As we come to the end of our beta journey, we have deployed an update today that adds some exciting new features and several general fixes.
General
Damage now displays on the attack header in addition to To Hit in the Attacks section. We are also working on additional improvements to what's available "at a glance" and will incorporate those over time.
Class feature choices - such as Eldritch Invocations or Battlemaster Maneuvers - now display descriptions after choosing them from the dropdown to help with the choice. The base class feature description text no longer lists the entire list of choices - you will only see you actual choices in the display now.
Elven Chain is now considered "proficient" for all characters. As part of this, we have added a new modifier type that can also be used for homebrew - Proficiency > Self will make characters proficient for the one item that has that modifier.
Ritual spells for Clerics and Druids will now only display for prepared spells.
Signature Spells and Spell Mastery for wizards now restricts the list to only spells in the wizard's spellbook.
Hit Dice display in the Class section of the builder now consolidates like die types. Additionally, in the Short Rest window, the actual Hit Die value is displayed in addition to the total number of Hit Dice.
Removed ability score coloring from the sheet/ builder. These were holdovers from early testing that are no longer needed.
Custom Attacks
You can now customize the display of your attacks in the Attacks area on the character sheet, as well as add entirely new custom attacks for display. D&D is a highly-customizable game, and we will never be able to automate every calculation. This new capability allows you to show what you need to show for your character regardless. While we will certainly automate things like pact weapons over time, you can add it as a custom attack in the meantime. Please note that these custom attacks will not display in the PDF export yet - we're working on that for the next couple of days.
You will see a new "Customize" option in the attack's expanded details.
To Hit Override. Entering any number here will entirely replace your to hit bonus for that attack.
To Hit Bonus. Entering a number here will add to (or subtract from) your current calculated total.
Damage Bonus. This is a flat number increase to your attack's damage.
DC Override (Spells Only). Entering any number here will entirely replace your Save DC for that spell's display.
DC Bonus (Spells Only). Entering a number here will add to (or subtract from) your current calculated total.
Offhand (Weapons Only). Checking this box will designate the weapon is an offhand weapon. This will typically mean that your ability modifier for the attack will no longer be added to damage. The feat Dual Wielder and the Two-Weapon Fighting fighting style will adjust this when those are publicly available.
Display as Attack. Check this box to hide the attack from your list. You can then find the weapon (in Equipment) or spell (in Spells) again to re-display if needed. You can also choose to display other "attack" spells that don't actually require attack rolls (like maybe fireball) and choose to display it in the Attacks section.
Name. Customize the name of your attack.
Notes. Text entered here will display in the header information of your attack.
You can also add entirely new attacks by customizing all of the display details by clicking on "+ Add Custom Attack."
Custom Speeds
You can now tweak the movement modes for your character. Open the Speed window to see the new options:
As seen above, you can enter custom numbers for all the available movement modes, as well as choose which mode to display by default in the digital sheet.
Thanks One More Time!
We will continue to update the entire toolset regularly through and after launch, just as we have during the beta. In other words, not much will change for us in the next several weeks (other than maybe a couple of long-pending vacations for team members).
I want to once again thank you all for the incredible participation during the beta that has helped us get ready for launch - we literally couldn't have made it this far without this community. You are great, and because of your greatness, we will be able to do great things!
Elven Chain is now considered "proficient" for all characters. As part of this, we have added a new modifier type that can also be used for homebrew - Proficiency > Self will make characters proficient for the one item that has that modifier.
This is all super awesome, thanks Badeye. Can't wait for next Tuesday. One thing I wanted to raise, maybe I'm missing the feature where it's listed, but there's seemingly no ability to add weight to custom items. Is that something already implemented that I can't find? Or is that forthcoming?
Elven Chain is now considered "proficient" for all characters. As part of this, we have added a new modifier type that can also be used for homebrew - Proficiency > Self will make characters proficient for the one item that has that modifier.
This is all super awesome, thanks Badeye. Can't wait for next Tuesday. One thing I wanted to raise, maybe I'm missing the feature where it's listed, but there's seemingly no ability to add weight to custom items. Is that something already implemented that I can't find? Or is that forthcoming?
Magic item weights are tough since they're not provided. We are, however, working on a way for you to edit/ add weights for all of your equipment. It will be available soon!
2 Questions -- can we get a time zone for launch? will it be PDT (GMT -7) morning, afternoon, evening? A few have raised concerns as to wondering when the founder's day sale will officially start/end.
Second -- in the character builder and equipment manager there is still no designation between simple and martial weapons (in either the short or long descriptions). will this be added?
Just also want to say thanks, beta has been great -- i basically live on this site now and it has been huge in getting me involved with D&D over the last 5 months or so.
Congratulations on the project coming out, to you BadEye and to everyone else on the team! I'm assuming you're still going to be checking the feedback megathreads for stuff? I posted a couple of points this morning after fooling around with homebrew magic items once I realised that I've made up a bunch of them in my home game.
