When creating a character manually and attempting multiclass on Step 2: Class, none of the prerequisites are determined because attributes haven't yet been selected. This creates an awkward process of advancing before all classes are selected, going to Step 3: Attributes to set the values to meet the prerequisites, then returning to Step 2: Class to make your other class selection(s).
An easier workflow would be choosing Attributes at Step 2, and Class at Step 3.
Also, when attempting to choose my second class, I am stuck in a continual spinning/loading circle.
When will you release more archtypes for the character builder? (please gimme swashbuckler)
For the beta test, only material from the SRD and Basic Rules is available. The other official material will be added at the final release. The price for that is still to be announced.
I used randomize to build a Rogue. It had a 5 Dex. Maybe a little too random?
From the beta release notes
Randomize
This will either make a completely random character (level, race, class, background, spells, etc.), or you can specify a few of those parameters. Keep in mind that these are completely random - this method will not create a necessarily optimized character. It might be fun to play with that kind of randomness though!
First Impression: I can't see using this tool in the current format. We basically are taking a way to fill out a form and removing the form, and in it's place are just a bunch of options for drop down boxes that users have to pick in an order that is not intuitive. I'd like to see the character sheet as I'm selecting options. Think of a tax program, as you answer questions that fill in the form, at any point you can view the form directly. Lets see something like that.
Are there plans to prevent users from making double-choices when selecting certain things like skills? I noticed when making a Human Variant fighter I could select the same skill multiple times in different selections.
When selecting point buy with the Variant human, I did not see my selected ability scores as modifier to the stats I picked. I'd really prefer to be able to select my race and do all my stat choices on the same page/at the same time.
There needs to be some way to see skills as you're choosing them. Either an indication in the drop downs to say that this skill is already selected (or remove it as an option once it's been picked) or a list of already picked skills.
Could also do with moving background selection to the front of the creation process.
First Impression: I can't see using this tool in the current format. We basically are taking a way to fill out a form and removing the form, and in it's place are just a bunch of options for drop down boxes that users have to pick in an order that is not intuitive. I'd like to see the character sheet as I'm selecting options. Think of a tax program, as you answer questions that fill in the form, at any point you can view the form directly. Lets see something like that.
I completely concur. I was literally about to come here and type the exact same thing - I'd love this to look like my tax program. I don't have anything against the builder as is - its probably great for beginners, a step by step version - but I would love a much faster and more visible at once version for people who are building characters themselves.
(Also, not for nothing, but I'd love if, when you bumped a character up a level, it just popped up any decisions you need to make, rather than having to go to the class page again to make those selections)
Fantastic work devs! Here's a few problems I noticed while I was playing around with the generator last night:
Rogue's skill expertise lets you pick from all skills, rather than skills and tool proficiencies that you already know.
Background is chosen after skill proficiencies are chosen, which often leaves you with overlapping skills that the builder doesn't tell you about (I was confused for a second about why my rogue only had 4 skills trained). This needs to be addressed, I think.
Tracking multiple levels of exhaustion would be nice; just having the condition on you is not quite enough, since there are a few stacking levels of it.
On the character sheet on Android, the bar in the middle with the menus on it (skills, abilities, etc) cuts through the menu on the right side when you open it, making it impossible to click some stuff.
Blink Dog is not a language, I'm pretty sure. You have some trouble with the choices in the Languages menu!
When you pick ability scores while levelling up, it would be great to see what your scores are right now.
It'd be useful to have things like Sneak Attack and Divine Strike in the attacks section rather than split up in different places.
Cleric's Channel Divinity options should show up with their normal CD instead of buried in Class Features.
You should be able to read spell details as you prepare them.
If you jack up the spell slot when casting something like Fireball, the amount of damage displayed should change as you pump more spell levels into it.
Two-Weapon Fighting would be nice to see in the attacks section somehow.
It's currently possible to boost stats over 20. Maybe some sort of red icon saying WHOAH NOW BOI YOU CAN'T DO THAT or something.
I'll be coming back to this comment to edit with stuff I find until I've made a character in every class. I'm very pleased where this is going, however!
Skimming this thread and looking at the character sheet so far, my feedback is a hearty THANK YOU to the dev team. This is a ton of work.
Next:
Put "abilities" earlier in the lineup, before class. True, this allows for less experimentation, but it makes it easier to create a multiclass character, as otherwise the multiclass will show that you don't meet the stat prerequisites.
