Sorry if I'm making the staff's life harder, but has it been pointed out that the Barbarian's level 20 feature doesn't break the bounded accuracy? It might be the only exception for it besides monster building and certain magic items, but it will still be an important one eventually as more players may start to reach level 20.
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Je suis Consumer - We are the foundation, the floor beneath your rug. our support is the fate of every retail product, business, and franchise. for success you need support.
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Sorry if I'm making the staff's life harder, but has it been pointed out that the Barbarian's level 20 feature doesn't break the bounded accuracy? It might be the only exception for it besides monster building and certain magic items, but it will still be an important one eventually as more players may start to reach level 20.
That would likely be something for WOTC and not Curse. Curse is just putting in the material as presented by WOTC.
Sorry if I'm making the staff's life harder, but has it been pointed out that the Barbarian's level 20 feature doesn't break the bounded accuracy? It might be the only exception for it besides monster building and certain magic items, but it will still be an important one eventually as more players may start to reach level 20.
That would likely be something for WOTC and not Curse. Curse is just putting in the material as presented by WOTC.
That is an actual bug. Indeed 20th level barbarians break the 20 score cap. It has been reported to the staff.
I don't know if this has been mentioned, but it seems to make finesse weapons auto-use dexterity. I'm not sure if this is a bug, or I'm just missing something. Hope that helps.
Have you tried giving a high-Str character a Finesse weapon?
No, I was trying to give a character with slightly higher Dex than Str a Finesse weapon, but use the Str. The idea was a multiclass barbarian rogue with high Str, Dex, and Con, and using a Finesse weapon (to qualify for sneak attack) with Str (to qualify for rage damage). The way I set up the stats, I prioritized Dex and Con for AC, with Str being around 16 and Dex being about 20. However, I couldn't get the site to use Str, as it used my higher stat instead. It's something I could manually work around, but I thought I'd bring it up just in case.
When you get around to granting access to the PDF character sheets for download, will they have spell cards for the spells that character can cast? Several other builders I've tried out seem to have this feature, though not all of them format the spells well to fit in card-sized boxes.
There is a bug with selecting expertise for Rogue. The combo box no longer shows.
The bug is only present when multiclassing.
Ok, so this bug appears to be fixed along with the Ranger now being able to select two humanoid subtypes with Favored Enemy, however, the Rogue's Expertise skill list is still limited to only proficient skills that appear on the Rogue's skill list rather than all proficient skills.
For example, my Wood Elf Ranger 5/Rogue 2 is proficient in Acrobatics, Athletics, Intimidation, Perception, Stealth, Survival and Nature. The Expertise feature will only allow me to select from Acrobatics, Athletics, Intimidation, Perception, Stealth and Thieves' Tools. The wording of Expertise only requires that you be proficient in the skill to be able to gain Expertise in it.
I was making an existing character, whose treasure is mostly in gems and art objects. I notice there isn't a way to put something like that in... I assume we will eventually be able to home brew treasure, but can anyone confirm that?
Quick Wizard/Spell interface Feedback: I don't think having "Remove Spell" as a button on prepared spells next to "Unprepare Spell" is a good idea. Removing spells isn't a frequent thing that needs ready access and people will likely hit it on accident when trying to change spells for the day, unknowingly removing it from their spellbook. I'd recommend hiding it behind another level of interface or popping up some kind of warning to prevent this.
Also, support for multiple spellbooks and/or having them as a discreet custom item that can be moved around? Finding a spellbook for a wizard is a big deal, and so is making backups, it would be good to be able to separate those out.
Will it be possible to grant other users temporary or permanent control of a character? Sometimes it might be easier to build a character for another less experienced player(or make pre-gen characters for them to choose from), and sometimes people have to miss a session and let someone else play their character temporarily.
Wait, finally found it. Ok, so altered feedback. The name dropdown is an unintuitive place to manage rests.
Could conditions be displayed more visibly in the sheet, rather than buried in the hitpoint interface? Also, it would be good to have contextual linking for the effects of those conditions. We also need multiple levels of exhaustion.
I took a look at some of the latest changes with equipment on the character sheets. It's definately better than it was, but here's some feedback on some improvements I'd like to see in the next step.
I notice it doesn't calculate the weight of coins. 50 to a pound I believe is mentioned in the book. Maybe have coin weight something you can toggle on or off as an optional rule, the same as how handling experience or allowing homebrew is delt with. Some DMs won't want to bother with the weight of a few coppers. Others might think it's critical.
Healer's kit doesn't have any place to track the 10 uses. One solution might be to set it up as a magic item with a number of charges. It might also be helpful to just attach a place for notes for each item in a players inventory, where you could keep track of things like number of uses, descriptive story - related stuff - if the item is inscribed with runes, inlayed with jewels, old and rusty, if it's a family heirloom, if it was stolen or taken from a defeated foe... Maybe something like AC or damage penalty from a rust monster or grey ooze's attack would be helpful too, overriding AC and attack values might be something for a future update.
