I personally think this layout is loads better than the current. First time through felt like the book as a website. The functionality of this seems better. Everything is compact and there is very little unsused space. There aren't annoying pop-ups (it appears). If you guys can nail the equipment (containers, starting equipment, equipped items, carried items, items in a bag) and features (all features in one list) stuff, put a good way to take notes (pics, lists, collapsible sections), and make the process of creating a PC more streamlined, I'll subscribe.
I agree, this look much better than the current form. I still want a printable version and I would not mind it looking like this. Maybe just export it to a pdf in landscape to preserve the layout.
Will the next phase of development improve the character sheet on non-phone interfaces? Drilling down through all the expanding menus is such a pain. I'd very much prefer a simple popup. I just need it to list my features and let me tap a link to display a pop up that can then be dismissed (unlike beta).
Desktop character builder/ sheet views are going through a full revamp based on thousands of posts of feedback. This process will take us a little while (but not too long), and it will make marked improvements. Collapsibles are changing to another UI.
I really shouldn't do this as things can change, but I'll post a super small snippet preview of part of the desktop sheet view. Please keep in mind this is WIP and NOT final.
Wow I'm loving the look of the new sheet so far! We're not going to lose any information though, right? I like being able to look at the sheet and if I see an ability I don't quite recognize off the bat, the current sheet expands and gives the full text for that ability. It's all still going to be there right?
And then my next question is concerning Conditions and condition tracking. Currently the sheet doesn't tell you what a condition does or allow for stacking exhaustion. Will we get hoverable conditions with the new sheet and exhaustion that can be tracked?
Well now. That's definitely much closer to a sheet I'd consider using in play, once digital dice get added. Great density while remaining very, very readable.
You guys continue to impress me.
When I first signed up for the beta, I took a look and wrote Beyond off as another Dungeonscape fiasco, but each and every update (and the pace of them!) proves me more and more wrong. I honestly couldn't be more pleased with this site and the direction it's heading.
It's so nice to have actual confidence in the direction of digital tools for D&D again.
Looking good -- might I make one suggestion though? Next to/under Resistances and Immunities add a spot for conditions. I think having that up front and easily clickable would be awesome. Or maybe even a small box with icons for each condition that you can just click to enable/disable would be great.
Everything is customizable after character generation ;)
So math not working right is perfectly how it can be.
That's all well and good, but just look at that AC entry.
:sigh:
The problem with posting an in-progress mock of a new feature is that someone will invariably pour over it to check accuracy when we're not concerned about that - the mock targets look and feel.
It's a mock - not live data!
It looks awesome. Someone will always look past the intent and go farther. Thank you for sharing. Please share more with ludacrisky wrong numbers. What?! I’m chaotic evil,
Here's some feedback, then: I can't stand the "--", "P", and "E" that the new sheet uses to denote proficiency. What do you use for half proficiency? "H"? How do you tell the difference between half proficiency rounded down and half proficiency rounded up?
And then there's the whole Expertise issue.
I think it's very clear and like it a lot. Much better than the asterisks and minuscule EXP we have currently. We can only guess as to how half-proficiency will be noted, but H seems a good guess, and if the gear icons everywhere are any indication, you'll likely be able to tweak this section as well, for your rounding issues.
Looking good -- might I make one suggestion though? Next to/under Resistances and Immunities add a spot for conditions. I think having that up front and easily clickable would be awesome. Or maybe even a small box with icons for each condition that you can just click to enable/disable would be great.
Can't wait for this to be live!
I'd opine that it belongs in the Health & Status box, rather than the combat section, but yeah - icons and hoverable condition info will be super useful.
Looking good -- might I make one suggestion though? Next to/under Resistances and Immunities add a spot for conditions. I think having that up front and easily clickable would be awesome. Or maybe even a small box with icons for each condition that you can just click to enable/disable would be great.
Can't wait for this to be live!
I'd opine that it belongs in the Health & Status box, rather than the combat section, but yeah - icons and hoverable condition info will be super useful.
That does make more sense, it just seemed that there was more open space by resistances/immunities. Then again, if you had several they would fill up that open space so who knows.
I'm sure this has been said before but now that we have a new Mock to look at, I'd like to (potentially) repeat it.