Also abilities: when manually entering ability scores, use a Number field instead of a Text field so mobile devices will default to a numeric keyboard.
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Kerrigan, gold dragonborn pact of the chain fiend warlock (8)/favored soul sorcerer (3): Survived Strahd Roland Crowe, stout halfling pirate (7): off working other angles while the party fights giants Alekhine Dorvanellyn, eladrin bladesinger (7): Fighting giants
So I gave a character a magic weapon (Staff of Thunder and Lightning). It doesn't equip as a weapon. I can work around this by equipping a quarterstaff plus 2, but it seems a bit clunky.
First things first, I like what I am seeing. Not everything is working yet, but I like what I see.
An idea to put in the "after the bugs are worked out" list.
Ability to click on a stat to do a stat roll... (ie if I need a strength check I can click on strength and the popup will let me get a strength roll from there)
This would be good all over, initiative, weapons, etc.
So far it looks really good. There are two things that I saw/experienced that I thought could be improved
1) Starting equipment: If you are going to take the standard equipment you have to flip back and forth between the starting equipment page and the add equipment screen. With all the automation in the system it seems like it would be easier on the user to have radio buttons or dropdowns to allow them to select without having to toggle back and forth.
2) Skill Proficiency (Class vs. Background): When I create a character I always add my Background skill proficiencies before my choosing my Class skill proficiencies in order to avoid duplications. The system does it the other way around (which is fine) but if you choose religion as a skill for your Cleric and then take the Acolyte background you automatically get religion. The system doesn't tell you or recommend that you go back to class and select a different skill proficiency.
I will have to play with it a little bit more, but these were the only two things that jumped out at me.
Great Job!!!
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Former AL Sr. LC for DFW. Co-coord for AL at Common Ground, Dallas.
Thank you all very much for the feedback in the character generator. Your feedback is very much appreciated and there's a lot of great suggestions. Keep them coming!
There are plenty of form fillable pdfs available for 5E and AL. You could essentially just use the compendium and have the pdf next to it and fill as you go. this is a little more than that unless im not seeing what your complaints are properly.
"(Also, not for nothing, but I'd love if, when you bumped a character up a level, it just popped up any decisions you need to make, rather than having to go to the class page again to make those selections)"
This i like. Would be good to have the dings show up on screen to make it more interactive.
Overall, this looked pretty good. The quick-build option created a fun character.
When I went to create my own character, I had two major comments:
- The equipment is confusing. There is a choice of standard equipment vs gold, but the choice isn't obvious as to what you are doing, and is set up differently than most screens (which ask you to make a choice and explain the choice, and then you proceed). Clicking on standard equipment didn't produce any obvious result, and then trying to choose equipment was non-intuitive, as you have to already know what you are looking for and search for it. If I'm making a monk and I click standard equipment, then it should let me make the obvious choices (show me the shortsword and all simple weapons, let me choose one. Then show me the dungeoneer's pack and list its contents and same for explorer's pack and let me choose one pack, etc.). After I've made the standard choices, then let me decide whether to spend my remaining gold, and then I would want to shop by category of goods (weapon, armor, tools, etc.). A huge alphabetical list of equipment isn't reasonable/useful.
- The very beginning of the process asks about XP vs Milestone. I suspect a lot of players will stumble here, not understanding the difference. I think this could actually be moved to the end of the process, with a clear indication that this is a decision you can change later when you join a campaign. Realistically, I should be able to create a character and then make this choice (or change it) when I join a campaign (because that campaign may then have XP or Milestone depending on the DM's choice).
Thanks!
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Learn more about Dungeons & Dragons tabletop at Alphastream.org.
I created a level 1 human cleric with a Constitution score of 14 (+2) and the character sheet says she has 14 hit points when she should have 10 (8 from her class and 2 from her constitution score).
When I edit the character's weight field, it is not saved.
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When creating a character manually and attempting multiclass on Step 2: Class, none of the prerequisites are determined because attributes haven't yet been selected. This creates an awkward process of advancing before all classes are selected, going to Step 3: Attributes to set the values to meet the prerequisites, then returning to Step 2: Class to make your other class selection(s).
An easier workflow would be choosing Attributes at Step 2, and Class at Step 3.
