I have a question about an underspoken topic: The Ring of Spell Storing.
I recently received this ring myself and discovered there's no clear way to track what spells you put into it, never mind the spell level budget or other such information. I am pretty disappointed not having a good way to keep track of these extra spells or add them to my sheet in any way. This issue was mentioned in a couple of threads last year and I haven't seen any change based on the forums, even after the revamp. are there any plans to incorporate spell selection into the ring of spell storing now that the revamp is out?
Thank you in advance,
PZ.
Even if not, it’s now great to be able to add a note to the item with the spells you select. Or creating a custom action on the Actions panel may be handier.
I am pretty disappointed not having a good way to keep track of these extra spells or add them to my sheet in any way.
I mean, there is a Notes section in the Customisation tab of every item.
Yup, or if you want a bit more room to paste in the spell/s details, you can add a custom item for the ring. Not perfect, but a decent workaround until they address it.
Not sure if this is even possible or if it's already been mentioned but I've found myself a few times wanting to click on a column title for things to sort in a certain order. Click once, it sorts alphabetically A-Z or counts up from 1+, click a second time it reverses it and click a third and it reverts to standard sorting, or something like that, in the following areas:
So in the skills pane, for instance, how cool would it be to click on the "Bonus" column title and have it sort all your skills from highest to lowest? Or in the inventory pane clicking on "Weight" to sort from heaviest to lightest, etc.
Rollback Post to RevisionRollBack
"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
When you say that 70% of the character sheet use was desktop, so that was your design priority, have you considered the difference between use and play? ....
Yes, we know the difference between use and play, to a fairly reasonable degree.
I also still fail to understand how anyone would say that we are saying "oh well" to anything about this. If we were doing so, I could have taken the weekend off. :) [....]
Instead of saying we have detrimentally affected your group's mobile experience (which is ambiguous and therefore doesn't help us understand the root cause of your challenges), articulating why it is problematic for you now would help and I assure you we would listen and consider that feedback.
Thanks!
Hey Badeye,
Firstly, apologies if my comment came across as dismissive or derogatory to the work you're all doing, it was reactionary and reading back you're right, not constructive. I think there is quite a depth of feeling of "mobile" users though from the change that our usability and use of the app had been a lower priority. Not so much from any of your comments but some others on the thread that are suggesting that. Reading deeper in to this thread and seeing some of your more recent comments on future progression and recent fixes I'm now very hopeful for the position this will be very shorty! However, some hopefully more constructive and broken down thoughts on mine and my groups experiences. Apologies for the wall of text but you did ask for it ;) (and while there are more negatives than positives, I think overall this is/has the potential to be really great with what i would expect to be some fairly small changes for everyone to still appreciate.
Our hardware - regular aspect iPhones and Android, iPad mini 2, Surface pro (2736x1824) and a small screen (10-13"?) laptop
The Good
Customisation!! - being able to easily click and make changes to items, attacks and stats is nicely implemented although knowing how they all operate, and that they operate is a bit clunky and buggy currently. I just got a 4 hour magic +1 to my weapon and the modifier and note section is a big big plus. But knowing what to click where and when seems inconsistent. For weapons its on the weapon, other things need the cog clicking, some things can't be modified
The depth of knowledge available - getting so much info and the ease of getting lots of it is nice. Something I use a lot when asked and being able to quickly read off the full functioning of rules is good
In most instances the pop out sidebar - I think this is probably the best way to provide the information, and I do like that it is context sensitive and appears and can then be dismissed. And for the content it displays I like the level of detail provided and references. There are however some issues with it see below. mainly when I have to scroll up in desktop view because it is linked to page not view.
The "Could you have a look at please"
Mobile navigation - swiping was natural especially for modern phone interfaces. Having to click, think and then find then sometimes click a couple more times to get where I want is no where near ideal. I understand that some swipe functionality is used to dismiss the sidebar now, but how about the other direction. I think having the menu navigation is a plus, but not over also having swipe. My thinking would be allow swiping from page to page when the sidebar is not present. So swiping left brings up the bar, right dismisses it, right again goes to another page (or reverse if people have the bar the other way round). Using your eyes and recognising the pattern of the page you can swipe 4 pages to get where you want quickly and naturally (natural in the current mobile form norms) rather than thinking which section something is under and then looking and clicking.
linked to this above, there are some really good comments on the desire to have some sections combined or expanded. Actions/Combat/spells?, Skills/proficiency's. I think some consolidation of these pages would reduce some of the pain of the navigation buttons, but also help a one directional swipe functionality. Scrolling up and down is not terrible if you already have to on mobile, and you can know where you want to go to because it is more on "one page"
AC, initiative and speed- these are three (you could add proficiency) things that I think many would prefer always available as a top line thing. I see that speed and prof are on desktop, but nothing on mobile. There may not be much screen real estate available, but putting them in the character/hit point header would be really nice.
