Are there plans to add other domains to the cleric drop down menu? I am trying to test out the character builder on a character that I already have that is war domain.
Are there plans to add other domains to the cleric drop down menu? I am trying to test out the character builder on a character that I already have that is war domain.
Other subclass options will become purchasable on release.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
I don't know if this has been mentioned before, but it doesn't seem that you can make characters above 1st level. Or level up characters. Is this intentional?
I don't know if this has been mentioned before, but it doesn't seem that you can make characters above 1st level. Or level up characters. Is this intentional?
They're working on making it easier to figure out how to level up characters, but it is possible.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
I don't know if this has been mentioned before, but it doesn't seem that you can make characters above 1st level. Or level up characters. Is this intentional?
You need to go into the builder, go to the class tab and then level up your class.
So far everything is working very well. It still seems a bit bulky in creating the characters. For instance: when I create a dragonborn, I would prefer to have the sub races as the next step before you continue. And with all races it's this way if they have a su race to shoes from. The sub-race should not have a default selected as they all do. Instead it default to a must choose option where my players can't skip over the details by accident, causing waisted time at the table to go back and fix them to what they wanted but overlooked.
Thats really the the only issue we have come across and not a problem with DDB but a step you implement to save headache down the road.
This is a nice character Builder, thank you. Thing I'd like to see: Hard copy print feature. Layout closer to the paper character sheet. More backgrounds. Ability to upload my own portrait pictures, or maybe just more to choose from. An Android version of the phone app.
I love the character builder so far. Not all the backgrounds and feats are up yet. That'll just take time. Made a couple of different characters with what's available. I recommend removing spells from the attack tab on the finalized character sheet. It only includes spells with attack rolls. In my opinion, it's repetitive because the spells tab lists all your spells already and allows you to manage the list and keep track of slot use. Aside from that it's very easy to navigate on your phone. Great job so far!
Warlock invocations need some additional work. You can change an invocation each time you level. So at level three you need to be able to adjust your invocations to things such as Book Of Ancient Secrets. You should not have to wait until level 5 to change your invocations. Some of the invocation restrictions are also not correct. At level 5 new invocations open up to being available, but you shouldn't HAVE to use a level 5 invocations. You should be able to choose from any available to your level pending you meet the appropriate pact/boon restrictions.
Why we can't use the Homebrew functionality to simply add the features/spells which aren't already included in the "free" version.
I realize that some options like spells and warlock patrons are not available until the beta ends, but I am not sure I understand why people would use this tool if you are going to put so much basic functionality behind a pay wall. Many of us already have invested in the PBH, DMG, etc. There doesn't seem to be much incentive to pay for what we already have access too. Especially as there are tools already available with the same kind of functionality that are available online for free. The Forged Anvil character sheet is perhaps more impressive and just as easy to use.
I love the character builder so far. Not all the backgrounds and feats are up yet. That'll just take time. Made a couple of different characters with what's available. I recommend removing spells from the attack tab on the finalized character sheet. It only includes spells with attack rolls. In my opinion, it's repetitive because the spells tab lists all your spells already and allows you to manage the list and keep track of slot use. Aside from that it's very easy to navigate on your phone. Great job so far!
Agreed. Putting attack spells in two places is unnecessarily redundant.
Don't know if you guys are still reading through feedback here or not, but figured I'd give it a shot...
In character creation, where it lists starting equipment for a class (ie it migh say short sword or any simple weapon), it'd be nice to just be able to click to add what you want (ie say I want to pick the short sword rather than the simple weapon, I can just click that, it high lights it and adds it and you move down the list that way)
Also just in general picking items could be a little easier for characters. For instance, first you pick aromor and at the top you provide a list of armor with a summary of what it is much like in the PH. Feel like the basics are a bit lost in the many magic items that pop up.
the staff read through all of the feedback, so don't worry. :)
There are some changes coming for equipment and the change you suggested has been suggested by several others too. In fact, if you use the "Quick Build" option for a character, it will automatically load the standard equipment.
This is a nice character Builder, thank you. Thing I'd like to see: Hard copy print feature. Layout closer to the paper character sheet. More backgrounds. Ability to upload my own portrait pictures, or maybe just more to choose from. An Android version of the phone app.
Thanks again
- Coming.
-Would be nice.
- Coming after release this summer in the PHB content.
A few comments on the user-friendliness of the Character Builder.
