I go to the sorcery points and it lets me select how many I spend. But it doesn't let me choose what to spend it on. I can't choose to turn my sorc points into spell slots, and then see those slots on my spell page. It would just be a bit simpler, imo, for the user if they could select what they wish to do from the abilities they have (their meta magic abilities + conversion between points and slots), and it does the points for them.
Another reason this could be inconvenient is if you multiclass. Say I'm a few levels of warlock and a few levels of sorcerer. By the rules, I could convert my warlock spell slots into sorcery points, then the sorc points into sorc spell slots. Then upon short resting, I'd get my warlock spell slots back, and keep my extra sorc slots until I long rest. So I think being able to choose what you use sorc points on, as well as then seeing the results (missing a spell slot when you convert it to points, or seeing an extra slot when you convert it from points) could be quite nice for sorc characters. Just a thought.
Here's one thing I personally think would be nice for sorcerers: make sorcery points a little less manual. For example, I go to the sorcery points and it lets me select how many I spend. But it doesn't let me choose what to spend it on. I can't choose to turn my sorc points into spell slots, and then see those slots on my spell page. It would just be a bit simpler, imo, for the user if they could select what they wish to do from the abilities they have (their meta magic abilities + conversion between points and slots), and it does the points for them.
Another reason this could be inconvenient is if you multiclass. Say I'm a few levels of warlock and a few levels of sorcerer. By the rules, I could convert my warlock spell slots into sorcery points, then the sorc points into sorc spell slots. Then upon short resting, I'd get my warlock spell slots back, and keep my extra sorc slots until I long rest. So I think being able to choose what you use sorc points on, as well as then seeing the results (missing a spell slot when you convert it to points, or seeing an extra slot when you convert it from points) could be quite nice for sorc characters. Just a thought.
I agree! I would hope the spell slots would have full management functionality with sorcerer points. It was great to see spell slots reset on a short rest for warlocks.
When I view my character sheet for my dragonborn I have gold chosen under the race but when I look at view character it shows blue dragon breath instead of fire breath.
I'm on the DM's Guild: click here
When a DM is looking at a characters sheet, it would be nice if it would push updates to the player. So if I wanted to give a character inspiration, I could do it in the app and it would push update to the players sheet.
The most memorable stories always begin with failure.
I don't like that option, as it limits people mentally into applying features only at certain times. E.g. if someone has an interesting feature designed to help them explore, if they can describe at the table how that feature would benefit their character in a combat or social interaction, that's great role playing that I want to encourage.
Also, please keep beginner players in mind. I deal with a lot of rules-vague players. Their need to know their character outweighs (at my table) their need to know the rules.
The current sheet is confusing. Limited use is NOT a feature of the rules of D&D, and though I understand it's purpose it will confuse several of my players.
Please don't try to resolve that by making it more confusing.
Think about what a player would write on a paper sheet, under a heading marked features. The name of the feature, a quick summary of its effect, and/or a page reference.
I would advocate a line for each feature, with the name, checkboxes if it is limited use, and the ability to expand to see the details. All features in one section, sored by name.
Don't over think this! Characters don't have that many features! People have made do with paper sheets for decades! Just present a list of feature names, and add the only-possible-digitally benefits of collapsible full descriptions and tracking of uses/charges. That will represent a huge upgrade!
Things that have likely been mentioned, but I didn't see an official response to, so I am mentioning for completeness:
I don't want to sound like a complete downer, so a couple of things I really love:
I should've said that if we're going to keep the series of boxes within boxes (the design Curse seems to be going for), we should have categories that make sense. But, like you, my preference is to take features out of subboxes, and simply present a list of alphabetical feature names with the ability to open them to get full details.
I'm on the DM's Guild: click here
So the Features box would look like this for a 1st-level half-orc noble fighter?
I'm on the DM's Guild: click here
I look forward to subscribing in a few weeks when these improvements roll out. Thanks BadEye!
I'm on the DM's Guild: click here
I am unable to equip a Staff of Power as a weapon so that it shows up under my Attacks.
I also don't see a way to choose my second language as a variant human.
Sounds good Adam, thanks for the response.
I tried the character builder the day it came out and was underwhelmed with its usability. Was just re trying it finally and it has improved, but bonds traits and flaws still is not used friendly. As a UI designer and coder, I don't see how they still haven't had them selectable along with background?
Additional up issues I've found doing mobile usage;
Adding equipment search is odd at best. Should be a standard search ahead. Mobile keyboard covers that screen is updating.
Why are some filters buttons and others checkboxes? More intuitive if all are same.
Adding spell scrolls is useless as is since no way to indicate what spell. When add scroll, add an overlay to select scroll spell.
Manage hit dice is not intuitive. Created a fourth level character and it only listed eight hp. Clicking hp only allowed edit of current. When I went to manage hit dice, I had to enter total rolled, not current total, which is awkward.
Here's one thing I personally think would be nice for sorcerers: make sorcery points a little less manual. For example, I go to the sorcery points and it lets me select how many I spend. But it doesn't let me choose what to spend it on. I can't choose to turn my sorc points into spell slots, and then see those slots on my spell page. It would just be a bit simpler, imo, for the user if they could select what they wish to do from the abilities they have (their meta magic abilities + conversion between points and slots), and it does the points for them.
Another reason this could be inconvenient is if you multiclass. Say I'm a few levels of warlock and a few levels of sorcerer. By the rules, I could convert my warlock spell slots into sorcery points, then the sorc points into sorc spell slots. Then upon short resting, I'd get my warlock spell slots back, and keep my extra sorc slots until I long rest. So I think being able to choose what you use sorc points on, as well as then seeing the results (missing a spell slot when you convert it to points, or seeing an extra slot when you convert it from points) could be quite nice for sorc characters. Just a thought.
Why did quick build give my cleric 400 crossbow bolts? Why would my cleric ever need 400 bolts?
When I view my character sheet for my dragonborn I have gold chosen under the race but when I look at view character it shows blue dragon breath instead of fire breath.
where do you enable the variant human to get a feat instead of +1 all stats?
is it even there or am i being ********?
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