This may all be covered somewhere else, but I was getting a bit frustrated with a couple things and I didn't see related posts right away.
It seems like some things should be done in a more visible way. Often feats and class features seem a bit hidden collapsed down where they are. However they can make huge changes in how weapons behave but none of that is visible when looking at attacks.
Take Sharpshooter for example. You have a longbow, it's something like +8 to hit and 1d8 +3 damage. Now if you want it sharpshooter, you have to remember to do the -5 +10 in your head, or you would have to do something like add a second longbow, then manually override the 'to hit' and 'damage' fields. The problem is this method is misleading when looking at your inventory and also the manual modifiers you have to put in, won't change with character modifications like increased dexterity or proficiency. Being able to see what your feats would do automatically would be very helpful for ones that modify attack rolls.
This is similar to my issue with Pact weapons, where you have to manually add a physical weapon to your inventory. If you take improved pact weapon, you would have to remove your normal weapon and then add a +1 version of it back into your inventory etc. Forcing players to add physical items to their inventory when it is clearly not seems very wrong, not only would you see the weight for encumbrance, but have to remember that it isn't some loot you can sell, and instead a phantom weapon created by your pact. Then you have to change the modifier for the weapon manually to Charisma, when really you should just click and [Add Weapon] button with a drop down that lets you pick the weapon.
There is no way to auto add a stat for an improvised weapon either, I was able to make a 'custom weapon' for this, but again, it seems like something that could be added to any sheet at the same time the prompt you to add the unarmed attacks.
The other option is to make some of these feats more visible when looking at your character. Maybe breaking out or duplicating attack related feats and class abilities under the attack section so you are not expanding the different classes and features till you finally find the right thing. For instance features like clerics that can add damage to a weapon attack can be hard to find and easy for someone who is not wholly familiar with all the class features or maybe just hasn't made weapon attacks to miss these modifiers.
"Take Sharpshooter for example. You have a longbow, it's something like +8 to hit and 1d8 +3 damage. Now if you want it sharpshooter, you have to remember to do the -5 +10 in your head, or you would have to do something like add a second longbow, then manually override the 'to hit' and 'damage' fields. The problem is this method is misleading when looking at your inventory and also the manual modifiers you have to put in, won't change with character modifications like increased dexterity or proficiency. Being able to see what your feats would do automatically would be very helpful for ones that modify attack rolls."
I disagree with Sharpshooter. First, the math isn't that hard, but if you dont want to do it in your head the overrides custom attack works fine. You dont have to add another bow to your inventory. You just add a custom attack and name it Sharpshooter shot and do the math in the override fields. It's not difficult. If you're dex goes up, it will calculate the damage correctly if you choose Dex as the attribute. Also, you can add in the +10 damage from the feat.
Pact Weapon I agree needs work. Hexblade really needs some custom work here. BUT, again you dont need to add extra items that dont exist. Just add the custom attacks. Same with improvised weapons.
OH forgot. There is a hidden check box in the spell that lets you set them in the attack area of your character sheet. Hit the + next to Customize and there is box to check
Interesting, I think I might have compounded the issue cause I was trying to put together an Arcane Archer Hexblade Warlock with Improved Pact Weapon :D
But I'd really like to see either a section below the related item for Feats. Same for Great Weapon Mastery or Sharpshooter, that give you the optional modifications. Not because it's hard to calculate, but because it's easy to forget ( I have played 2 or 3 different characters in a week, or go months without playing a character) This is also why I suggested putting some of these modifications in an easier to see section, like near the attack fields. I find it sometimes difficult to FIND the important features and feats buried in the mass of nested expanding lists. It's actually so difficult to dig through that I feel like I might end up switching back to printed sheets (or just pdf) if they add the summary parts to the abilities on the pdf export.
I guess maybe this is a bug then... but in custom attacks, at least for me, the "to hit" field overrides the proficiency and ability modifiers, making it a flat number, this eliminates any scaling as your character's ability changes. So making your own custom attack for sharpshooter is something you have to self modify.
Personally I feel a checkbox that says "sharpshooter" that applies the relevant changes on the fly to the relevant weapons seems to be the easiest answer. Instead of building custom attacks for any weapon you pick up etc. I guess I like the idea of the sheet taking as much complexity away from the character as possible so I can just focus on everything else.
This may all be covered somewhere else, but I was getting a bit frustrated with a couple things and I didn't see related posts right away.