As an experienced player, I find the builder flows very logically, and makes it very easy to just make choices about my character and have all the numbers work of the character sheet done for me.
However, when placing myself in the mindset of a new player, I thought there was not enough explanation and advice given on certain aspects (however, it's still a great improvement over using the book - the logical sequence and telling you when you have to make your choices is fantastic).
Race
The short description given for each race is apt; however, a new player will have no notion of what a Tiefling is, for example. I think a brief explanation (in the vein of "descendants of humans that made dark pacts with devils") is needed.
Class
The builder needs to explain what each skill does when telling the player to choose them. The names are pretty self-explanatory, but I have found many players think Perception detects lies (that's Insight), and that Acrobatics covers many things that are actually covered by Athletics. A recommendation to pick a class and race with matching ability scores would also be helpful, though not necessary.
Ability Scores
A new player would struggle to follow the "default" ability score generation method from DDB alone. The character builder does not explain that "manual" means "roll 4d6, totalling the highest 3, six times, and assign these to your ability scores as desired". In addition, this section badly needs an explanation of what each ability score does, and whether it's important - when making a rogue, the builder should say that Dexterity is the most important, and that Constitution should be at least 10 if possible. Finally, new players will probably not realise that a higher score that doesn't increase the modifier is useless. This could lead to Standard-array Wood Elf Rangers, for example, putting their 15 into Dexterity (total 17 [+3]) and their 14 into Wisdom (total 15 [+2]), when the other way around (total 16 [+3]) for both would be much better.
Description
Really excited to see background skills are just suggestions, and you are told to pick skills. Also excellent that skills you've already taken do not appear as options to prevent double-ups. However, a little note stating this (so a Rogue (Criminal background) doesn't wonder why the suggested skill of Stealth doesn't appear as a background skill option) would be helpful.
Equipment
I find this the most confusing step for a new player. First of all, the "Starting Equipment" button doesn't appear to be working. Secondly, the "Starting Gold" option doesn't say how much gold my character starts with or how much is lost when equipment is added. If you have already addressed these issue in notes ignore these comments.
More troubling is that if you search "shortsword", for example, it finds all shortswords, listen alphabetically. This means magic items come first. Mundane versions, IMO, should automatically go at the top of the list. In addition, the equipment section needs an option to filter by rarity as the compendium has. If already addressed in notes, ignore.
Finally, the carried/equipped process is confusing. IMO, selected items should be equipped by default; alternatively, a big banner should tell players to click on the "add equipment" button first, then to equip items they have added.
Character Sheet
Really well organised; I especially like the option to track resources like channel divinity and sorcery points, and then click to take a long or short rest. Spells also do everything I want them to, with a quick reference for save type and DC, range, area etc. However, I think spells that have no saving throw or attack roll (such as shield of faith) need a dash (-) instead of listing "Wisdom, DC 13" (for example, for a 1st-level Cleric). This is because it creates confusion between spells with no saving throw (such as shield of faith) and spells where the save isn't immediately obvious (such as sanctuary).
In addition, picking spells is difficult because you cannot view spell descriptions when managing spells, only when you have prepared/selected them. This creates the tedious situation of either using the compendium or PHB, or, picking spells two at a time and then checking their descriptions.
It may be worthwhile allowing players to prepare/learn more spells than they are allowed to. This means that (a) the player can learn extra spells when the GM and the story require it, and (b) the player can pick a long list of spells they would like to take, and then delete spells until they have the legal number of spells. The spell list could go red and have an exclamation mark above it (and an explanation) when the player selected too many spells.
Regarding weapon properties: Instead of a weapon's description merely stating that you can add proficiency to your attack rolls with it (which is already incorporated by the builder) weapons descriptions should have a list and explanation of their properties. For example, a Dagger should have the description. "Finesse: you can use either Dexterity or Strength for your attack and damage rolls with this weapons. Light: After you attack with this weapon as an action, you can take a bonus action to attack with another Light weapon in your other hand. Thrown (20/60): You can throw this weapon (attack roll is the same bonus as for a melee attack). If you throw it more than 20 and up to 60 feet, you have disadvantage on the attack roll. You cannot throw it further than 60 feet.
Finally, in addition to the very useful display of how many attacks a character can make using their action to Attack, I would love a section stating whether or not the character can take a bonus action to attack, and with what weapon. For example, if a 1st-level character has two daggers equipped and Dexterity 16, their attacks would read: Dagger (action): +5 to hit; 1d4+3 damage, and Dagger (bonus action): +5 to hit; 1d4 damage. A core mechanic like Two-Weapon Fighting should be worked into the game.