The stack of 20 arrows always weighs 1 lb, whether it's down to 1 or whether it's a full 20. It would be helpful to show available ammunition for a ranged weapon with the ammunition property in with the attacks. Maybe eventually have a button that would make an attack roll and subtract 1 piece of ammunition.
Base prices would be helpful to see for reference in equipment management, maybe tie in the ability to "buy" and automatically subtract money from inventory. - with the option to override the cost if it's treasure that's been found or loot that's been stolen. Maybe the one player who didn't have charisma as their dump stat wants to try to roll a persuasion check to negotiate a discount price when buying something.
I notice it doesn't calculate the weight of coins. 50 to a pound I believe is mentioned in the book. Maybe have coin weight something you can toggle on or off as an optional rule, the same as how handling experience or allowing homebrew is delt with. Some DMs won't want to bother with the weight of a few coppers. Others might think it's critical.
I would like to have players track it but it's something that I don't enforce simply because it's too annoying to track in real time. So having something that automates that would be something I'd ask players to use.
Healer's kit doesn't have any place to track the 10 uses. One solution might be to set it up as a magic item with a number of charges.
Tracking like that for anything that can stack or have multiple uses would be great.
The stack of 20 arrows always weighs 1 lb, whether it's down to 1 or whether it's a full 20. It would be helpful to show available ammunition for a ranged weapon with the ammunition property in with the attacks. Maybe eventually have a button that would make an attack roll and subtract 1 piece of ammunition.
Again, that would be amazing. Getting players to track these types of things is frustrating because it often requires me, as a DM, to remind them to do it. If PC's are travelling between towns, it's not a big deal, but when you're running a survival type scenario, those things are important, and many dungeons end up being exactly that, where resting and resources are tight and need to be monitored.
Base prices would be helpful to see for reference in equipment management, maybe tie in the ability to "buy" and automatically subtract money from inventory. - with the option to override the cost if it's treasure that's been found or loot that's been stolen. Maybe the one player who didn't have charisma as their dump stat wants to try to roll a persuasion check to negotiate a discount price when buying something.
Prices not being on items is a definite oversight and a little frustrating. The prices are on the equipment page so it's a little odd that they're not included in the character sheet. And again, any automation of the character sheet will help make it what it needs to be in order to compete with the likes of Hero Lab, et al.
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"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
Hey, I don't know if these have been mentioned yet, but there are a couple of things I notice with the Character builder. First, foremost, and I would imagine the easiest to fix, is that it seems that "thorn whip" is missing from the spell list of "known spells" while creating a druid. I'm trying to put that cantrip into the "ready spells" list, but can't find it. This would explain why two different people have added this spell to the "homebrew" spells section even though it's in both the handbook and the online compendium.
Secondly, it doesn't look like adding XP does anything but change the level in the top left portrait, I'm still having to go into edit the character to change HP, abilities, and skills when appropriate. I'd really appreciate some sort of automation with this function.
Otherwise, this site has changed character building from a two hour process(where I understood VERY little about what was going on) to almost 5 minutes, where i understand practically everything. THANK YOU!!
Hey, I don't know if these have been mentioned yet, but there are a couple of things I notice with the Character builder. First, foremost, and I would imagine the easiest to fix, is that it seems that "thorn whip" is missing from the spell list of "known spells" while creating a druid. I'm trying to put that cantrip into the "ready spells" list, but can't find it. This would explain why two different people have added this spell to the "homebrew" spells section even though it's in both the handbook and the online compendium.
Secondly, it doesn't look like adding XP does anything but change the level in the top left portrait, I'm still having to go into edit the character to change HP, abilities, and skills when appropriate. I'd really appreciate some sort of automation with this function.
Otherwise, this site has changed character building from a two hour process(where I understood VERY little about what was going on) to almost 5 minutes, where i understand practically everything. THANK YOU!!
If you were to try to look at thorn whip in the spells listing, you would discover that it's not part of any of the free documents the beta is restricted to.
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
There is a bug with selecting expertise for Rogue. The combo box no longer shows.
The bug is only present when multiclassing.
Sorry if I'm making the staff's life harder, but has it been pointed out that the Barbarian's level 20 feature doesn't break the bounded accuracy? It might be the only exception for it besides monster building and certain magic items, but it will still be an important one eventually as more players may start to reach level 20.
I'm not - nor was I ever - your "obstacle" until you've deemed me as such, nor am I your wallet, my hard earnt money is not yours by deault.
Je suis Consumer - We are the foundation, the floor beneath your rug. our support is the fate of every retail product, business, and franchise. for success you need support.
