The way I run combat, which is the way described in the PHB, monsters are grouped by type. A group consists of any number of identical monsters and rolls initiative separately. So if I have a combat with 2 Goblins, and Orc, and a Hobgoblin, that's three separate initiative counts. So now I have create 3 'encounters' during my prep, one for the goblins, one for the orc, and one for the hobgoblin. Then, during the game, I have to find each 'encounter' from the list and add it into the initiative tracker separately, which completely defeats the purpose of creating encounters ahead of time.
I guess it would be annoying if your encounter only had 1 monster in it. Is that what you're referring to?
If you run combat the way it is described in the PHB, you would never have more than one type of monster in an 'encounter', which essentially makes encounters pointless.
Yeah, I don't run each group of monster individually. I play with either 5 - 8 people. So I've never really thought to run an initiative like that. I am looking at ways to improve the initiative tracker, its just not as high on my list since I am mostly happy with how it works. Whatever I do, I want to be fast and easy.
Maybe It's just me, but I've always found having all monsters go on a single initiative just makes combat far to swingy, and doesn't really make things any faster, easier, or smother.
I don't disagree. I spend quite some time modifying monsters AC, Health, and Attacks because I usually only have 2-3 monsters per encounter. So I have to balance them against a party of 5-8 people, so the combat still feels dangerous but it doesn't usually feel like it swings too much.
I actually like how Tekwhipley8 uses the encounter system. Add all the monsters to a single encounter. Then add that encounter 2-3 times deleting the monsters you don't want for the initiative.
For example, my Orc encounter where I have 3 Orc and a Shaman, I would add twice, and in one of them I could remove the three Orc's and in the other, I could remove the Shaman. At least for now.
I think my final solution to this is going to be to allow you to group encounter's and then add that group the initiative order. However, this is further down the road. This way you could have 2 encounters in a group, one with a shaman and one with 3 orcs, when you add the group, it would add both encounters as a separate initiative.
So I am trying to decide how I should handle version 0.8.0.
This update includes
Fixes to the dice roller
Add's Custom Theme Color Selector for Characters
The Ability to Sort Skills, by Proficiency, Ability Modifier, Skill Name, or Bonus
Lastly, it includes the option to sync via GitHub Gist.
Now, why am I asking you guys what I should do instead of just pushing this update... While the Github Gist sync option seems to have some issues. For example, it will not alway's save the settings the way you expect it to. It throws errors even if it does actually save. For example, I added three dice to the dice roller in the toolbox and got zero errors reported, when I checked the Gist, I only had two dice in the file.
Then I reloaded the page, added 4 dice, got all a bunch of errors in the console, but when I checked the GIST all four dice existed with their correct values.
So I am not sure if I should exclude this feature for now, or just push it out and say USE AT YOUR OWN RISK. Normally, I like to lean on the side of test it first then release... But honestly, I have no idea whats happening here. lol, So I would love the feedback.
So I am asking you guys, what would you like. Would you like the option and just those who choose to use it can know it is very buggy? Kinda like Beta testers... Or should I try to improve it of a longer time holding off the update?
I'd push out the update with the new sync option. I don't know enough about the code to assess why something is or isn't working, but I'm sure some other people are, haha. As long as the choice is still there to not use it if we don't wanna.
Well it looks like I was able to fix the error with GitHub. But I found a new issue with the plugin that I don't think I can resolve.
So now I am not getting errors, I realize the issue was probably because I was trying to submit to many changes at a time. So basically I built in a timeout. So that as you make changes the plugin will queue those changes. And after 60 seconds of making zero changes, it will submit those changes to GitHub.
This did manage to solve my 500 errors. However, I am not noticing a new issue. I don't think I can resolve this issue and I if you end up choosing to use GitHub sync option, you may have to live with it. I am going to do some more research though.
So what is this new issue, so I noticed when I was adding things, I would see that it saved in the debugger, go check GitHub and see the updated file. However, if I refreshed the page at shortly after making a change, GitHub would show me the previous information. However, if I waited about 30 seconds and then refresh the page I will see the updated files.