I love the newest phase and have used it for existing, as well as rolling up a few new characters.
Question; why do I need to use the override score for my abilities scores to have the right numbers print? Is this intentional or As-Designed?
I would certainly like to hear why your ability scores aren't calculating properly - override is intended to give players finite control over strange effects that might emerge at the table during play, not the norm.
If you can provide a link to your character, we can check it out, or let me know what is actually not correct.
So far everything is working very well. It still seems a bit bulky in creating the characters. For instance: when I create a dragonborn, I would prefer to have the sub races as the next step before you continue. And with all races it's this way if they have a su race to shoes from. The sub-race should not have a default selected as they all do. Instead it default to a must choose option where my players can't skip over the details by accident, causing waisted time at the table to go back and fix them to what they wanted but overlooked.
Thats really the the only issue we have come across and not a problem with DDB but a step you implement to save headache down the road.
Great job on sheet release!
In practice, a subrace is not optional but completely required. By combining those into a single choice, we are attempting to actually save time.
Also, dragonborn do not have subraces, so I wanted to be certain I understand your meaning!
So far everything is working very well. It still seems a bit bulky in creating the characters. For instance: when I create a dragonborn, I would prefer to have the sub races as the next step before you continue. And with all races it's this way if they have a su race to shoes from. The sub-race should not have a default selected as they all do. Instead it default to a must choose option where my players can't skip over the details by accident, causing waisted time at the table to go back and fix them to what they wanted but overlooked.
Thats really the the only issue we have come across and not a problem with DDB but a step you implement to save headache down the road.
Great job on sheet release!
In practice, a subrace is not optional but completely required. By combining those into a single choice, we are attempting to actually save time.
Also, dragonborn do not have subraces, so I wanted to be certain I understand your meaning!
Dragonborn do have colors that affect their stats, though, so you could say that they do have subraces.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Positive: I just stumbled across the dnd beyond web site and can see this will make the game more accessible and easier to start for lots of people. Good work! I have not played for 30 years but was just asked to join a group the other day. The web site was a perfect match for my needs! Am looking forward to the launch version. Applying all the race and class unique adjustments to abilities, skills, and other stats had to have taken so thought and planning in the design.
Confusion: Looking at the spell list filtered for wizard spells only (and the rule book I just purchased) it looks like "Blade Ward" is an available cantrips for a wizard yet it cannot be selected as a wizard cantrips when building a char. So is the spell list filter for Wizard spells correct or is the char builder correct? ... I also expected to be able to select "Witch Bolt" based on my new (printed Aug 2014) player handbook for the Wizard class but it was not available in the Char builder.
Positive: I just stumbled across the dnd beyond web site and can see this will make the game more accessible and easier to start for lots of people. Good work! I have not played for 30 years but was just asked to join a group the other day. The web site was a perfect match for my needs! Am looking forward to the launch version. Applying all the race and class unique adjustments to abilities, skills, and other stats had to have taken so thought and planning in the design.
Confusion: Looking at the spell list filtered for wizard spells only (and the rule book I just purchased) it looks like "Blade Ward" is an available cantrips for a wizard yet it cannot be selected as a wizard cantrips when building a char. So is the spell list filter for Wizard spells correct or is the char builder correct? ... I also expected to be able to select "Witch Bolt" based on my new (printed Aug 2014) player handbook for the Wizard class but it was not available in the Char builder.
Not everything in the PHB is in the free source documents D&D Beyond is using. Blade ward and witch bolt are among those that are not in said free documents.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
So far everything is working very well. It still seems a bit bulky in creating the characters. For instance: when I create a dragonborn, I would prefer to have the sub races as the next step before you continue. And with all races it's this way if they have a su race to shoes from. The sub-race should not have a default selected as they all do. Instead it default to a must choose option where my players can't skip over the details by accident, causing waisted time at the table to go back and fix them to what they wanted but overlooked.
Thats really the the only issue we have come across and not a problem with DDB but a step you implement to save headache down the road.
Great job on sheet release!
In practice, a subrace is not optional but completely required. By combining those into a single choice, we are attempting to actually save time.
Also, dragonborn do not have subraces, so I wanted to be certain I understand your meaning!
Dragonborn do have colors that affect their stats, though, so you could say that they do have subraces.
