As many ask, and it lacks in Beyond, there's a BIG lack of equipment management options in the platform, which is a nuisance at best, a roadblock at worst. But said "many" don't offer that much ideas that would be amazing to see... ONLY IF beyond implements it, but it may prove too much work for devs, and my idea might get dusted into the forgotten idea box at the end... but it won't stop me as I have a lot of free time to spend around, and the small chance a dev sees this is still worth it. This is a step-by-step progress in which the first is the most basic block to make the next one:
1- Drag-able items. The simple, yet useful option to click-and-drag items instead of having a fixed, A-to-Z list. *If accidental dragging becomes a common player mistake, adding a "drag items" checkbox on the top of the equipment list might also be a good idea.
2- Drag to: container items (backpack, bag of holding). -Together with option 1, it permits the player to drag the items into other items: Container Items. Normal can be stored into a collapse-able small equipment list inside the container, while dragging the container, all items stored inside move together with it. -They may have a limited carrying capacity depending on the item weight plus the item's weight inside it, (or edit weight capacity). an overweight container gives a "Warning: overweight" small, red alert symbol (Like the "encumbered!" alert) but it makes nothing else, a player/DM may choose to ignore it, or deactivate encumbrance altogether. -You cannot store a container item inside another! it might make a loophole, depends on Devs.
3- Drag to: Players or Fixed container(Chests, barrels, boxes) This is the 3rd, optional and bit harder to implement, transfer items! Either to other players inside the same "Campaign" or a fixed container list unique to said campaign. -At the bottom there will be an option "Transfer item to" and a pop-up list appears side by side, on the left the player current equipment, and the right has 2 options: players or containers. *With the player options, it gives the option to drag the item into other player's inventory instead of the current: (delete your item, replicate it on the other player's inventory.) *Option may be modified as live transfer between pages may be bothersome, either that or the DM can use the container option for players to transfer between them, a "refresh" button option may prove useful for this option. (If you need to drop items to the floor without deleting them, add a container called "Floor", problem solved!) *With the Fixed container option, a player can relieve weight from the character without the current (deleting the item or just ignoring its existence in your list) -A DM may choose to add pre-made containers or homebrew them (as the "Unidentified item" method currently implemented) choosing the name and weight it may carry. -Furniture, just as the item counterpart, have the same properties (collapse-able list, overweight alert), but additionally, is able to carry backpacks with all items inside it (making a collapse-able list inside another) BUT the downside is: players cannot drag furniture into their inventory! *Lets say, a player buys a new barrel for the carriage, they can drag it as a heavy item but can't store anything inside until it is placed in the world: the Container Furniture list.
4- Drag to: Carriage or others(Ship, carriage, house, others) The last option additional to the 3rd, you can add a larger version of the Container Furniture. -Just give the option for the Furniture to be able to be stored inside another, the DM can call this larger container a ship or whatever, with even more collapse-able lists! *If choosing the total weight it can carry is bothersome, the DM can choose to give it infinite weight carry during item edit, or ignore the overweight warning
More ideas to add? Like most, all or some of the ideas? It would be really appreciated to know! (For the poll: an idea doesn't work if the previous is not implemented of course, so no multi option)
If favorable, we may even see this implemented! Or just keep dreaming like always...
Edit: It's clear devs have their hands full on something else, so another question, How do you deal with this minor inventory problems? Use the current system? Or keeping things somewhere else?
We're not lacking ideas I think, I think it's developer resources that's lacking.
I wouldn't get my hopes up for drag'n'drop functionality, it doesn't seem like dndbeyond would support that very well. But there are other ways to manage inventory. Just having custom overrides on value and weight allowing floating point numbers instead of only integers. And of course the important container in a container functionality (SQL multiple dynamic tables with LEFT JOIN / INNER JOIN) with weight reduction etc supported so we can emulate bag of holding etc.
The ideas are many, but nothing has really happened on this front for years, so they're strapped for resources. I suspect that new content from WOTC + new dice skins are taking the bulk of development time, meaning that core functionality is taking a back seat, which is unfortunate in my opinion.
It’s definitely more important to get the official book release content than containers, but I do agree that this is something that would be really useful to have.
We're not lacking ideas I think, I think it's developer resources that's lacking.
I wouldn't get my hopes up for drag'n'drop functionality, it doesn't seem like dndbeyond would support that very well. But there are other ways to manage inventory. Just having custom overrides on value and weight allowing floating point numbers instead of only integers. And of course the important container in a container functionality (SQL multiple dynamic tables with LEFT JOIN / INNER JOIN) with weight reduction etc supported so we can emulate bag of holding etc.
The ideas are many, but nothing has really happened on this front for years, so they're strapped for resources. I suspect that new content from WOTC + new dice skins are taking the bulk of development time, meaning that core functionality is taking a back seat, which is unfortunate in my opinion.
Yeah it's true...
Dice skins are taking a lot really as it is more profitable also. But fixing some core mechanics are also or even more important imo. Right now I'm using the system implemented, but heavily looking forward to keeping the inventory either on a different DnD digital player sheet... or even excel, which is a shame really, as Beyond still has some redeemable functions, as equip weapons and show them on attacks... and yeah, the dice themselves (Custom dice rolls need a modifier option). Maybe keep weaponry on the Beyond equipment, and the rest drop it on an excel.
It’s definitely more important to get the official book release content than containers, but I do agree that this is something that would be really useful to have.
I don't official books so cant relate... But it is different making a book than developing a webpage, which are two different tasks, but wouldn't be surprised if devs have their hands full on the Dice thing. Well, the Dice mechanic was recommended just like this... that's the hope I have.
