There is some weirdness around when a token becomes bloody/below half health:
* In my DM view, the token art gets kind of a see-through red overlay to indicate that it is bloody. However, my players do not report this same overlay happening on the tokens in their view.
* Bloody does not show as a condition when you click on the token, for the DM or for the players.
* There is no condition toggle for bloody. A token can only show bloody (and again, only to the DM) if its hit points are below half.
There is some weirdness around when a token becomes bloody/below half health:
* In my DM view, the token art gets kind of a see-through red overlay to indicate that it is bloody. However, my players do not report this same overlay happening on the tokens in their view.
* Bloody does not show as a condition when you click on the token, for the DM or for the players.
* There is no condition toggle for bloody. A token can only show bloody (and again, only to the DM) if its hit points are below half.
Whether a creature is Bloodied or not isn't something that's necessarily meant to be obvious to the players, so it's probably a good thing that it's not automatically shown to them.
Since the definition of Bloodied depends solely on how many HP the creature has, does it really need a manual toggle?
There is some weirdness around when a token becomes bloody/below half health:
* In my DM view, the token art gets kind of a see-through red overlay to indicate that it is bloody. However, my players do not report this same overlay happening on the tokens in their view.
Open the settings and check that "Players can see when tokens have been bloodied" is enabled
* Bloody does not show as a condition when you click on the token, for the DM or for the players.
That's because it's not a condition that can be triggered any other way than being below half your maximum hit points, which Maps handles automatically
* There is no condition toggle for bloody. A token can only show bloody (and again, only to the DM) if its hit points are below half.
Yep, that's because that's how Bloodied works and Maps handles toggling it on and off automatically
Bloodied works however the DM wants it to work. It's a condition like any other and I should be able to apply it, or not, at will.
I mean, the automation is nice and handy, but what if I want to make a creature appear bloody if its hit points don't actually agree? Or vice versa? I'm thinking things like multistage fights and I don't want to have to manually fudge a tokens HP to force a status indicator.
Bloodied works however the DM wants it to work. It's a condition like any other and I should be able to apply it, or not, at will.
I mean, the automation is nice and handy, but what if I want to make a creature appear bloody if its hit points don't actually agree? Or vice versa? I'm thinking things like multistage fights and I don't want to have to manually fudge a tokens HP to force a status indicator.
From what I've seen, automatic bloodied indicator is something a lot of people were asking for. You unfortunately can't have it both ways
It looks like there's a setting for this (click the top-right hamburger icon and click 'Settings'): "Players can see when tokens have been bloodied" . Since some player abilities are based on this, I think it's important that they know when a monster (especially a boss) is bloodied, but I can imagine wanting to hide it for a multi-stage boss. Being able to override it on specific monsters would be a good feature.
How did you do this mockup, if you don't mind me asking?
I gave ChatGPT a screenshot of the existing interface (with one toggle turned on so it could see what that looked like), and told it to build a UX mockup with a very brief description:
I want you to take on the role of a UX user interface designer. In the online D&D Beyond Maps interface (VTT), I've attached a screenshot of the condition interface for a single token. I've enabled "Blinded" so you can see the color/checkmark of what an enabled control looks like I want you to add the new 5.5 "Bloodied" status to this interface, but it's slightly more complex. There are two options:
enable it automatically (which happens when a token is below 1/2 HP)
disable the "automaticness" and instead be able to apply it, or remove it, regardless of token HP (which is how all the other sliders work)
Please show the interface in all operational modes.
The very first output is what I linked above. So I didn't mock it with a UX tool, more like "AI Photoshop", but the outcome is the same. It's not "that interface could never be built in a web page!" complexity. :)
How did you do this mockup, if you don't mind me asking?