Technically they don't. Those color choices don't differentiate their statistics enough mechanically or change their cultural/ historical lore to mean a subrace.
If the original poster is saying that the choice of dragonborn Draconic Ancestry should be somehow separated from the base race, that doesn't make sense, even if subraces were separated in the UI. So, I'm just trying to get down to what the actual feedback is saying so we can see if there's something actionable there.
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Are there plans to add other domains to the cleric drop down menu? I am trying to test out the character builder on a character that I already have that is war domain.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
I don't know if this has been mentioned before, but it doesn't seem that you can make characters above 1st level. Or level up characters. Is this intentional?
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
So far everything is working very well. It still seems a bit bulky in creating the characters. For instance: when I create a dragonborn, I would prefer to have the sub races as the next step before you continue. And with all races it's this way if they have a su race to shoes from. The sub-race should not have a default selected as they all do. Instead it default to a must choose option where my players can't skip over the details by accident, causing waisted time at the table to go back and fix them to what they wanted but overlooked.
Thats really the the only issue we have come across and not a problem with DDB but a step you implement to save headache down the road.
Great job on sheet release!
This is a nice character Builder, thank you.
Thing I'd like to see:
Hard copy print feature.
Layout closer to the paper character sheet.
More backgrounds.
Ability to upload my own portrait pictures, or maybe just more to choose from.
An Android version of the phone app.
Thanks again
I love the character builder so far. Not all the backgrounds and feats are up yet. That'll just take time. Made a couple of different characters with what's available. I recommend removing spells from the attack tab on the finalized character sheet. It only includes spells with attack rolls. In my opinion, it's repetitive because the spells tab lists all your spells already and allows you to manage the list and keep track of slot use. Aside from that it's very easy to navigate on your phone. Great job so far!
Warlock invocations need some additional work. You can change an invocation each time you level. So at level three you need to be able to adjust your invocations to things such as Book Of Ancient Secrets. You should not have to wait until level 5 to change your invocations. Some of the invocation restrictions are also not correct. At level 5 new invocations open up to being available, but you shouldn't HAVE to use a level 5 invocations. You should be able to choose from any available to your level pending you meet the appropriate pact/boon restrictions.
Why we can't use the Homebrew functionality to simply add the features/spells which aren't already included in the "free" version.
I realize that some options like spells and warlock patrons are not available until the beta ends, but I am not sure I understand why people would use this tool if you are going to put so much basic functionality behind a pay wall. Many of us already have invested in the PBH, DMG, etc. There doesn't seem to be much incentive to pay for what we already have access too. Especially as there are tools already available with the same kind of functionality that are available online for free. The Forged Anvil character sheet is perhaps more impressive and just as easy to use.
Don't know if you guys are still reading through feedback here or not, but figured I'd give it a shot...
In character creation, where it lists starting equipment for a class (ie it migh say short sword or any simple weapon), it'd be nice to just be able to click to add what you want (ie say I want to pick the short sword rather than the simple weapon, I can just click that, it high lights it and adds it and you move down the list that way)
Also just in general picking items could be a little easier for characters. For instance, first you pick aromor and at the top you provide a list of armor with a summary of what it is much like in the PH. Feel like the basics are a bit lost in the many magic items that pop up.
Hi SEHart7,
the staff read through all of the feedback, so don't worry. :)
There are some changes coming for equipment and the change you suggested has been suggested by several others too. In fact, if you use the "Quick Build" option for a character, it will automatically load the standard equipment.
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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!"🔊
A few comments on the user-friendliness of the Character Builder.
As an experienced player, I find the builder flows very logically, and makes it very easy to just make choices about my character and have all the numbers work of the character sheet done for me.
However, when placing myself in the mindset of a new player, I thought there was not enough explanation and advice given on certain aspects (however, it's still a great improvement over using the book - the logical sequence and telling you when you have to make your choices is fantastic).
Race
The short description given for each race is apt; however, a new player will have no notion of what a Tiefling is, for example. I think a brief explanation (in the vein of "descendants of humans that made dark pacts with devils") is needed.
Class
The builder needs to explain what each skill does when telling the player to choose them. The names are pretty self-explanatory, but I have found many players think Perception detects lies (that's Insight), and that Acrobatics covers many things that are actually covered by Athletics. A recommendation to pick a class and race with matching ability scores would also be helpful, though not necessary.
