Changes look good so far... only thing I would add (unless I'm dense and missed it!) was it is not clear that when you are 'using' an item that doesn't automatically mean it becomes attuned - took me a couple of seconds to figure this out, but I could see this may cause some confusion. It might be useful if there was a little warning that flags an item needs to be attuned to function or something (and perhaps auto-attunes if you still have slots, or prompts you to change attunements if you have no slots left).
I second that. A warning for an item that requires attunement would be nice on magic items if you have them equipped, but not attuned. If you just have them in your inventory, no warning required.
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Very cool! The equipment management is a massive improvement and solid in its own right. It's now at a point where I'd feel comfortable recommending it to my players to use as their primary character sheet during a session.
Having said that, I am the bearer of unfortunate news: the Stone of Good Luck (Luckstone), isn't adding it's ability check modifier to non-proficient skills or initiative. Initiative is a Dexterity ability check, and the stone adds it's +1 to all ability checks, regardless of whether you have proficiency in the related skill or not (actually, technically speaking, skills are modifiers added to the base ability check, so the relationship is, at its core, non-dependent).
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"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
Loving the new versions of the equipment and spell management.
With that said there are a couple of aspects that I have issues with.
In the class section of the builder I think the spell selection menu could be made more visible either as a major builder page (i.e. having "6. Spells" appear after "5. Equipment" if you have a spellcasting class) or just make the greyed out versions of the "class features" and "spells" buttons more visible as I nearly missed it when making a new character.
In the character sheet, I liked that known/prepared spells and equipped items were subdivided by spell level or item type (armour/weapon/gear) as it made it easier to see what is what at a glance. The new version has removed that which makes it harder to quickly see what spells a high level spellcaster has prepared. Collapsible subsections would be ideal but at the very least can the filter buttons from the "Add Spells"/"Add Items" sections appear in all sections of the relevant sections?
Looking good and an it's a nice evolution of what you had put together previously. Nice work!
Now for the feedback:
The starting gear area is harder to find. It wasn't obvious to me that I needed to click more. If possible, I would suggest this be the landing page during character creation.
Is it possible to have the starting gear listed in a way that allows an add button next to each item or just a Add Item list? This would likely require a section header for each of the bullets currently in place. For example: Choose one of the following: Longsword [ADD] + Light Crossbow [ADD] + Club [ADD]+ Simple Weapon [Link to open add to inventory section with simple weapons filtered]
The packs are still adding themselves as an item, rather than the items in them. Is it possible for a character to get all the items in the pack added to their inventory by either equipping the pack, it just happening when they add it to their inventory, or listing each item in the pack in a list with the add button next to each item. It's cumbersome to have to add the pack, go in and look at what comes with it, and then add those items individually.
Is there a way for the starting items for a background to either be auto-added to a character's inventory or be listed out so that a player can just click the add button next to each item.
A minus button next to ammunition. rather than having to click in to the item.
Racial trait spells are still under their own section. It would be great to see a cantrip chosen for the High Elf racial trait show up in the Known Spells list like how a spell learned from Magical Secretes for a Bard works, rather than it's own separate area below like it is now.
As mentioned by others, some way of making it obvious that items that require attunement are not attuned yet if they are being worn/equipped.
Leveling up and adding HP do not seem intuitive. It took some playing around to realize I needed to click the anvil icon.
Unless I'm missing it, there's no simple way to level up. A button to allow you to just increase your level, add your new HP, and make any choices you need for your class would make leveling up easy.
Has there been any iteration of the sheet where the HP management wasn't a modal? I think having + and - buttons next to it with a button to add a condition would be faster than the modal.
Again, great job. You have done an awesome job building this thing out.
