Perhaps I misunderstand the potential fix for the "mobile vs. PC view" issue, but I thought the entire view was solely based on resolution. For example, if I take my browser window and resize it, I am changing the resolution ratio of that window. This also changes my view accordingly. I can shrink my browser down to see the same view I get on my phone or tablet. Is this not a pure function of the type of coding they used? Are we not asking them to revamp the revamp in this scenario?
I'm not trying to say that it's too much or that it isn't worth asking for, I'm just wanting to make sure I understand it and what can actually be done about it. I'm in financials, not web design, so I'm in the dark on this one, lol.
If they're using responsive design, then yes, your assumptions are correct regarding everything being the same "view" but they can use responsive design to control where things get positioned at different resolutions.
Rollback Post to RevisionRollBack
Grant K. Smith A+, Network+, MCP x 2, BSIT/VC, MIS
Software Engineer & Dungeon Master
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." - J. R. R. Tolkien "Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup" - Anonymous
Badeye or other developer, is there any plan to provide the desktop view to mobile devices? I much prefer the desktop view even on a smaller iPad. I’m 100% ok with being patient but it would be nice to know if there are plans to revisit desktop view for mobile. If the mobile view is all we’ll be getting for iPad, I’d just like to know so I can inform my group and help them to more effectively use the character sheets. I love the update and think it’s very handy and well put together but I’m sure it’s known that the desktop view is much more useful than the way the mobile is laid out. Thanks for all you do!
This!
I believe they said they are looking at making the view available on 10.5 inch iPad Pros, but no word yet on smaller devices like the normal iPad or the Minis that the cast of CR use.
From what I have read, iPad minis have denser pixels and also have a 1024 screen width when in landscape orientation. If they adjust it to fit in that screen width, I believe that all iPads will be able to use the desktop view in landscape orientation.
Badeye or other developer, is there any plan to provide the desktop view to mobile devices? I much prefer the desktop view even on a smaller iPad. I’m 100% ok with being patient but it would be nice to know if there are plans to revisit desktop view for mobile. If the mobile view is all we’ll be getting for iPad, I’d just like to know so I can inform my group and help them to more effectively use the character sheets. I love the update and think it’s very handy and well put together but I’m sure it’s known that the desktop view is much more useful than the way the mobile is laid out. Thanks for all you do!
This!
I believe they said they are looking at making the view available on 10.5 inch iPad Pros, but no word yet on smaller devices like the normal iPad or the Minis that the cast of CR use.
From what I have read, iPad minis have denser pixels and also have a 1024 screen width when in landscape orientation. If they adjust it to fit in that screen width, I believe that all iPads will be able to use the desktop view in landscape orientation.
That would be ideal! I personally have a 10.5 inch pro, but several of the people I play with have the standard screen size/the mini. On the mini, the old swipe function might be the better approach (assuming combined actions/combat panels) simply due to how small everything would be on that screen when using the PC view, but I'd have to see it for myself first before being able to say for sure. That said, I think the 12 inch and 10.5 inch pro models, along with the 9.7 inch standard screen should be able to handle the full view without issue. Overall, incorporating that should relieve a lot of the issues I have seen raised, at least in terms of ease of use during gameplay. Certain other things it is easy enough to adjust to (like things just being in different locations), but toggling back and forth/back and forth between screens is unusable. I think a previous post mapped it out as being 10+ interactions needed during a standard combat round as opposed to how it used to be with everything readily in front of you.
Perhaps I misunderstand the potential fix for the "mobile vs. PC view" issue, but I thought the entire view was solely based on resolution. For example, if I take my browser window and resize it, I am changing the resolution ratio of that window. This also changes my view accordingly. I can shrink my browser down to see the same view I get on my phone or tablet. Is this not a pure function of the type of coding they used? Are we not asking them to revamp the revamp in this scenario?
I'm not trying to say that it's too much or that it isn't worth asking for, I'm just wanting to make sure I understand it and what can actually be done about it. I'm in financials, not web design, so I'm in the dark on this one, lol.