I gave ChatGPT a screenshot of the existing interface (with one toggle turned on so it could see what that looked like), and told it to build a UX mockup with a very brief description:
I want you to take on the role of a UX user interface designer. In the online D&D Beyond Maps interface (VTT), I've attached a screenshot of the condition interface for a single token. I've enabled "Blinded" so you can see the color/checkmark of what an enabled control looks like I want you to add the new 5.5 "Bloodied" status to this interface, but it's slightly more complex. There are two options:
enable it automatically (which happens when a token is below 1/2 HP)
disable the "automaticness" and instead be able to apply it, or remove it, regardless of token HP (which is how all the other sliders work)
Please show the interface in all operational modes.
The very first output is what I linked above. So I didn't mock it with a UX tool, more like "AI Photoshop", but the outcome is the same. It's not "that interface could never be built in a web page!" complexity. :)
Not surprised you used AI.
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DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
Plenty of actual developers are getting by just fine without LLMs.
If they're happy to be lapped by their peers in terms of productivity and complete test coverage, sure.
You should be designing the system architecture, writing rock-solid requirements, and then instructing agents to build, test, and create regression suites for the individual components.
Anyway, this forum isn't for arguing about AI. I provided an extremely solid UX mockup in about 2 minutes in response to someone saying "you can't have it both ways". People can use it, ignore it, rage silently...up to them.
There is some weirdness around when a token becomes bloody/below half health:
* In my DM view, the token art gets kind of a see-through red overlay to indicate that it is bloody. However, my players do not report this same overlay happening on the tokens in their view.
* Bloody does not show as a condition when you click on the token, for the DM or for the players.
* There is no condition toggle for bloody. A token can only show bloody (and again, only to the DM) if its hit points are below half.
Whether a creature is Bloodied or not isn't something that's necessarily meant to be obvious to the players, so it's probably a good thing that it's not automatically shown to them.
Since the definition of Bloodied depends solely on how many HP the creature has, does it really need a manual toggle?
pronouns: he/she/they
Open the settings and check that "Players can see when tokens have been bloodied" is enabled
That's because it's not a condition that can be triggered any other way than being below half your maximum hit points, which Maps handles automatically
Yep, that's because that's how Bloodied works and Maps handles toggling it on and off automatically
Find my D&D Beyond articles here
Bloodied works however the DM wants it to work. It's a condition like any other and I should be able to apply it, or not, at will.
I mean, the automation is nice and handy, but what if I want to make a creature appear bloody if its hit points don't actually agree? Or vice versa? I'm thinking things like multistage fights and I don't want to have to manually fudge a tokens HP to force a status indicator.
From what I've seen, automatic bloodied indicator is something a lot of people were asking for. You unfortunately can't have it both ways
Find my D&D Beyond articles here
It looks like there's a setting for this (click the top-right hamburger icon and click 'Settings'): "Players can see when tokens have been bloodied" . Since some player abilities are based on this, I think it's important that they know when a monster (especially a boss) is bloodied, but I can imagine wanting to hide it for a multi-stage boss. Being able to override it on specific monsters would be a good feature.
This would not be difficult to accomplish. Simple mockup:
How did you do this mockup, if you don't mind me asking?
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
I gave ChatGPT a screenshot of the existing interface (with one toggle turned on so it could see what that looked like), and told it to build a UX mockup with a very brief description:
The very first output is what I linked above. So I didn't mock it with a UX tool, more like "AI Photoshop", but the outcome is the same. It's not "that interface could never be built in a web page!" complexity. :)
Not surprised you used AI.
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
If you're a developer of any kind and you're not using LLMs, you're doing it wrong. It has revolutionized prototyping.
And if you think the web developers behind Maps aren't using LLMs to code the VTT with, you are certainly mistaken.
This gave me a nice chuckle.
Plenty of actual developers are getting by just fine without LLMs.
pronouns: he/she/they
If they're happy to be lapped by their peers in terms of productivity and complete test coverage, sure.
You should be designing the system architecture, writing rock-solid requirements, and then instructing agents to build, test, and create regression suites for the individual components.
Anyway, this forum isn't for arguing about AI. I provided an extremely solid UX mockup in about 2 minutes in response to someone saying "you can't have it both ways". People can use it, ignore it, rage silently...up to them.
If that ever happens, I'll be sure to let you know.
pronouns: he/she/they