Ability Scores
A new player would struggle to follow the "default" ability score generation method from DDB alone. The character builder does not explain that "manual" means "roll 4d6, totalling the highest 3, six times, and assign these to your ability scores as desired". In addition, this section badly needs an explanation of what each ability score does, and whether it's important - when making a rogue, the builder should say that Dexterity is the most important, and that Constitution should be at least 10 if possible. Finally, new players will probably not realise that a higher score that doesn't increase the modifier is useless. This could lead to Standard-array Wood Elf Rangers, for example, putting their 15 into Dexterity (total 17 [+3]) and their 14 into Wisdom (total 15 [+2]), when the other way around (total 16 [+3]) for both would be much better.
Description
Really excited to see background skills are just suggestions, and you are told to pick skills. Also excellent that skills you've already taken do not appear as options to prevent double-ups. However, a little note stating this (so a Rogue (Criminal background) doesn't wonder why the suggested skill of Stealth doesn't appear as a background skill option) would be helpful.
Equipment
I find this the most confusing step for a new player. First of all, the "Starting Equipment" button doesn't appear to be working. Secondly, the "Starting Gold" option doesn't say how much gold my character starts with or how much is lost when equipment is added. If you have already addressed these issue in notes ignore these comments.
More troubling is that if you search "shortsword", for example, it finds all shortswords, listen alphabetically. This means magic items come first. Mundane versions, IMO, should automatically go at the top of the list. In addition, the equipment section needs an option to filter by rarity as the compendium has. If already addressed in notes, ignore.
Finally, the carried/equipped process is confusing. IMO, selected items should be equipped by default; alternatively, a big banner should tell players to click on the "add equipment" button first, then to equip items they have added.
Character Sheet
Really well organised; I especially like the option to track resources like channel divinity and sorcery points, and then click to take a long or short rest. Spells also do everything I want them to, with a quick reference for save type and DC, range, area etc. However, I think spells that have no saving throw or attack roll (such as shield of faith) need a dash (-) instead of listing "Wisdom, DC 13" (for example, for a 1st-level Cleric). This is because it creates confusion between spells with no saving throw (such as shield of faith) and spells where the save isn't immediately obvious (such as sanctuary).
In addition, picking spells is difficult because you cannot view spell descriptions when managing spells, only when you have prepared/selected them. This creates the tedious situation of either using the compendium or PHB, or, picking spells two at a time and then checking their descriptions.
It may be worthwhile allowing players to prepare/learn more spells than they are allowed to. This means that (a) the player can learn extra spells when the GM and the story require it, and (b) the player can pick a long list of spells they would like to take, and then delete spells until they have the legal number of spells. The spell list could go red and have an exclamation mark above it (and an explanation) when the player selected too many spells.
Regarding weapon properties: Instead of a weapon's description merely stating that you can add proficiency to your attack rolls with it (which is already incorporated by the builder) weapons descriptions should have a list and explanation of their properties. For example, a Dagger should have the description. "Finesse: you can use either Dexterity or Strength for your attack and damage rolls with this weapons. Light: After you attack with this weapon as an action, you can take a bonus action to attack with another Light weapon in your other hand. Thrown (20/60): You can throw this weapon (attack roll is the same bonus as for a melee attack). If you throw it more than 20 and up to 60 feet, you have disadvantage on the attack roll. You cannot throw it further than 60 feet.
Finally, in addition to the very useful display of how many attacks a character can make using their action to Attack, I would love a section stating whether or not the character can take a bonus action to attack, and with what weapon. For example, if a 1st-level character has two daggers equipped and Dexterity 16, their attacks would read: Dagger (action): +5 to hit; 1d4+3 damage, and Dagger (bonus action): +5 to hit; 1d4 damage. A core mechanic like Two-Weapon Fighting should be worked into the game.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Positive: I just stumbled across the dnd beyond web site and can see this will make the game more accessible and easier to start for lots of people. Good work! I have not played for 30 years but was just asked to join a group the other day. The web site was a perfect match for my needs! Am looking forward to the launch version. Applying all the race and class unique adjustments to abilities, skills, and other stats had to have taken so thought and planning in the design.
Confusion: Looking at the spell list filtered for wizard spells only (and the rule book I just purchased) it looks like "Blade Ward" is an available cantrips for a wizard yet it cannot be selected as a wizard cantrips when building a char. So is the spell list filter for Wizard spells correct or is the char builder correct? ... I also expected to be able to select "Witch Bolt" based on my new (printed Aug 2014) player handbook for the Wizard class but it was not available in the Char builder.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)