Header bar - including the comments above, the header bar is always visible on my mobile yet scrolls on my SP and when my SP triggers to mobile view. Can we have consistency and keep the grey bar always visible on desktop and "Desktop lite"
Desktop and "Desktop lite" compared to mobile - on my phone, the sidebar locks to the whole phone screen and I can then scroll. It covers the page but is easily dismissed and I can start reading from the top. As has been mentioned before, on a computer, it is locked to page rather than view, so when it opens I've got to scroll up in it to access the information and this is really a big Bugbear ;). On the "desktop lite" format as I'll call it whenever I have the page in anything less than full screen, it goes to an interesting hybrid version. This I can deal with, but I do think some of it is a bit aggressive for what is not a small screen still. Perhaps making this feature "toggleable" would address some people's problems with half page viewing and wasted space. However, when this happens, it provides a better summary of things on a page than the full or mobile version. For example in actions this way there are no longer tabs for "action, bonus, reaction, other" but instead a scrollable box for all. if this was on the full mobile version it would make for much nicer navigation
The colour - hitting people straight away with angry red is painful! This was all of my groups first reaction followed by most of us exclaiming "EEEWWWW". First impressions can matter, defaulting to grey and then allowing all the other colours might be a good choice. Perhaps driven by data of what people select as their preferred colour (mine has now been green despite being a barbarian)
Spells - both of my barbarians spells are rituals yet I have to see them in 1st and 2nd level slots. A ritual slot would be helpful for these and others like it, but I admit i've not seen how a spell heavy build works/looks. Linked to this, for devoted spell casters, the up casting is good, but make it toggleable. Also don't have them blue as they look more special than a real higher level spell which shouldn't be the perception (like magic items, its just the inconsistency). Tied to all spells, the current method of seeing all available spells is clunky having to open the sidebar then go back to use one. Can you make it able to see all then cast in the same window like before
tied to this, if my character has no spell casting ability, there seems to be no way to gain or add spells. If my DM so wanted to give me a spell for some story reason (even just more ritual ones) this seems to be something that is unavailable?
Equipment/items - having to use a second screen to add items isn't the nicest or easiest thing and having to know it is through the cog is not the most intuitive thing. I now know this through this forum, but my players don't yet until I explain it to them. Things like this shouldn't have to be learnt or taught, they should be more intuitive and that seems to have been a common comment through the thread.
linked, there seems to be functionality for putting items in bags or on person etc, but no way to manage or do this. Love the idea, but doesn't seem to do anything? Giving the benefit of the doubt this is a function being worked on and will be great for encumbrance etc. But needs some thinking of how it will be nice to load up a bag and be slightly encumbered, then a toggle to drop the bag in combat and gain the movement etc. back then pick it up later?
Also, hearing about campaign and group inventories. LOVE this idea, moving potions about etc and being able to put it in someone else's inventory without effort would be great!
Currency - can like health you add a give/take option. Let the computer do the maths. Tied to this, for equipment, keep the "Add" button but also a "Buy" button that takes off the appropriate gold?
Visibility of content - Even on desktop, it's tied to the above navigation comment and some boxes (equipment) are just too small for their function, but others (skills) are all over the page but needn't be all the time. This feels like a copping of the paper sheet without taking in advantages of a digital sheet. Context sensitive sizing and rearrangement would be wonderful here with a box getting bigger or smaller as hovered or clicked on
names of box areas at the top, I have to scroll down to see what the bottom of the page boxes are meant to contain. This may be less of an issue later when people are more familiar with the sheet, but right now with things in different places people need to know where/what things are.