Congratulations on the project coming out, to you BadEye and to everyone else on the team! I'm assuming you're still going to be checking the feedback megathreads for stuff? I posted a couple of points this morning after fooling around with homebrew magic items once I realised that I've made up a bunch of them in my home game.
All those threads will certainly be checked regularly.
We've been highly-responsive to feedback and nothing about that will change!
Congratulations on the project coming out, to you BadEye and to everyone else on the team! I'm assuming you're still going to be checking the feedback megathreads for stuff? I posted a couple of points this morning after fooling around with homebrew magic items once I realised that I've made up a bunch of them in my home game.
All those threads will certainly be checked regularly.
We've been highly-responsive to feedback and nothing about that will change!
Yeah you folks have been awesome I'm trying to tell everybody I can about the launch. Really impressed so far.
Like seriously I've been on a several-year hiatus from D&D because of moving around, and this is really making it possible for me to play again both from the tech standpoint and the price standpoint.
Hi - these updates look good and i'm excited about next week 😀... I hate to say it though I think I found a bug in the new interface to put in customised speeds... i found that when I had swapped the view to another movement (flying, burrowing) that it didnt respond when I tried to swap it back to walking, still sticking to the previous choice. This didnt seem to apply changing to other forms of speed though.
Elven Chain is now considered "proficient" for all characters. As part of this, we have added a new modifier type that can also be used for homebrew - Proficiency > Self will make characters proficient for the one item that has that modifier.
This is all super awesome, thanks Badeye. Can't wait for next Tuesday. One thing I wanted to raise, maybe I'm missing the feature where it's listed, but there's seemingly no ability to add weight to custom items. Is that something already implemented that I can't find? Or is that forthcoming?
Magic item weights are tough since they're not provided. We are, however, working on a way for you to edit/ add weights for all of your equipment. It will be available soon!
While I can understand this for Wondrous Items, surely this does not apply to weapons since you can assume that a magic weapon weighs as much as the mundane version (unless the magic item description states otherwise). You have made this assumption with armor. Also items like the Bag of Holding and Handy Haversack state that they have a specific weight regardless of contents (15 lbs and 5 lbs respectively).
Finally, I'm curious as to why you removed the "Cast" button from spells. Since you have to expand the spell to see all of the details and change the spell level, it was really convenient having a button to automatically check off spells as you cast them within the spell box itself and it reduces the amount of scrolling that needs to be performed to track everything, especially when you have lots of spells prepared.
Elven Chain is now considered "proficient" for all characters. As part of this, we have added a new modifier type that can also be used for homebrew - Proficiency > Self will make characters proficient for the one item that has that modifier.
This is all super awesome, thanks Badeye. Can't wait for next Tuesday. One thing I wanted to raise, maybe I'm missing the feature where it's listed, but there's seemingly no ability to add weight to custom items. Is that something already implemented that I can't find? Or is that forthcoming?
Magic item weights are tough since they're not provided. We are, however, working on a way for you to edit/ add weights for all of your equipment. It will be available soon!
While I can understand this for Wondrous Items, surely this does not apply to weapons since you can assume that a magic weapon weighs as much as the mundane version (unless the magic item description states otherwise). You have made this assumption with armor. Also items like the Bag of Holding and Handy Haversack state that they have a specific weight regardless of contents (15 lbs and 5 lbs respectively).
Finally, I'm curious as to why you removed the "Cast" button from spells. Since you have to expand the spell to see all of the details and change the spell level, it was really convenient having a button to automatically check off spells as you cast them within the spell box itself and it reduces the amount of scrolling that needs to be performed to track everything, especially when you have lots of spells prepared.
In short, weights will be in soon.
The "Cast" button wasn't removed - it's a bug that we're tracking down now that will be fixed soon. Thanks for bringing it to our attention.
Will damage on spell headers (or at least cantrips) be included in the additional improvements?
Doing this for cantrips will definitely happen (very soon). It's much tougher for other spells because of scaling. The "at a glance" changes will be on the verge of full revamp, so those will take a bit longer but still are high on the priority list.
Finally, I'm curious as to why you removed the "Cast" button from spells. Since you have to expand the spell to see all of the details and change the spell level, it was really convenient having a button to automatically check off spells as you cast them within the spell box itself and it reduces the amount of scrolling that needs to be performed to track everything, especially when you have lots of spells prepared.
Yes yes! PLEASE bring back the Cast button (and I'd love it if you could add a version of it to bows and crossbows that affects inventory in the same way the Cast button affected Spell Slots Available.)
Edit: BadEye says it's just a bug they're tracking so WHEE I'm so glad that wasn't intentional.
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...
Hi - these updates look good and i'm excited about next week 😀... I hate to say it though I think I found a bug in the new interface to put in customised speeds... i found that when I had swapped the view to another movement (flying, burrowing) that it didnt respond when I tried to swap it back to walking, still sticking to the previous choice. This didnt seem to apply changing to other forms of speed though.
Yep, you found one. We're working on that - thanks!
Offhand (Weapons Only). Checking this box will designate the weapon is an offhand weapon. This will typically mean that your ability modifier for the attack will no longer be added to damage. The feat Dual Wielder and the Two-Weapon Fighting fighting style will adjust this when those are publicly available.