The "Features & Traits" tab I see hiding at the bottom is super promising, but I hope it doesn't include redundant information. My biggest frustration with the current sheet is that it shows EVERY aspect of your race and class, even if that trait is already accounted for elsewhere (example, it tells me I'm proficient in Wisdom saves under my Cleric box, even though the Save box already shows this). If I really need to know where a proficiency or whatever comes from, I can open the character up in the Builder view, but in actual gameplay we just need to know that we have it.
Yeah, it's a WIP as BadEye said, so things will shuffle a bit, I expect. Certainly an encouraging preview though!
Wish they would give a rough timeline
To repeat the well-versed litany, I won't give timelines for unreleased development until it is clear we will hit those timelines.
What I can give, however, is the prioritization of the development pipeline. This changes occasionally with community feedback, but currently it is:
Backgrounds revamp (soon), equipment management updates (starting equipment, containers), character sharing/ copying/ ownership transfer, source filtering (and the first pass of AL aids), wild shape/ companions, and then this revamp.
To put it in perspective, the reason I've said this mock is not a final product is it is just that - a mock. We are in the concept phase on this since we are incorporating thousands and thousands of posts of feedback. I would love to move quicker, but it would have been a mistake to react hastily on something as important as this is. The best path long-term was to compile all the feedback and act when we had clarity.
While it won't be our policy to reveal our full, blown out roadmap (too many variables), I will be sharing what I've shared above and discuss it via our monthly developer update livestream that will start in the next couple of weeks. More on that soon.
Yeah, it's a WIP as BadEye said, so things will shuffle a bit, I expect. Certainly an encouraging preview though!
Wish they would give a rough timeline
To repeat the well-versed litany, I won't give timelines for unreleased development until it is clear we will hit those timelines.
What I can give, however, is the prioritization of the development pipeline. This changes occasionally with community feedback, but currently it is:
Backgrounds revamp (soon), equipment management updates (starting equipment, containers), character sharing/ copying/ ownership transfer, source filtering (and the first pass of AL aids), wild shape/ companions, and then this revamp.
To put it in perspective, the reason I've said this mock is not a final product is it is just that - a mock. We are in the concept phase on this since we are incorporating thousands and thousands of posts of feedback. I would love to move quicker, but it would have been a mistake to react hastily on something as important as this is. The best path long-term was to compile all the feedback and act when we had clarity.
While it won't be our policy to reveal our full, blown out roadmap (too many variables), I will be sharing what I've shared above and discuss it via our monthly developer update livestream that will start in the next couple of weeks. More on that soon.
Thanks!
Makes sense (although I'm a little sad not to see UA content on the mock timeline; but it makes sense I just want to bring on my artificer, lol). Can't wait to see what's next.
To repeat the well-versed litany, I won't give timelines for unreleased development until it is clear we will hit those timelines.
What I can give, however, is the prioritization of the development pipeline. This changes occasionally with community feedback, but currently it is:
Backgrounds revamp (soon), equipment management updates (starting equipment, containers), character sharing/ copying/ ownership transfer, source filtering (and the first pass of AL aids), wild shape/ companions, and then this revamp.
To put it in perspective, the reason I've said this mock is not a final product is it is just that - a mock. We are in the concept phase on this since we are incorporating thousands and thousands of posts of feedback. I would love to move quicker, but it would have been a mistake to react hastily on something as important as this is. The best path long-term was to compile all the feedback and act when we had clarity.
While it won't be our policy to reveal our full, blown out roadmap (too many variables), I will be sharing what I've shared above and discuss it via our monthly developer update livestream that will start in the next couple of weeks. More on that soon.
Thanks!
Thanks as always for the updates BadEye. You folks are trying to please a LOT of people, with a LOT of different opinions and playstyles. Ultimately this means you need to design a high degree of user-controlled customization into the platform, and that sort of thing takes time. It's already been made clear that responsiveness to user feedback is a high priority, so I think most of us are totally satisfied to wait the required amount of time for you folks to deliver on those promises.
I don’t think it gets said enuff on here, but thank you. You and your team are awesome.
I want to say that I do appreciate the fact that you are listening to the community. I like the current layout of the character sheet, but do think it could use some tweaks. But the mock-up you posted just blew me out of the water.