Feats - are very granular currently with different mini tabs. Seen some nicer format mockups in this thread that would address this
linked are the limited use functions. Too many in too many different places. Some trigger and carry over automatically (relentless endurance on HP loss) but a single place for all these things like before would be ideal. Having to know one thing is a class feature, one a racial, one a spell, one an X is frustrating and means people will not use their character to its full functionality unlike having all these in one place
I think that's it for now, hopefully more in the spirit of the feedback you need and want. Please don't feel you have to respond to this point by point, I know you're already addressing a number of them I just wanted my feedback out there too. I'm just happy you're so actively taking the feedback in to account (so much so I blew another $100 on books last night.....don't tell the misses). Cheers,
Is it bad that I don't care about the mobile uses of D&DB? I'm a Luddite...I build characters on my PC, write and print my notes and run from behind the DM screen with books printed on actual paper.
My biggest complaints right now are that the stats appear across the top on the screen but on the left side in the printed for and that the stats and the modifiers won't stay in the format I chose.
I love the idea of being able to click a Hex Weapon box on a weapon to make it your hex weapon and change the stats however this is not working for some versatile weapons, like my Staff of Withering. I assume it's because it doesn't have stats or something like a quarterstaff?
Intentional? or Fix ?
It's not a huge deal, because you can edit the weapon and customize it. But I was a little disappoint. (-_-)
Now that we can cheat/homebrew by adding feats outside the usual progression (or override skill proficiencies and bonuses, or other non-regular modifications), it would be nice if the sheet would visibly tell players and DMs when something isn't regular. I think one easy way would be to show the modified/homebrew/irregular feat,skill, or whatnot in a red font (as font colors are already used to distinguish between item rarity and spell levels).
Tablet/phone/ipad view: it would be nice +++ if you could navigate between COMBAT, ACTIONS, SPELLS, EQUIPMENT the same way you can do it on the desktop (i.e. one click instead of two clicks). Basically add "clickable" COMBAT | ACTIONS | SPELLS | EQUIPMENT to the title of each section at the top.
The PDF export for clerics includes the Ceremony spell from Xanathar's Guide to Everything, even if the spell wasn't selected.
This is working as intended, I believe. The current iteration of the sheet prints all possible spells you can choose to prepare, so that if you take a long rest you can then swap out the spells. Otherwise you would need to export/print again each time you change your spells. You mark which ones you would like to prepare, as Clerics don't have a limited 'known' list, being divine casters.
I'm not sure how I add spells to my Wizard character at level 3, in the previous version I was able to choose my spells before the character sheet was generated, but now I can't figure out how to choose them, it's the same for my Warlock, I've been using them to test the character creator and choosing the spells is difficult for me.
I'm not sure how I add spells to my Wizard character at level 3, in the previous version I was able to choose my spells before the character sheet was generated, but now I can't figure out how to choose them, it's the same for my Warlock, I've been using them to test the character creator and choosing the spells is difficult for me.
If you click on the gear icon for the spells section, you can add them from the sidebar the same as you add from the character builder.
I am pretty disappointed not having a good way to keep track of these extra spells or add them to my sheet in any way.
I mean, there is a Notes section in the Customisation tab of every item.
oh great, another box and tab to check? It's an option, but so is pen and paper. I would be nice if our fancy digital tool had the functionality to make this information readily and simply available somewhere else :)
Not sure if it's intentional or a bug, but when I activate my Bladesong, nothing changes. I'd rather like for the bonus to saves and AC to show up when I ding that.
When I customize a weapon, I need to be able to change properties and add in custom properties, remove properties, change range values, etc. Perhaps I'm just not finding where I can actually build a custom weapon from scratch, complete with inputting it's damage die, properties, etc, so that they display properly? I also can't make even short Notes show up in the sheet. They aren't useful to me if I have to click on the weapon to see them. The point is to see them at a glance and be reminded.
I'm not sure how I add spells to my Wizard character at level 3, in the previous version I was able to choose my spells before the character sheet was generated, but now I can't figure out how to choose them, it's the same for my Warlock, I've been using them to test the character creator and choosing the spells is difficult for me.
Same as before, in the builder, under your class, go to Spells (next to class features under the class tab), and go to add spells.
Not sure if it's intentional or a bug, but when I activate my Bladesong, nothing changes. I'd rather like for the bonus to saves and AC to show up when I ding that.
Temporary effects such as this, or a Barbarian's 'rage' feature are not yet implemented. It is planned for the future, but no defined timeline at this point.
What I do is create a magic item with the bonuses/changes associated named after the feature. When I activate the feature, I equip the item, and everything changes for me.
Too much screen space dedicated to senses, saving throws, proficiencies, and not enough dedicated to spells, features, combat.