It seems like some things should be done in a more visible way. Often feats and class features seem a bit hidden collapsed down where they are. However they can make huge changes in how weapons behave but none of that is visible when looking at attacks.
Take Sharpshooter for example. You have a longbow, it's something like +8 to hit and 1d8 +3 damage. Now if you want it sharpshooter, you have to remember to do the -5 +10 in your head, or you would have to do something like add a second longbow, then manually override the 'to hit' and 'damage' fields. The problem is this method is misleading when looking at your inventory and also the manual modifiers you have to put in, won't change with character modifications like increased dexterity or proficiency. Being able to see what your feats would do automatically would be very helpful for ones that modify attack rolls.
This is similar to my issue with Pact weapons, where you have to manually add a physical weapon to your inventory. If you take improved pact weapon, you would have to remove your normal weapon and then add a +1 version of it back into your inventory etc. Forcing players to add physical items to their inventory when it is clearly not seems very wrong, not only would you see the weight for encumbrance, but have to remember that it isn't some loot you can sell, and instead a phantom weapon created by your pact. Then you have to change the modifier for the weapon manually to Charisma, when really you should just click and [Add Weapon] button with a drop down that lets you pick the weapon.
There is no way to auto add a stat for an improvised weapon either, I was able to make a 'custom weapon' for this, but again, it seems like something that could be added to any sheet at the same time the prompt you to add the unarmed attacks.
The other option is to make some of these feats more visible when looking at your character. Maybe breaking out or duplicating attack related feats and class abilities under the attack section so you are not expanding the different classes and features till you finally find the right thing. For instance features like clerics that can add damage to a weapon attack can be hard to find and easy for someone who is not wholly familiar with all the class features or maybe just hasn't made weapon attacks to miss these modifiers.
"Take Sharpshooter for example. You have a longbow, it's something like +8 to hit and 1d8 +3 damage. Now if you want it sharpshooter, you have to remember to do the -5 +10 in your head, or you would have to do something like add a second longbow, then manually override the 'to hit' and 'damage' fields. The problem is this method is misleading when looking at your inventory and also the manual modifiers you have to put in, won't change with character modifications like increased dexterity or proficiency. Being able to see what your feats would do automatically would be very helpful for ones that modify attack rolls."
I disagree with Sharpshooter. First, the math isn't that hard, but if you dont want to do it in your head the overrides custom attack works fine. You dont have to add another bow to your inventory. You just add a custom attack and name it Sharpshooter shot and do the math in the override fields. It's not difficult. If you're dex goes up, it will calculate the damage correctly if you choose Dex as the attribute. Also, you can add in the +10 damage from the feat.
Pact Weapon I agree needs work. Hexblade really needs some custom work here. BUT, again you dont need to add extra items that dont exist. Just add the custom attacks. Same with improvised weapons.
OH forgot. There is a hidden check box in the spell that lets you set them in the attack area of your character sheet. Hit the + next to Customize and there is box to check
Interesting, I think I might have compounded the issue cause I was trying to put together an Arcane Archer Hexblade Warlock with Improved Pact Weapon :D
But I'd really like to see either a section below the related item for Feats. Same for Great Weapon Mastery or Sharpshooter, that give you the optional modifications. Not because it's hard to calculate, but because it's easy to forget ( I have played 2 or 3 different characters in a week, or go months without playing a character) This is also why I suggested putting some of these modifications in an easier to see section, like near the attack fields. I find it sometimes difficult to FIND the important features and feats buried in the mass of nested expanding lists. It's actually so difficult to dig through that I feel like I might end up switching back to printed sheets (or just pdf) if they add the summary parts to the abilities on the pdf export.
I guess maybe this is a bug then... but in custom attacks, at least for me, the "to hit" field overrides the proficiency and ability modifiers, making it a flat number, this eliminates any scaling as your character's ability changes. So making your own custom attack for sharpshooter is something you have to self modify.
Personally I feel a checkbox that says "sharpshooter" that applies the relevant changes on the fly to the relevant weapons seems to be the easiest answer. Instead of building custom attacks for any weapon you pick up etc. I guess I like the idea of the sheet taking as much complexity away from the character as possible so I can just focus on everything else.
Also thanks for the spell checkbox tip!
your welcome!
I think your suggestion is a good one. I'm not saying it's perfect. I find feats and class features to be buried as well.
Since feats are optional, I would rather have class features get more surfacing.