Absolutely fantastic work on the improvements! They make it so much easier
I love how the Bonus Cantrip the the Land Druid is now included not listed all the way at the bottom. Also i love that all the spells are now expandable so i can see my spells from other areas more easily with out scrolling through all spells, which is an issue when you hit 8th and 9th level spells
Just a few small things that i have noticed, some cantrips now show increased damage for when you reach the level thresholds like frostbite but others like produce flame and poison spray still only show the 1dx damage even when at higher levels
My other thing is with spell scrolls, i the equipment section i can add an xrd level spell scroll but there is no way at all of identifying what that spell is, so a way to do that would be awesome
Racial trait spells are still under their own section. It would be great to see a cantrip chosen for the High Elf racial trait show up in the Known Spells list like how a spell learned from Magical Secretes for a Bard works, rather than it's own separate area below like it is now.
Mittens I think i can answer one of these
The High Elf racial Trait might seem logical to do it when your a wizard and nothing else but if you ever multi class or are not a wizard then which class should the spell go in as it explicitly says you use Int for the casting so any class that doesn't use Int it shouldn't be included in so they have generally said that all racial traits should have their own box as they may have a different casting ability as the class(es) you are using
Is it possible to have the starting gear listed in a way that allows an add button next to each item or just a Add Item list? This would likely require a section header for each of the bullets currently in place. For example: Choose one of the following: Longsword [ADD] + Light Crossbow [ADD] + Club [ADD]+ Simple Weapon [Link to open add to inventory section with simple weapons filtered]
Maybe I just missed it but a "load suggested items" function could be cool to kickstart things, or step by step checkboxes when multiple choices are there.
Seconding a adventurers pack "unpack" to have all the items instead of just the pick name.
Last thought would be for the "buy items with starting gold" a "store" thing could be cool.
really looking forward to using this in my CoS campaign!
Spell system is throwing an error when I generate my 3rd level Tiefling Bard2/Cleric1. Multiclass rules state that Spells Known come from Class Level, so the character knows 2 Bard cantrips and 3 Cleric cantrips. However, since Mending appears on both class lists, I'm getting an error message stating that I've taken too many Bard Cantrips, even though I chose it later, when I added the Cleric level.
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Eshuvenniel Kazander Ravid,Valor Bard and Acolyte of the Goddess of Luck Caradoc Langham, Halfling Rogue - Lost Magics - Epic of Pre-made Proportions! I'm not looking for heaven or hell... just someone to listen to stories I tell...
Spell system is throwing an error when I generate my 3rd level Tiefling Bard2/Cleric1. Multiclass rules state that Spells Known come from Class Level, so the character knows 2 Bard cantrips and 3 Cleric cantrips. However, since Mending appears on both class lists, I'm getting an error message stating that I've taken too many Bard Cantrips, even though I chose it later, when I added the Cleric level.
This looks like if you choose a cantrip that appears for both classes it counts against their known cantrips. I took light on the Bard and when I look at the Cleric to select cantrips it already show 1/3 known even though I haven't selected one. That doesn't seem to happen with spells though as I can select Detect Magic on the Bard and even though it appears on the Cleric list it isn't counting against the known 1st level spells for the Cleric.
Spell system is throwing an error when I generate my 3rd level Tiefling Bard2/Cleric1. Multiclass rules state that Spells Known come from Class Level, so the character knows 2 Bard cantrips and 3 Cleric cantrips. However, since Mending appears on both class lists, I'm getting an error message stating that I've taken too many Bard Cantrips, even though I chose it later, when I added the Cleric level.
This looks like if you choose a cantrip that appears for both classes it counts against their known cantrips. I took light on the Bard and when I look at the Cleric to select cantrips it already show 1/3 known even though I haven't selected one. That doesn't seem to happen with spells though as I can select Detect Magic on the Bard and even though it appears on the Cleric list it isn't counting against the known 1st level spells for the Cleric.
Once you Prepare a spell as Cleric, it will appear in your Bard spells known. That's what's happening with Healing Word for me.
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Eshuvenniel Kazander Ravid,Valor Bard and Acolyte of the Goddess of Luck Caradoc Langham, Halfling Rogue - Lost Magics - Epic of Pre-made Proportions! I'm not looking for heaven or hell... just someone to listen to stories I tell...