If they're using responsive design, then yes, your assumptions are correct regarding everything being the same "view" but they can use responsive design to control where things get positioned at different resolutions.
- Anything that is a limited resource per short or long rest (such as channel divinity) should be more accessible than things that aren't (like a description of spell casting). Right now those are all in “Features and Traits” when really they should be somewhere much more visible. Anything that I need to actively keep track of should be in its own very accessible area, not buried in information that I only need to refer to as needed. You could have all the descriptions in one place but there needs to be one place with all my expendable class resources (except for maybe spells which should be similarly prominent) so I have a good idea of where my character is in terms of needing rests and how combat-ready I am.
Very much agreed. Any class, race, feat, or item piece that has any kind of limited use should get a section, like there was previously.
- Anything that is a limited resource per short or long rest (such as channel divinity) should be more accessible than things that aren't (like a description of spell casting). Right now those are all in “Features and Traits” when really they should be somewhere much more visible. Anything that I need to actively keep track of should be in its own very accessible area, not buried in information that I only need to refer to as needed. You could have all the descriptions in one place but there needs to be one place with all my expendable class resources (except for maybe spells which should be similarly prominent) so I have a good idea of where my character is in terms of needing rests and how combat-ready I am.
Very much agreed. Any class, race, feat, or item piece that has any kind of limited use should get a section, like there was previously.
And by that, I guess you also mean one shared section, not a section each. ;) Just to be on the same page.
Rollback Post to RevisionRollBack
--[ Natural 20 - that's how I roll! ]-- We've stopped this OGL madness, but stay vigilant, they tried it once, they can try it again.
- Anything that is a limited resource per short or long rest (such as channel divinity) should be more accessible than things that aren't (like a description of spell casting). Right now those are all in “Features and Traits” when really they should be somewhere much more visible. Anything that I need to actively keep track of should be in its own very accessible area, not buried in information that I only need to refer to as needed. You could have all the descriptions in one place but there needs to be one place with all my expendable class resources (except for maybe spells which should be similarly prominent) so I have a good idea of where my character is in terms of needing rests and how combat-ready I am.
Very much agreed. Any class, race, feat, or item piece that has any kind of limited use should get a section, like there was previously.
That should be either under "other" or maybe a tab called "limited use" or something to make it clear what it is. Everything that could be used during combat and/or is limited should be clearly visible and trackable.
Another thing I just thought about: It would be tremendously helpful if you would be remembered to use abilities like "relentless endurance" or "defy death" once you are reduced to zero hitpoints. That would just be awesome.
- Anything that is a limited resource per short or long rest (such as channel divinity) should be more accessible than things that aren't (like a description of spell casting). Right now those are all in “Features and Traits” when really they should be somewhere much more visible. Anything that I need to actively keep track of should be in its own very accessible area, not buried in information that I only need to refer to as needed. You could have all the descriptions in one place but there needs to be one place with all my expendable class resources (except for maybe spells which should be similarly prominent) so I have a good idea of where my character is in terms of needing rests and how combat-ready I am.
Very much agreed. Any class, race, feat, or item piece that has any kind of limited use should get a section, like there was previously.
And by that, I guess you also mean one shared section, not a section each. ;) Just to be on the same page.
Yes, "like there was previously" being key -- in the original sheet there was a limited use section. Also made it easier to refresh magic items that regain charges at Dawn, instead of fighting through the equipment list for them.
- Anything that is a limited resource per short or long rest (such as channel divinity) should be more accessible than things that aren't (like a description of spell casting). Right now those are all in “Features and Traits” when really they should be somewhere much more visible. Anything that I need to actively keep track of should be in its own very accessible area, not buried in information that I only need to refer to as needed. You could have all the descriptions in one place but there needs to be one place with all my expendable class resources (except for maybe spells which should be similarly prominent) so I have a good idea of where my character is in terms of needing rests and how combat-ready I am.
Very much agreed. Any class, race, feat, or item piece that has any kind of limited use should get a section, like there was previously.
And by that, I guess you also mean one shared section, not a section each. ;) Just to be on the same page.