Manual hit points keep resetting to Fixed Value after selecting Long Rest, even with manual hit point preferences selected.
The previous Custom Weapons didn’t work correctly after the transition, but I recreated them and now they are working better than before. However, what is the snippet supposed to do? (It doesn’t appear to do anything). I use the custom weapon for Pact Weapon; how do I add a bonus to hit value (from Improved Pact Weapon)? Would it be possible to add additional damage, such as the necrotic damage from Life Drinker? Could we get an option to add Pact Weapons to the Combat section so we do not need to create them manually?
The Pact and Hex Weapon options are novel, but they don’t consider Improved Pact Weapon or Lifedrinker.
The new Spell list is a bit confusing, not as intuitive as before, but I may get used to this over time. The old design was intuitive and easy to read.
I definitely prefer the Used button for class/race features, to the ambiguous square box that we now have, the box is hard to find and not intuitive.
Apologies if has already been addresses or I have overlooked the how.
A friend asked for advice on spells for the mid-level wizard he is making. When I view his character I can see the spells he has prepared but cannot find a way of seeing what spells are in his spellbook. I think this would be useful for not only my current situation.
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Even if not, it’s now great to be able to add a note to the item with the spells you select. Or creating a custom action on the Actions panel may be handier.
Yup, or if you want a bit more room to paste in the spell/s details, you can add a custom item for the ring. Not perfect, but a decent workaround until they address it.
Not sure if this is even possible or if it's already been mentioned but I've found myself a few times wanting to click on a column title for things to sort in a certain order. Click once, it sorts alphabetically A-Z or counts up from 1+, click a second time it reverses it and click a third and it reverts to standard sorting, or something like that, in the following areas:
So in the skills pane, for instance, how cool would it be to click on the "Bonus" column title and have it sort all your skills from highest to lowest? Or in the inventory pane clicking on "Weight" to sort from heaviest to lightest, etc.
"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
― Oscar Wilde.
Hey Badeye,
Firstly, apologies if my comment came across as dismissive or derogatory to the work you're all doing, it was reactionary and reading back you're right, not constructive. I think there is quite a depth of feeling of "mobile" users though from the change that our usability and use of the app had been a lower priority. Not so much from any of your comments but some others on the thread that are suggesting that. Reading deeper in to this thread and seeing some of your more recent comments on future progression and recent fixes I'm now very hopeful for the position this will be very shorty! However, some hopefully more constructive and broken down thoughts on mine and my groups experiences. Apologies for the wall of text but you did ask for it ;) (and while there are more negatives than positives, I think overall this is/has the potential to be really great with what i would expect to be some fairly small changes for everyone to still appreciate.
Our hardware - regular aspect iPhones and Android, iPad mini 2, Surface pro (2736x1824) and a small screen (10-13"?) laptop
The Good
The "Could you have a look at please"
I think that's it for now, hopefully more in the spirit of the feedback you need and want. Please don't feel you have to respond to this point by point, I know you're already addressing a number of them I just wanted my feedback out there too. I'm just happy you're so actively taking the feedback in to account (so much so I blew another $100 on books last night.....don't tell the misses). Cheers,
James
Is it bad that I don't care about the mobile uses of D&DB? I'm a Luddite...I build characters on my PC, write and print my notes and run from behind the DM screen with books printed on actual paper.
My biggest complaints right now are that the stats appear across the top on the screen but on the left side in the printed for and that the stats and the modifiers won't stay in the format I chose.
Versatile Weapons Issue
I love the idea of being able to click a Hex Weapon box on a weapon to make it your hex weapon and change the stats however this is not working for some versatile weapons, like my Staff of Withering. I assume it's because it doesn't have stats or something like a quarterstaff?
Intentional? or Fix ?
It's not a huge deal, because you can edit the weapon and customize it. But I was a little disappoint. (-_-)
I refer you here sir. To Jeremy Crawford himself
https://twitter.com/jeremyecrawford/status/831283161149509632?lang=en
AND all other weapons such as the quarterstaff that is versatile, have the Hex option.
Now that we can cheat/homebrew by adding feats outside the usual progression (or override skill proficiencies and bonuses, or other non-regular modifications), it would be nice if the sheet would visibly tell players and DMs when something isn't regular. I think one easy way would be to show the modified/homebrew/irregular feat,skill, or whatnot in a red font (as font colors are already used to distinguish between item rarity and spell levels).