So why am I not sure if I can overcome this because from the front end it looks like it is working. However, the API seems to have a delay that would return the older file instead of the new file. It appears this takes 30 seconds to resolve. I don't believe this has anything to do with my code but instead has to do with GitHub's API
For my personal campaign, I've been fine using the sync that's built into the chrome extension already. I know some people are running out of space, so thats why there is the push to have the data stored somewhere else. I tend to not load in my session's (possible) encounters until the day or two before we play. Then I delete ones we've already run.
I think I remember you saying you could get server space but it would probably cost a bit. I wonder if it would be worth it to set up a Patreon or something so people could send a buck or two a month to help cover hosting expenses.
Either way, I've been happy, haha. I'm mostly excited for the custom color options for the character sheets now.
Yeah, the default save options local and sync will always remain. The reason I am working so hard towards an alternative storage route is that I want to build a DM's screen. Basically, it would allow you to pin different parts of an adventure or enter your own tables and you would be able to have a side-scrolling screen that would act similar to a DM's screen you use at a table. The problem is that max's out the sync storage and I refuse to use local because I do everything for my campaign on my PC, but use my laptop during the session. lol
Setting up my own server (which I could, there aren't many people using this plugin) would be the best option because then I can control how it gets the content. However, I wouldn't be allowed to link to my patreon (I think saying that might be too much, if so please edit this moderator). I don't believe DDB has an issue with it but instead it is a licensing agreement between DDB and WotC. Basically, I am not allowed to make money off DDB licensing from WotC. Basically it is a whole thing. lol
However, I wouldn't be allowed to link to my patreon (I think saying that might be too much, if so please edit this moderator). I don't believe DDB has an issue with it but instead it is a licensing agreement between DDB and WotC. Basically, I am not allowed to make money off DDB licensing from WotC. Basically it is a whole thing. lol
Oh right. I spaced the whole, can't make a profit thing. I agree that it's better to have caution in that regard.
I'm spoiled cause I have a few tables set up next to my desk so I can use my full PC set up for campaigns, haha. Although I'm planning a huge 10+ player night soon. Might have to move the whole ordeal out to my garage, in which case I might need to figure out the best way to run things from my laptop.
I just wanted to send you a quick Thank You for your work on this. I really appreciate it. This will make running a campaign via my Chromebook so much easier!
This post has potentially manipulated dice roll results.
@mouse0270, here's an example of what I was talking about on Github. If you type `[ roll ]1d20+3 [ /roll ]` without the spaces, it should render like below.
10
Once the character sheet rolling is complete, it would allow for a quick and easy way to copy the format for rolling a given check from your character sheet without needing to type it manually or use the roller generator every time. The addition I made copies `[ roll ]1d20+3 [ /roll ]` to the clipboard, assuming you clicked on something like, a Perception check with a +3 roll or anything similar.
Alright, I will add the feature, but I do need to clean up to code before I do that. lol
I am currently rebuilding my dice roller to except complex dice rolls, which it appears this does not handle. So I will have to look at the code for that. Would you be kind enough to create an issue on GitHub for me?
@mouse0270, do you mean that the forum does't handle complex rolls (ex: 1d6 x 100), so we shouldn't allow for those rolls to be copied? I think that's fair, and I can create a Github issue if that's what you're suggesting!
As far as the new sync option goes, is there a way to put it behind a setting that optionally turns on experimental code?
The new sync option would have to be selected by the dropdown, if you choose not to use it then it wouldn't be activated. I am not sure what you mean by experimental code?
@mouse0270, do you mean that the forum does't handle complex rolls (ex: 1d6 x 100), so we shouldn't allow for those rolls to be copied? I think that's fair, and I can create a Github issue if that's what you're suggesting!
No, I am updating the dice roller so it will take formats like 1d20 + 4 1d12 +3 3d6 +2 and roll all of those at once instead of now where you have to click on each set. The forms roll tags, do not handle multiple dice being rolled at the same time.
Edit, the new dice roller will be the next big update, because it basically means I will have to rebuild any part of the extension that uses the current dice roller.