Yes, "like there was previously" being key -- in the original sheet there was a limited use section. Also made it easier to refresh magic items that regain charges at Dawn, instead of fighting through the equipment list for them.
I don't mind having it show up in some format similar to how it was before, but I also don't want to lose what we're shown now. I love having the spells from a magic item shown in-line with other spells, among other things. So if we get some sort of special section for this, I would want to see it remain as-is currently, as well. I know this would be a little redundant, but there's already some redundancy built into the current state of the sheet.
I've been using the new sheet for a couple characters and I have a few suggestions for usability improvements:
Adding Saves to the Combat section. They're commonly used during combat so having them listed under AC would reduce the page shifts needed.
Having a place in the spells section where I can see a full list of my spells regardless of level. Sometimes I want to quickly review all of my options.
Removing spell casting modifiers and save DCs on the spell tabs for non spell casting classes. Having a DC there for my non spellcasting rogue multiclass just is extra info that I don't need and clutters up what I do need.
I would like to see Actions as an available input for homebrew items, so that when they are equipped, if the item has an action/bonus action/reaction/other attached to it, it appears in the relevant section.
Currently I can workaround by entering those items as actions/etc manually, but it doesn't help differentiate between equipped/not equipped, and when I give items to my players it means either taking extra time during the session to set them up in those sections, or not being visible until between sessions when I can update them.
Yes, "like there was previously" being key -- in the original sheet there was a limited use section. Also made it easier to refresh magic items that regain charges at Dawn, instead of fighting through the equipment list for them.
I agree but am trying to avoid "like there was previously" in my criticisms as the developers are trying to gather feedback completely in the context of the new system and have already heard a lot of "make it more like it was before" (from me included!).
And while I'm at it having the short and long rest buttons next to limited features makes (and made) a whole lot of sense too!
Idk if it has been mentioned, but I'm finding one thing to be kind of a nuisance.
Looking at a character sheet on a desktop in a smaller window, if I have scrolled down the page, the sidebar causes the whole page to jump back up to the top. So if I'm making several edits to my character's notes, it's a lot of scrolling back down again. I feel like the flow would be better if the sidebar was more independent of the rest of the page. As in, as it currently is, it seems to be more "anchored" whereas it would be more convenient if it was "floating" (I hope I used the correct terminology).
I am loving it! One thing as feedback: I think it would be really nice that the side panel closes if I click on the same thing I clicked to open it. I mean, some times I just want to read something and dismiss it, and my first try was to click the same item again. I have to go to the little close button and click it.
In the end, I don't want to click anything anymore in fear I will have to go and close the panel.
I am loving it! One thing as feedback: I think it would be really nice that the side panel closes if I click on the same thing I clicked to open it. I mean, some times I just want to read something and dismiss it, and my first try was to click the same item again. I have to go to the little close button and click it.
In the end, I don't want to click anything anymore in fear I will have to go and close the panel.
If you click/tap on the white space where there is nothing to detail, it will also close that way.
A few quick things after trying out the new sheet and re-making my characters:
The floating sidebar overlaps content when up and pinning it is not persistent!!
Trying to add new equipment and searching for +1 armor, if you actually type "scale mail +1" you get no results. Instead, you need to do "scale mail," or "scale mail 1" to get this to work.
Portent still not having the ability to keep track of the rolls is super annoying (notes is ok, but it requires additional clicks to get in there to see the info)
Inventory sorting and lack there-of. Really need a grouping feature here, like "bags". Also, when I added my scale mail +1, it's now the first item in the list. Why? Are all magical items sorted before mundane items?
The quick buttons for heal/damage are not very convenient. Having buttons like [1] [5] [10] there would be much quicker. You could have the box to enter in the value, but it's so much quicker to just click 10, 5, 1 for 16 points of damage vs. typing it in and then pressing the heal/damage button.
Things like stonecunning should be visible from the skill overview, maybe an asterisk, but the details should also show up in the overlay for the relevant skill.
Things like disadvantage to skills should be shown as well, such as wearing scale mail causing disadvantage to stealth rolls.