My Homebrew: Magic Items | Monsters | Spells | Subclasses | My house rules
Currently playing: Fai'zal - CN Githyanki Rogue (Candlekeep Mysteries, Forgotten Realms) ; Zeena - LN Elf Sorcerer (Dragonlance)
Playing D&D since 1st edition. DMs Guild Author: B.A. Morrier (4-5⭐products! Please check them out.) Twitter: @benmorrier he/him
Versatile is different to two-handed. Also, if you take Pact of the Blade, it applies to any weapon.
"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
― Oscar Wilde.
The PDF export for clerics includes the Ceremony spell from Xanathar's Guide to Everything, even if the spell wasn't selected.
Tablet/phone/ipad view: it would be nice +++ if you could navigate between COMBAT, ACTIONS, SPELLS, EQUIPMENT the same way you can do it on the desktop (i.e. one click instead of two clicks). Basically add "clickable" COMBAT | ACTIONS | SPELLS | EQUIPMENT to the title of each section at the top.
My Homebrew: Magic Items | Monsters | Spells | Subclasses | My house rules
Currently playing: Fai'zal - CN Githyanki Rogue (Candlekeep Mysteries, Forgotten Realms) ; Zeena - LN Elf Sorcerer (Dragonlance)
Playing D&D since 1st edition. DMs Guild Author: B.A. Morrier (4-5⭐products! Please check them out.) Twitter: @benmorrier he/him
This is working as intended, I believe. The current iteration of the sheet prints all possible spells you can choose to prepare, so that if you take a long rest you can then swap out the spells. Otherwise you would need to export/print again each time you change your spells. You mark which ones you would like to prepare, as Clerics don't have a limited 'known' list, being divine casters.
I'm not sure how I add spells to my Wizard character at level 3, in the previous version I was able to choose my spells before the character sheet was generated, but now I can't figure out how to choose them, it's the same for my Warlock, I've been using them to test the character creator and choosing the spells is difficult for me.
If you click on the gear icon for the spells section, you can add them from the sidebar the same as you add from the character builder.
oh great, another box and tab to check? It's an option, but so is pen and paper. I would be nice if our fancy digital tool had the functionality to make this information readily and simply available somewhere else :)
Not sure if it's intentional or a bug, but when I activate my Bladesong, nothing changes. I'd rather like for the bonus to saves and AC to show up when I ding that.
When I customize a weapon, I need to be able to change properties and add in custom properties, remove properties, change range values, etc. Perhaps I'm just not finding where I can actually build a custom weapon from scratch, complete with inputting it's damage die, properties, etc, so that they display properly? I also can't make even short Notes show up in the sheet. They aren't useful to me if I have to click on the weapon to see them. The point is to see them at a glance and be reminded.
We do bones, motherf***ker!
This is really aggravating. Why no tooltips, or hyperlink blue?
Same as before, in the builder, under your class, go to Spells (next to class features under the class tab), and go to add spells.
We do bones, motherf***ker!
Temporary effects such as this, or a Barbarian's 'rage' feature are not yet implemented. It is planned for the future, but no defined timeline at this point.
What I do is create a magic item with the bonuses/changes associated named after the feature. When I activate the feature, I equip the item, and everything changes for me.
Too much screen space dedicated to senses, saving throws, proficiencies, and not enough dedicated to spells, features, combat.
Manual hit points keep resetting to Fixed Value after selecting Long Rest, even with manual hit point preferences selected.
The previous Custom Weapons didn’t work correctly after the transition, but I recreated them and now they are working better than before. However, what is the snippet supposed to do? (It doesn’t appear to do anything). I use the custom weapon for Pact Weapon; how do I add a bonus to hit value (from Improved Pact Weapon)? Would it be possible to add additional damage, such as the necrotic damage from Life Drinker? Could we get an option to add Pact Weapons to the Combat section so we do not need to create them manually?
The Pact and Hex Weapon options are novel, but they don’t consider Improved Pact Weapon or Lifedrinker.
The new Spell list is a bit confusing, not as intuitive as before, but I may get used to this over time. The old design was intuitive and easy to read.
I definitely prefer the Used button for class/race features, to the ambiguous square box that we now have, the box is hard to find and not intuitive.
Apologies if has already been addresses or I have overlooked the how.
A friend asked for advice on spells for the mid-level wizard he is making. When I view his character I can see the spells he has prepared but cannot find a way of seeing what spells are in his spellbook. I think this would be useful for not only my current situation.