Just posted the 0.8.0 version update. I will be updating Github and the OP thread here with those changes shortly. However, here are the quick changes.
Fixed rolling for 1d6 x 100
Added Custom Colors Themes for Character Sheet
Added a new Sync Option - Please be advised though this option works, it has a delay when retrieving save information. I will post instructions on how to use it later.
Mouse0270, I understand your reason for not using local storage, and I'm not great with coding, but is there a way to assign a specific location if did allow local storage? Like "C:\users\username\ddbtoolbox" or something similar. And then set that location on a per device basis. That would allow you to use something like dropbox or a network location as storage.
Is there any way to rewrite the initiative tracker so that it actually cycles through the monsters and pcs? This would be a huge help to me and I'm sure others.
Rollback Post to RevisionRollBack
That subpar Dungeon master.
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I don't disagree. I spend quite some time modifying monsters AC, Health, and Attacks because I usually only have 2-3 monsters per encounter. So I have to balance them against a party of 5-8 people, so the combat still feels dangerous but it doesn't usually feel like it swings too much.
I actually like how Tekwhipley8 uses the encounter system. Add all the monsters to a single encounter. Then add that encounter 2-3 times deleting the monsters you don't want for the initiative.
For example, my Orc encounter where I have 3 Orc and a Shaman, I would add twice, and in one of them I could remove the three Orc's and in the other, I could remove the Shaman. At least for now.
I think my final solution to this is going to be to allow you to group encounter's and then add that group the initiative order. However, this is further down the road. This way you could have 2 encounters in a group, one with a shaman and one with 3 orcs, when you add the group, it would add both encounters as a separate initiative.
Love the color change option for the character sheet idea. Fun changes! Keep it up Mouse!
So I am trying to decide how I should handle version 0.8.0.
This update includes
Now, why am I asking you guys what I should do instead of just pushing this update... While the Github Gist sync option seems to have some issues. For example, it will not alway's save the settings the way you expect it to. It throws errors even if it does actually save. For example, I added three dice to the dice roller in the toolbox and got zero errors reported, when I checked the Gist, I only had two dice in the file.
Then I reloaded the page, added 4 dice, got all a bunch of errors in the console, but when I checked the GIST all four dice existed with their correct values.
So I am not sure if I should exclude this feature for now, or just push it out and say USE AT YOUR OWN RISK. Normally, I like to lean on the side of test it first then release... But honestly, I have no idea whats happening here. lol, So I would love the feedback.
So I am asking you guys, what would you like. Would you like the option and just those who choose to use it can know it is very buggy? Kinda like Beta testers... Or should I try to improve it of a longer time holding off the update?
I'd push out the update with the new sync option. I don't know enough about the code to assess why something is or isn't working, but I'm sure some other people are, haha. As long as the choice is still there to not use it if we don't wanna.
Well it looks like I was able to fix the error with GitHub. But I found a new issue with the plugin that I don't think I can resolve.
So now I am not getting errors, I realize the issue was probably because I was trying to submit to many changes at a time. So basically I built in a timeout. So that as you make changes the plugin will queue those changes. And after 60 seconds of making zero changes, it will submit those changes to GitHub.
This did manage to solve my 500 errors. However, I am not noticing a new issue. I don't think I can resolve this issue and I if you end up choosing to use GitHub sync option, you may have to live with it. I am going to do some more research though.
So what is this new issue, so I noticed when I was adding things, I would see that it saved in the debugger, go check GitHub and see the updated file. However, if I refreshed the page at shortly after making a change, GitHub would show me the previous information. However, if I waited about 30 seconds and then refresh the page I will see the updated files.
So why am I not sure if I can overcome this because from the front end it looks like it is working. However, the API seems to have a delay that would return the older file instead of the new file. It appears this takes 30 seconds to resolve. I don't believe this has anything to do with my code but instead has to do with GitHub's API
For my personal campaign, I've been fine using the sync that's built into the chrome extension already. I know some people are running out of space, so thats why there is the push to have the data stored somewhere else. I tend to not load in my session's (possible) encounters until the day or two before we play. Then I delete ones we've already run.