I didn’t buy the book (on DnDBeyond anyways), but it still needs to be there, that’s kind of their whole thing.
We have been wanting rollable dice for a while now, so we can’t blame them for putting such a focus on them. It’s pretty neat that subscribers get some free ones, too.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
As many ask, and it lacks in Beyond, there's a BIG lack of equipment management options in the platform, which is a nuisance at best, a roadblock at worst.
But said "many" don't offer that much ideas that would be amazing to see... ONLY IF beyond implements it, but it may prove too much work for devs, and my idea might get dusted into the forgotten idea box at the end... but it won't stop me as I have a lot of free time to spend around, and the small chance a dev sees this is still worth it.
This is a step-by-step progress in which the first is the most basic block to make the next one:
1- Drag-able items.
The simple, yet useful option to click-and-drag items instead of having a fixed, A-to-Z list.
*If accidental dragging becomes a common player mistake, adding a "drag items" checkbox on the top of the equipment list might also be a good idea.
2- Drag to: container items (backpack, bag of holding).
-Together with option 1, it permits the player to drag the items into other items: Container Items.
Normal can be stored into a collapse-able small equipment list inside the container, while dragging the container, all items stored inside move together with it.
-They may have a limited carrying capacity depending on the item weight plus the item's weight inside it, (or edit weight capacity). an overweight container gives a "Warning: overweight" small, red alert symbol (Like the "encumbered!" alert) but it makes nothing else, a player/DM may choose to ignore it, or deactivate encumbrance altogether.
-You cannot store a container item inside another! it might make a loophole, depends on Devs.
3- Drag to: Players or Fixed container (Chests, barrels, boxes)
This is the 3rd, optional and bit harder to implement, transfer items! Either to other players inside the same "Campaign" or a fixed container list unique to said campaign.
-At the bottom there will be an option "Transfer item to" and a pop-up list appears side by side, on the left the player current equipment, and the right has 2 options: players or containers.
*With the player options, it gives the option to drag the item into other player's inventory instead of the current:
(delete your item, replicate it on the other player's inventory.)*Option may be modified as live transfer between pages may be bothersome, either that or the DM can use the container option for players to transfer between them, a "refresh" button option may prove useful for this option.
(If you need to drop items to the floor without deleting them, add a container called "Floor", problem solved!)*With the Fixed container option, a player can relieve weight from the character without the current
(deleting the item or just ignoring its existence in your list)-A DM may choose to add pre-made containers or homebrew them (as the "Unidentified item" method currently implemented) choosing the name and weight it may carry.
-Furniture, just as the item counterpart, have the same properties (collapse-able list, overweight alert), but additionally, is able to carry backpacks with all items inside it (making a collapse-able list inside another) BUT the downside is: players cannot drag furniture into their inventory!
*Lets say, a player buys a new barrel for the carriage, they can drag it as a heavy item but can't store anything inside until it is placed in the world: the Container Furniture list.
4- Drag to: Carriage or others (Ship, carriage, house, others)
The last option additional to the 3rd, you can add a larger version of the Container Furniture.
-Just give the option for the Furniture to be able to be stored inside another, the DM can call this larger container a ship or whatever, with even more collapse-able lists!
*If choosing the total weight it can carry is bothersome, the DM can choose to give it infinite weight carry during item edit, or ignore the overweight warning
More ideas to add? Like most, all or some of the ideas? It would be really appreciated to know!
(For the poll: an idea doesn't work if the previous is not implemented of course, so no multi option)
If favorable, we may even see this implemented! Or just keep dreaming like always...
Edit: It's clear devs have their hands full on something else, so another question,
How do you deal with this
minorinventory problems? Use the current system? Or keeping things somewhere else?We're not lacking ideas I think, I think it's developer resources that's lacking.
I wouldn't get my hopes up for drag'n'drop functionality, it doesn't seem like dndbeyond would support that very well. But there are other ways to manage inventory. Just having custom overrides on value and weight allowing floating point numbers instead of only integers. And of course the important container in a container functionality (SQL multiple dynamic tables with LEFT JOIN / INNER JOIN) with weight reduction etc supported so we can emulate bag of holding etc.
The ideas are many, but nothing has really happened on this front for years, so they're strapped for resources. I suspect that new content from WOTC + new dice skins are taking the bulk of development time, meaning that core functionality is taking a back seat, which is unfortunate in my opinion.
Altrazin Aghanes - Wizard/Fighter
Varpulis Windhowl - Fighter
Skolson Demjon - Cleric/Fighter
It’s definitely more important to get the official book release content than containers, but I do agree that this is something that would be really useful to have.
Yeah it's true...
Dice skins are taking a lot really as it is more profitable also.
But fixing some core mechanics are also or even more important imo.
Right now I'm using the system implemented, but heavily looking forward to keeping the inventory either on a different DnD digital player sheet... or even excel, which is a shame really, as Beyond still has some redeemable functions, as equip weapons and show them on attacks... and yeah, the dice themselves (Custom dice rolls need a modifier option).
Maybe keep weaponry on the Beyond equipment, and the rest drop it on an excel.
I don't official books so cant relate...
But it is different making a book than developing a webpage, which are two different tasks, but wouldn't be surprised if devs have their hands full on the Dice thing.
Well, the Dice mechanic was recommended just like this... that's the hope I have.
I didn’t buy the book (on DnDBeyond anyways), but it still needs to be there, that’s kind of their whole thing.
We have been wanting rollable dice for a while now, so we can’t blame them for putting such a focus on them. It’s pretty neat that subscribers get some free ones, too.