I will always miss what you were, but I will never miss what you've become.
#OpenDnD #CanceltheSub #DnDBegone.#NeverForgive #NeverForget
Appreciate the feedback! This should be fixed now. :)
Twitter: @thesqualls
XBL Gamertag/PSN Name: squale71
Message with quote below. Sry for mess up.
When you get around to granting access to the PDF character sheets for download, will they have spell cards for the spells that character can cast? Several other builders I've tried out seem to have this feature, though not all of them format the spells well to fit in card-sized boxes.
I was making an existing character, whose treasure is mostly in gems and art objects. I notice there isn't a way to put something like that in... I assume we will eventually be able to home brew treasure, but can anyone confirm that?
Quick Wizard/Spell interface Feedback: I don't think having "Remove Spell" as a button on prepared spells next to "Unprepare Spell" is a good idea. Removing spells isn't a frequent thing that needs ready access and people will likely hit it on accident when trying to change spells for the day, unknowingly removing it from their spellbook. I'd recommend hiding it behind another level of interface or popping up some kind of warning to prevent this.
Also, support for multiple spellbooks and/or having them as a discreet custom item that can be moved around? Finding a spellbook for a wizard is a big deal, and so is making backups, it would be good to be able to separate those out.
Oh, and can we get Hit Dice tracking in the Hitpoints interface? That's a pretty glaring omission.
Keep up the good work, this is coming together really nicely!
Will it be possible to grant other users temporary or permanent control of a character? Sometimes it might be easier to build a character for another less experienced player(or make pre-gen characters for them to choose from), and sometimes people have to miss a session and let someone else play their character temporarily.
Wait, finally found it. Ok, so altered feedback. The name dropdown is an unintuitive place to manage rests.
Could conditions be displayed more visibly in the sheet, rather than buried in the hitpoint interface? Also, it would be good to have contextual linking for the effects of those conditions. We also need multiple levels of exhaustion.
I took a look at some of the latest changes with equipment on the character sheets. It's definately better than it was, but here's some feedback on some improvements I'd like to see in the next step.
I notice it doesn't calculate the weight of coins. 50 to a pound I believe is mentioned in the book. Maybe have coin weight something you can toggle on or off as an optional rule, the same as how handling experience or allowing homebrew is delt with. Some DMs won't want to bother with the weight of a few coppers. Others might think it's critical.
Healer's kit doesn't have any place to track the 10 uses. One solution might be to set it up as a magic item with a number of charges. It might also be helpful to just attach a place for notes for each item in a players inventory, where you could keep track of things like number of uses, descriptive story - related stuff - if the item is inscribed with runes, inlayed with jewels, old and rusty, if it's a family heirloom, if it was stolen or taken from a defeated foe... Maybe something like AC or damage penalty from a rust monster or grey ooze's attack would be helpful too, overriding AC and attack values might be something for a future update.
The stack of 20 arrows always weighs 1 lb, whether it's down to 1 or whether it's a full 20. It would be helpful to show available ammunition for a ranged weapon with the ammunition property in with the attacks. Maybe eventually have a button that would make an attack roll and subtract 1 piece of ammunition.
Base prices would be helpful to see for reference in equipment management, maybe tie in the ability to "buy" and automatically subtract money from inventory. - with the option to override the cost if it's treasure that's been found or loot that's been stolen. Maybe the one player who didn't have charisma as their dump stat wants to try to roll a persuasion check to negotiate a discount price when buying something.
And be able to toggle it automatically rolling for you on or off.
"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 would like to have players track it but it's something that I don't enforce simply because it's too annoying to track in real time. So having something that automates that would be something I'd ask players to use.
Tracking like that for anything that can stack or have multiple uses would be great.
Again, that would be amazing. Getting players to track these types of things is frustrating because it often requires me, as a DM, to remind them to do it. If PC's are travelling between towns, it's not a big deal, but when you're running a survival type scenario, those things are important, and many dungeons end up being exactly that, where resting and resources are tight and need to be monitored.
"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
― Oscar Wilde.
Hey, I don't know if these have been mentioned yet, but there are a couple of things I notice with the Character builder. First, foremost, and I would imagine the easiest to fix, is that it seems that "thorn whip" is missing from the spell list of "known spells" while creating a druid. I'm trying to put that cantrip into the "ready spells" list, but can't find it. This would explain why two different people have added this spell to the "homebrew" spells section even though it's in both the handbook and the online compendium.
Secondly, it doesn't look like adding XP does anything but change the level in the top left portrait, I'm still having to go into edit the character to change HP, abilities, and skills when appropriate. I'd really appreciate some sort of automation with this function.
Otherwise, this site has changed character building from a two hour process(where I understood VERY little about what was going on) to almost 5 minutes, where i understand practically everything. THANK YOU!!
"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)