I think I remember you saying you could get server space but it would probably cost a bit. I wonder if it would be worth it to set up a Patreon or something so people could send a buck or two a month to help cover hosting expenses.
Either way, I've been happy, haha. I'm mostly excited for the custom color options for the character sheets now.
Yeah, the default save options local and sync will always remain. The reason I am working so hard towards an alternative storage route is that I want to build a DM's screen. Basically, it would allow you to pin different parts of an adventure or enter your own tables and you would be able to have a side-scrolling screen that would act similar to a DM's screen you use at a table. The problem is that max's out the sync storage and I refuse to use local because I do everything for my campaign on my PC, but use my laptop during the session. lol
Setting up my own server (which I could, there aren't many people using this plugin) would be the best option because then I can control how it gets the content. However, I wouldn't be allowed to link to my patreon (I think saying that might be too much, if so please edit this moderator). I don't believe DDB has an issue with it but instead it is a licensing agreement between DDB and WotC. Basically, I am not allowed to make money off DDB licensing from WotC. Basically it is a whole thing. lol
A dm screen with an encounter system would be an incedincre tool. Man, thanks for all the work you do for this community!
Oh right. I spaced the whole, can't make a profit thing. I agree that it's better to have caution in that regard.
I'm spoiled cause I have a few tables set up next to my desk so I can use my full PC set up for campaigns, haha. Although I'm planning a huge 10+ player night soon. Might have to move the whole ordeal out to my garage, in which case I might need to figure out the best way to run things from my laptop.
I just wanted to send you a quick Thank You for your work on this. I really appreciate it. This will make running a campaign via my Chromebook so much easier!
"Shadow Hide You..."
@mouse0270, here's an example of what I was talking about on Github. If you type `[ roll ]1d20+3 [ /roll ]` without the spaces, it should render like below.
10
Once the character sheet rolling is complete, it would allow for a quick and easy way to copy the format for rolling a given check from your character sheet without needing to type it manually or use the roller generator every time. The addition I made copies `[ roll ]1d20+3 [ /roll ]` to the clipboard, assuming you clicked on something like, a Perception check with a +3 roll or anything similar.
I had no idea this was a feature... lol
Alright, I will add the feature, but I do need to clean up to code before I do that. lol
I am currently rebuilding my dice roller to except complex dice rolls, which it appears this does not handle. So I will have to look at the code for that. Would you be kind enough to create an issue on GitHub for me?
As far as the new sync option goes, is there a way to put it behind a setting that optionally turns on experimental code?
@mouse0270, do you mean that the forum does't handle complex rolls (ex: 1d6 x 100), so we shouldn't allow for those rolls to be copied? I think that's fair, and I can create a Github issue if that's what you're suggesting!
The new sync option would have to be selected by the dropdown, if you choose not to use it then it wouldn't be activated. I am not sure what you mean by experimental code?
No, I am updating the dice roller so it will take formats like 1d20 + 4 1d12 +3 3d6 +2 and roll all of those at once instead of now where you have to click on each set. The forms roll tags, do not handle multiple dice being rolled at the same time.
Edit, the new dice roller will be the next big update, because it basically means I will have to rebuild any part of the extension that uses the current dice roller.
Just posted the 0.8.0 version update. I will be updating Github and the OP thread here with those changes shortly. However, here are the quick changes.
Mouse0270, I understand your reason for not using local storage, and I'm not great with coding, but is there a way to assign a specific location if did allow local storage? Like "C:\users\username\ddbtoolbox" or something similar. And then set that location on a per device basis. That would allow you to use something like dropbox or a network location as storage.
I actually don't know if a chrome extension can write to a local file. I have never tried it. I will have to look at this.
I'm having issues logging in to DnD Beyond that are only resolved if I disable the extension? Anyone else experience this?
Is there any way to rewrite the initiative tracker so that it actually cycles through the monsters and pcs? This would be a huge help to me and I'm sure others.
That subpar Dungeon master.