So I notice that only light weapons have the offhand check box. Which makes sense for SRD. But does this mean that if a character has the Dual Wielder feat that the offhand checkbox will appear with non-light weapons?
Offhand (Weapons Only). Checking this box will designate the weapon is an offhand weapon. This will typically mean that your ability modifier for the attack will no longer be added to damage. The feat Dual Wielder and the Two-Weapon Fighting fighting style will adjust this when those are publicly available.
So I notice that only light weapons have the offhand check box. Which makes sense for SRD. But does this mean that if a character has the Dual Wielder feat that the offhand checkbox will appear with non-light weapons?
AD
That's what's meant in the text you quoted - Dual Wielder will open that up to non-light weapons, and Two-Weapon Fighting will add back in the Strength or Dexterity modifier.
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Hello everyone!
As we come to the end of our beta journey, we have deployed an update today that adds some exciting new features and several general fixes.
General
Custom Attacks
You can now customize the display of your attacks in the Attacks area on the character sheet, as well as add entirely new custom attacks for display. D&D is a highly-customizable game, and we will never be able to automate every calculation. This new capability allows you to show what you need to show for your character regardless. While we will certainly automate things like pact weapons over time, you can add it as a custom attack in the meantime. Please note that these custom attacks will not display in the PDF export yet - we're working on that for the next couple of days.
You will see a new "Customize" option in the attack's expanded details.
To Hit Override. Entering any number here will entirely replace your to hit bonus for that attack.
To Hit Bonus. Entering a number here will add to (or subtract from) your current calculated total.
Damage Bonus. This is a flat number increase to your attack's damage.
DC Override (Spells Only). Entering any number here will entirely replace your Save DC for that spell's display.
DC Bonus (Spells Only). Entering a number here will add to (or subtract from) your current calculated total.
Offhand (Weapons Only). Checking this box will designate the weapon is an offhand weapon. This will typically mean that your ability modifier for the attack will no longer be added to damage. The feat Dual Wielder and the Two-Weapon Fighting fighting style will adjust this when those are publicly available.
Display as Attack. Check this box to hide the attack from your list. You can then find the weapon (in Equipment) or spell (in Spells) again to re-display if needed. You can also choose to display other "attack" spells that don't actually require attack rolls (like maybe fireball) and choose to display it in the Attacks section.
Name. Customize the name of your attack.
Notes. Text entered here will display in the header information of your attack.
You can also add entirely new attacks by customizing all of the display details by clicking on "+ Add Custom Attack."
Custom Speeds
You can now tweak the movement modes for your character. Open the Speed window to see the new options:
As seen above, you can enter custom numbers for all the available movement modes, as well as choose which mode to display by default in the digital sheet.
Thanks One More Time!
We will continue to update the entire toolset regularly through and after launch, just as we have during the beta. In other words, not much will change for us in the next several weeks (other than maybe a couple of long-pending vacations for team members).
I want to once again thank you all for the incredible participation during the beta that has helped us get ready for launch - we literally couldn't have made it this far without this community. You are great, and because of your greatness, we will be able to do great things!
This is all super awesome, thanks Badeye. Can't wait for next Tuesday. One thing I wanted to raise, maybe I'm missing the feature where it's listed, but there's seemingly no ability to add weight to custom items. Is that something already implemented that I can't find? Or is that forthcoming?
Will you be live-streaming the fancy star-studded launch party? :D
2 Questions -- can we get a time zone for launch? will it be PDT (GMT -7) morning, afternoon, evening? A few have raised concerns as to wondering when the founder's day sale will officially start/end.
Second -- in the character builder and equipment manager there is still no designation between simple and martial weapons (in either the short or long descriptions). will this be added?
How do you get a one-armed goblin out of a tree?
Wave!
Just also want to say thanks, beta has been great -- i basically live on this site now and it has been huge in getting me involved with D&D over the last 5 months or so.
How do you get a one-armed goblin out of a tree?
Wave!
Congratulations on the project coming out, to you BadEye and to everyone else on the team! I'm assuming you're still going to be checking the feedback megathreads for stuff? I posted a couple of points this morning after fooling around with homebrew magic items once I realised that I've made up a bunch of them in my home game.
Like seriously I've been on a several-year hiatus from D&D because of moving around, and this is really making it possible for me to play again both from the tech standpoint and the price standpoint.
Hi - these updates look good and i'm excited about next week 😀... I hate to say it though I think I found a bug in the new interface to put in customised speeds... i found that when I had swapped the view to another movement (flying, burrowing) that it didnt respond when I tried to swap it back to walking, still sticking to the previous choice. This didnt seem to apply changing to other forms of speed though.
Do you like my Boots of Flying?
Will damage on spell headers (or at least cantrips) be included in the additional improvements?
Congrats on reaching the date in this great shape! Being someone working on software projects myself, I know it is no easy task to hit the deadline!
Will be subscribing soon enough!!
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...