And I'm having trouble removing it from Spells Known - the red Xs on the Known Spells page aren't working for any of my Bard spells.
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Eshuvenniel Kazander Ravid,Valor Bard and Acolyte of the Goddess of Luck Caradoc Langham, Halfling Rogue - Lost Magics - Epic of Pre-made Proportions! I'm not looking for heaven or hell... just someone to listen to stories I tell...
Is there any plans to add a roll function on the sheet for melee and range attacks and then a roll for damage like if I use chromatic orb press something that says range attack then if DM says I hit I can press damage???
Is there any plans to add a roll function on the sheet for melee and range attacks and then a roll for damage like if I use chromatic orb press something that says range attack then if DM says I hit I can press damage???
Definitely planned. We will likely start development on that this year. We're still gathering and reviewing feedback in order to prioritize features, but this one has been consistently near the top.
This is a nomenclature thing, but the <Create A Magic Item> menu dropdown should be labeled <Create An Item>, with a tick box once clicked to differentiate between normal items and magical ones. It took me longer than I expected to realize Create An Item From Scratch would let me make nonmagical items, and not give it any inherent magical qualities.
For example, a lot of things I give out to adventurers are custom things that aren't magical, they might be loot or necessary keys for a certain dungeon, etc. It was unclear I could create non-magical items from the same menu, and not pass along unintentional benefits because they were based on a magical item template.
This is a nomenclature thing, but the <Create A Magic Item> menu dropdown should be labeled <Create An Item>, with a tick box once clicked to differentiate between normal items and magical ones. It took me longer than I expected to realize Create An Item From Scratch would let me make nonmagical items, and not give it any inherent magical qualities.
For example, a lot of things I give out to adventurers are custom things that aren't magical, they might be loot or necessary keys for a certain dungeon, etc. It was unclear I could create non-magical items from the same menu, and not pass along unintentional benefits because they were based on a magical item template.
I think the easier way to manage this might be to just tell your players they find (for example) a silver key shaped like a falcon, and have them write it down on their list of Personal Possessions on their character sheet. (It's under Equipment-> More -> Personal Possessions.)
Nice changes, but I'd prefer if cantrips were separated from other spells and aggregated from all sources. Right now they're also throwing me off a bit because my cantrips are being counted as prepared spells.
My other thing is with spell scrolls, i the equipment section i can add an xrd level spell scroll but there is no way at all of identifying what that spell is, so a way to do that would be awesome
Racial trait spells are still under their own section. It would be great to see a cantrip chosen for the High Elf racial trait show up in the Known Spells list like how a spell learned from Magical Secretes for a Bard works, rather than it's own separate area below like it is now.
Mittens I think i can answer one of these
The High Elf racial Trait might seem logical to do it when your a wizard and nothing else but if you ever multi class or are not a wizard then which class should the spell go in as it explicitly says you use Int for the casting so any class that doesn't use Int it shouldn't be included in so they have generally said that all racial traits should have their own box as they may have a different casting ability as the class(es) you are using
Good catch on the spell scroll thing, that would be really helpful to have a way to identify that.
Also, you're explanation makes sense and I could see it being confusing if you aren't an Int based class. I suppose the only way to put it in the list is to give it some kind of signifier that highlights that it's racial and reliant on Int.
Related to spells, I agree with others that the header sections separating each level of spells was a little easier to read.
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Very cool! The equipment management is a massive improvement and solid in its own right. It's now at a point where I'd feel comfortable recommending it to my players to use as their primary character sheet during a session.
Having said that, I am the bearer of unfortunate news: the Stone of Good Luck (Luckstone), isn't adding it's ability check modifier to non-proficient skills or initiative. Initiative is a Dexterity ability check, and the stone adds it's +1 to all ability checks, regardless of whether you have proficiency in the related skill or not (actually, technically speaking, skills are modifiers added to the base ability check, so the relationship is, at its core, non-dependent).
"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
― Oscar Wilde.
Loving the new versions of the equipment and spell management.
With that said there are a couple of aspects that I have issues with.