Upgrading equipment to their magical counterparts should be a replace action. For example, I picked up a +1 Warhammer and I was to replace my current warhammer with it. Too many steps involved now.
No ability to learn additional cantrips past your max (homebrew rule)
Overall, I'd say it's a welcome step in the right direction. However, many things are still clunky and fact that things are still hidden behind tabs is tedious. Things like spells and equipment should always be visible; I don't understand the worry about scrolling as it's far faster and requires much less interaction to get to your information. Spells especially so as I have a multiclass Cleric/Wizard and having all of my primary abilities in a tiny little window is not cool.
Looking forward to more updates, hopefully they are incremental and much quicker!
Wizards can cast both Unprepared and Prepared Ritual spells as a ritual without expending a spell slot... So it would make since that a Wizard would have a separate section for ritual spells.
Clerics and Druids can only cast Ritual spells as a ritual if the spell is also prepared. So it doesn't really matter to have a separate section for ritual spells for those classes.
Bards can cast any Ritual spell they know as Ritual without expending a spell slot. So it would not really matter to have a separate section for ritual spells for a bard.
I disagree; it makes sense for all these classes to have a ritual section. Right now, spells are organized by "what it will cost you to cast this spell"--nothing (cantrips), a 1st-level slot, a 2nd-level slot, etc. If Leomund's tiny hut is only listed in the 3rd-level section, it suggests that you have to burn a 3rd-level slot to cast it, when in fact you just need 10 minutes.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
If they're using responsive design, then yes, your assumptions are correct regarding everything being the same "view" but they can use responsive design to control where things get positioned at different resolutions.
Grant K. Smith
A+, Network+, MCP x 2, BSIT/VC, MIS
Software Engineer & Dungeon Master
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." - J. R. R. Tolkien
"Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup" - Anonymous
From what I have read, iPad minis have denser pixels and also have a 1024 screen width when in landscape orientation. If they adjust it to fit in that screen width, I believe that all iPads will be able to use the desktop view in landscape orientation.
https://www.apple.com/ipad-mini-4/
Feature Requests || Homebrew FAQ || Pricing FAQ || Hardcovers FAQ || Snippet Codes || Tooltips
DDB Guides & FAQs, Class Guides, Character Builds, Game Guides, Useful Websites, and WOTC Resources
That would be ideal! I personally have a 10.5 inch pro, but several of the people I play with have the standard screen size/the mini. On the mini, the old swipe function might be the better approach (assuming combined actions/combat panels) simply due to how small everything would be on that screen when using the PC view, but I'd have to see it for myself first before being able to say for sure. That said, I think the 12 inch and 10.5 inch pro models, along with the 9.7 inch standard screen should be able to handle the full view without issue. Overall, incorporating that should relieve a lot of the issues I have seen raised, at least in terms of ease of use during gameplay. Certain other things it is easy enough to adjust to (like things just being in different locations), but toggling back and forth/back and forth between screens is unusable. I think a previous post mapped it out as being 10+ interactions needed during a standard combat round as opposed to how it used to be with everything readily in front of you.
Cool! Hopefully it's a smooth transition then. Thank you, kind adventurer!
Very much agreed. Any class, race, feat, or item piece that has any kind of limited use should get a section, like there was previously.
And by that, I guess you also mean one shared section, not a section each. ;) Just to be on the same page.
--[ Natural 20 - that's how I roll! ]--
We've stopped this OGL madness, but stay vigilant, they tried it once, they can try it again.
That should be either under "other" or maybe a tab called "limited use" or something to make it clear what it is. Everything that could be used during combat and/or is limited should be clearly visible and trackable.
Another thing I just thought about: It would be tremendously helpful if you would be remembered to use abilities like "relentless endurance" or "defy death" once you are reduced to zero hitpoints. That would just be awesome.
Yes, "like there was previously" being key -- in the original sheet there was a limited use section. Also made it easier to refresh magic items that regain charges at Dawn, instead of fighting through the equipment list for them.
I would love to have the ability to customize Initiative the same way you can customize AC.