I look at all the work you guys have but in, what the product is now, and the direction it is going, and I can’t help but be excited.
Yeah, it's a WIP as BadEye said, so things will shuffle a bit, I expect. Certainly an encouraging preview though!
Wish they would give a rough timeline
To repeat the well-versed litany, I won't give timelines for unreleased development until it is clear we will hit those timelines.
What I can give, however, is the prioritization of the development pipeline. This changes occasionally with community feedback, but currently it is:
Backgrounds revamp (soon), equipment management updates (starting equipment, containers), character sharing/ copying/ ownership transfer, source filtering (and the first pass of AL aids), wild shape/ companions, and then this revamp.
To put it in perspective, the reason I've said this mock is not a final product is it is just that - a mock. We are in the concept phase on this since we are incorporating thousands and thousands of posts of feedback. I would love to move quicker, but it would have been a mistake to react hastily on something as important as this is. The best path long-term was to compile all the feedback and act when we had clarity.
While it won't be our policy to reveal our full, blown out roadmap (too many variables), I will be sharing what I've shared above and discuss it via our monthly developer update livestream that will start in the next couple of weeks. More on that soon.
Thanks!
Are updates to the character sheet export tucked in there somewhere or is that after?
AD
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I personally think this layout is loads better than the current. First time through felt like the book as a website. The functionality of this seems better. Everything is compact and there is very little unsused space. There aren't annoying pop-ups (it appears). If you guys can nail the equipment (containers, starting equipment, equipped items, carried items, items in a bag) and features (all features in one list) stuff, put a good way to take notes (pics, lists, collapsible sections), and make the process of creating a PC more streamlined, I'll subscribe.
I agree, this look much better than the current form. I still want a printable version and I would not mind it looking like this. Maybe just export it to a pdf in landscape to preserve the layout.
She/Her College Student Player and Dungeon Master
Wow I'm loving the look of the new sheet so far! We're not going to lose any information though, right? I like being able to look at the sheet and if I see an ability I don't quite recognize off the bat, the current sheet expands and gives the full text for that ability. It's all still going to be there right?
And then my next question is concerning Conditions and condition tracking. Currently the sheet doesn't tell you what a condition does or allow for stacking exhaustion. Will we get hoverable conditions with the new sheet and exhaustion that can be tracked?
Well now. That's definitely much closer to a sheet I'd consider using in play, once digital dice get added. Great density while remaining very, very readable.
You guys continue to impress me.
When I first signed up for the beta, I took a look and wrote Beyond off as another Dungeonscape fiasco, but each and every update (and the pace of them!) proves me more and more wrong. I honestly couldn't be more pleased with this site and the direction it's heading.
It's so nice to have actual confidence in the direction of digital tools for D&D again.
Dave
Looking good -- might I make one suggestion though? Next to/under Resistances and Immunities add a spot for conditions. I think having that up front and easily clickable would be awesome. Or maybe even a small box with icons for each condition that you can just click to enable/disable would be great.
Can't wait for this to be live!
How do you get a one-armed goblin out of a tree?
Wave!
I really like the upcoming layout, I don't know about the mustard yellow color, but maybe that can be a user color select or something.
How do you get a one-armed goblin out of a tree?
Wave!
I'm sure this has been said before but now that we have a new Mock to look at, I'd like to (potentially) repeat it.
The "Features & Traits" tab I see hiding at the bottom is super promising, but I hope it doesn't include redundant information. My biggest frustration with the current sheet is that it shows EVERY aspect of your race and class, even if that trait is already accounted for elsewhere (example, it tells me I'm proficient in Wisdom saves under my Cleric box, even though the Save box already shows this). If I really need to know where a proficiency or whatever comes from, I can open the character up in the Builder view, but in actual gameplay we just need to know that we have it.
Yeah, it's a WIP as BadEye said, so things will shuffle a bit, I expect. Certainly an encouraging preview though!
"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)
-Dresden White
I don’t think it gets said enuff on here, but thank you. You and your team are awesome.
I want to say that I do appreciate the fact that you are listening to the community. I like the current layout of the character sheet, but do think it could use some tweaks. But the mock-up you posted just blew me out of the water.
I look at all the work you guys have but in, what the product is now, and the direction it is going, and I can’t help but be excited.