Looking good and an it's a nice evolution of what you had put together previously. Nice work!
Now for the feedback:
Choose one of the following:
Longsword [ADD] +
Light Crossbow [ADD] +
Club [ADD]+
Simple Weapon [Link to open add to inventory section with simple weapons filtered]
Again, great job. You have done an awesome job building this thing out.
Absolutely fantastic work on the improvements! They make it so much easier
I love how the Bonus Cantrip the the Land Druid is now included not listed all the way at the bottom. Also i love that all the spells are now expandable so i can see my spells from other areas more easily with out scrolling through all spells, which is an issue when you hit 8th and 9th level spells
Just a few small things that i have noticed, some cantrips now show increased damage for when you reach the level thresholds like frostbite but others like produce flame and poison spray still only show the 1dx damage even when at higher levels
My other thing is with spell scrolls, i the equipment section i can add an xrd level spell scroll but there is no way at all of identifying what that spell is, so a way to do that would be awesome
Mittens I think i can answer one of these
The High Elf racial Trait might seem logical to do it when your a wizard and nothing else but if you ever multi class or are not a wizard then which class should the spell go in as it explicitly says you use Int for the casting so any class that doesn't use Int it shouldn't be included in so they have generally said that all racial traits should have their own box as they may have a different casting ability as the class(es) you are using
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Maybe I just missed it but a "load suggested items" function could be cool to kickstart things, or step by step checkboxes when multiple choices are there.
Seconding a adventurers pack "unpack" to have all the items instead of just the pick name.
Last thought would be for the "buy items with starting gold" a "store" thing could be cool.
really looking forward to using this in my CoS campaign!
Great work so far. Thank you very much. It helped me as a beginner so much more than the book,
If you speak abut offhand do you have something like a strike with a shield in mind?
Best regards
Spell system is throwing an error when I generate my 3rd level Tiefling Bard2/Cleric1. Multiclass rules state that Spells Known come from Class Level, so the character knows 2 Bard cantrips and 3 Cleric cantrips. However, since Mending appears on both class lists, I'm getting an error message stating that I've taken too many Bard Cantrips, even though I chose it later, when I added the Cleric level.
Eshuvenniel Kazander Ravid, Valor Bard and Acolyte of the Goddess of Luck
Caradoc Langham, Halfling Rogue - Lost Magics - Epic of Pre-made Proportions!
I'm not looking for heaven or hell... just someone to listen to stories I tell...
Nice find! I put a ticket in for this.
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Eshuvenniel Kazander Ravid, Valor Bard and Acolyte of the Goddess of Luck
Caradoc Langham, Halfling Rogue - Lost Magics - Epic of Pre-made Proportions!
I'm not looking for heaven or hell... just someone to listen to stories I tell...
And I'm having trouble removing it from Spells Known - the red Xs on the Known Spells page aren't working for any of my Bard spells.
Eshuvenniel Kazander Ravid, Valor Bard and Acolyte of the Goddess of Luck
Caradoc Langham, Halfling Rogue - Lost Magics - Epic of Pre-made Proportions!
I'm not looking for heaven or hell... just someone to listen to stories I tell...
Is there any plans to add a roll function on the sheet for melee and range attacks and then a roll for damage like if I use chromatic orb press something that says range attack then if DM says I hit I can press damage???
persuasion is king.
This is a nomenclature thing, but the <Create A Magic Item> menu dropdown should be labeled <Create An Item>, with a tick box once clicked to differentiate between normal items and magical ones. It took me longer than I expected to realize Create An Item From Scratch would let me make nonmagical items, and not give it any inherent magical qualities.
For example, a lot of things I give out to adventurers are custom things that aren't magical, they might be loot or necessary keys for a certain dungeon, etc. It was unclear I could create non-magical items from the same menu, and not pass along unintentional benefits because they were based on a magical item template.
Nice changes, but I'd prefer if cantrips were separated from other spells and aggregated from all sources. Right now they're also throwing me off a bit because my cantrips are being counted as prepared spells.
Thanks for the info!