I don't mind having it show up in some format similar to how it was before, but I also don't want to lose what we're shown now. I love having the spells from a magic item shown in-line with other spells, among other things. So if we get some sort of special section for this, I would want to see it remain as-is currently, as well. I know this would be a little redundant, but there's already some redundancy built into the current state of the sheet.
I've been using the new sheet for a couple characters and I have a few suggestions for usability improvements:
Adding Saves to the Combat section. They're commonly used during combat so having them listed under AC would reduce the page shifts needed.
Having a place in the spells section where I can see a full list of my spells regardless of level. Sometimes I want to quickly review all of my options.
Removing spell casting modifiers and save DCs on the spell tabs for non spell casting classes. Having a DC there for my non spellcasting rogue multiclass just is extra info that I don't need and clutters up what I do need.
I would like to see Actions as an available input for homebrew items, so that when they are equipped, if the item has an action/bonus action/reaction/other attached to it, it appears in the relevant section.
Currently I can workaround by entering those items as actions/etc manually, but it doesn't help differentiate between equipped/not equipped, and when I give items to my players it means either taking extra time during the session to set them up in those sections, or not being visible until between sessions when I can update them.
As a DM with a lot of rotating players, my life would be 10% better if the character's subclass appeared in parentheses after the name of the class.
I agree but am trying to avoid "like there was previously" in my criticisms as the developers are trying to gather feedback completely in the context of the new system and have already heard a lot of "make it more like it was before" (from me included!).
And while I'm at it having the short and long rest buttons next to limited features makes (and made) a whole lot of sense too!
Idk if it has been mentioned, but I'm finding one thing to be kind of a nuisance.
Looking at a character sheet on a desktop in a smaller window, if I have scrolled down the page, the sidebar causes the whole page to jump back up to the top. So if I'm making several edits to my character's notes, it's a lot of scrolling back down again. I feel like the flow would be better if the sidebar was more independent of the rest of the page. As in, as it currently is, it seems to be more "anchored" whereas it would be more convenient if it was "floating" (I hope I used the correct terminology).
Html tooltips don't show up anywhere.
For example, make an Oath of Conquest Paladin (level 3+)
Your Channel Divinity mentions that your target becomes frightened, but you can't mouse over frightened to see what that means.
If you click on the ability to get the full description in the sidebar, the mouseover tooltip does not work there either.
When you look at the class in the Paladin class page, the tooltip works correctly.
Site Info: Wizard's ToS | Fan Content Policy | Forum Rules | Physical Books | Content Not Working | Contact Support
How To: Homebrew Rules | Create Homebrew | Snippet Codes | Tool Tips (Custom) | Rollables (Generator)
My Homebrew: Races | Subclasses | Backgrounds | Feats | Spells | Magic Items
Other: Beyond20 | Page References | Other Guides | Entitlements | Dice Randomization | Images Fix | FAQ
I am loving it! One thing as feedback: I think it would be really nice that the side panel closes if I click on the same thing I clicked to open it. I mean, some times I just want to read something and dismiss it, and my first try was to click the same item again. I have to go to the little close button and click it.
In the end, I don't want to click anything anymore in fear I will have to go and close the panel.
Just a thought!
Great work!!!
If you click/tap on the white space where there is nothing to detail, it will also close that way.
A few quick things after trying out the new sheet and re-making my characters:
Overall, I'd say it's a welcome step in the right direction. However, many things are still clunky and fact that things are still hidden behind tabs is tedious. Things like spells and equipment should always be visible; I don't understand the worry about scrolling as it's far faster and requires much less interaction to get to your information. Spells especially so as I have a multiclass Cleric/Wizard and having all of my primary abilities in a tiny little window is not cool.
Looking forward to more updates, hopefully they are incremental and much quicker!
I disagree; it makes sense for all these classes to have a ritual section. Right now, spells are organized by "what it will cost you to cast this spell"--nothing (cantrips), a 1st-level slot, a 2nd-level slot, etc. If Leomund's tiny hut is only listed in the 3rd-level section, it suggests that you have to burn a 3rd-level slot to cast it, when in fact you just need 10 minutes.