Also, when attempting to choose my second class, I am stuck in a continual spinning/loading circle.
For the beta test, only material from the SRD and Basic Rules is available. The other official material will be added at the final release. The price for that is still to be announced.
http://www.dndbeyond.com/forums/d-d-beyond-general/beta-testing-feedback/568-beta-phase-one-basic-rules-content-only#c1
From the beta release notes
Randomize
This will either make a completely random character (level, race, class, background, spells, etc.), or you can specify a few of those parameters. Keep in mind that these are completely random - this method will not create a necessarily optimized character. It might be fun to play with that kind of randomness though!
First Impression: I can't see using this tool in the current format. We basically are taking a way to fill out a form and removing the form, and in it's place are just a bunch of options for drop down boxes that users have to pick in an order that is not intuitive. I'd like to see the character sheet as I'm selecting options. Think of a tax program, as you answer questions that fill in the form, at any point you can view the form directly. Lets see something like that.
Are there plans to prevent users from making double-choices when selecting certain things like skills? I noticed when making a Human Variant fighter I could select the same skill multiple times in different selections.
When selecting point buy with the Variant human, I did not see my selected ability scores as modifier to the stats I picked. I'd really prefer to be able to select my race and do all my stat choices on the same page/at the same time.
There needs to be some way to see skills as you're choosing them. Either an indication in the drop downs to say that this skill is already selected (or remove it as an option once it's been picked) or a list of already picked skills.
Could also do with moving background selection to the front of the creation process.
Fantastic work devs! Here's a few problems I noticed while I was playing around with the generator last night:
I'll be coming back to this comment to edit with stuff I find until I've made a character in every class. I'm very pleased where this is going, however!
Skimming this thread and looking at the character sheet so far, my feedback is a hearty THANK YOU to the dev team. This is a ton of work.
Next:
Kerrigan, gold dragonborn pact of the chain fiend warlock (8)/favored soul sorcerer (3): Survived Strahd
Roland Crowe, stout halfling pirate (7): off working other angles while the party fights giants
Alekhine Dorvanellyn, eladrin bladesinger (7): Fighting giants
Items like Bracers of Archery are not correctly adding their attack bonuses to the attack section of the character sheet.
So I gave a character a magic weapon (Staff of Thunder and Lightning). It doesn't equip as a weapon. I can work around this by equipping a quarterstaff plus 2, but it seems a bit clunky.
First things first, I like what I am seeing. Not everything is working yet, but I like what I see.
An idea to put in the "after the bugs are worked out" list.
Ability to click on a stat to do a stat roll... (ie if I need a strength check I can click on strength and the popup will let me get a strength roll from there)
This would be good all over, initiative, weapons, etc.
Marav(Druid/Ranger) -Storm Kings ThunderDontontion(Rogue/Warlock) - Storm Kings Thunder
DM - Stormpoint Mountains :: A Critical Role Adventure ( Map of Trunau )
So far it looks really good. There are two things that I saw/experienced that I thought could be improved
1) Starting equipment: If you are going to take the standard equipment you have to flip back and forth between the starting equipment page and the add equipment screen. With all the automation in the system it seems like it would be easier on the user to have radio buttons or dropdowns to allow them to select without having to toggle back and forth.
2) Skill Proficiency (Class vs. Background): When I create a character I always add my Background skill proficiencies before my choosing my Class skill proficiencies in order to avoid duplications. The system does it the other way around (which is fine) but if you choose religion as a skill for your Cleric and then take the Acolyte background you automatically get religion. The system doesn't tell you or recommend that you go back to class and select a different skill proficiency.
I will have to play with it a little bit more, but these were the only two things that jumped out at me.
Great Job!!!
Former AL Sr. LC for DFW.
Co-coord for AL at Common Ground, Dallas.
AL Characters:
Thank you all very much for the feedback in the character generator. Your feedback is very much appreciated and there's a lot of great suggestions. Keep them coming!
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Playing D&D since 1979 (The Keep on the Borderlands)
There are plenty of form fillable pdfs available for 5E and AL. You could essentially just use the compendium and have the pdf next to it and fill as you go. this is a little more than that unless im not seeing what your complaints are properly.
"(Also, not for nothing, but I'd love if, when you bumped a character up a level, it just popped up any decisions you need to make, rather than having to go to the class page again to make those selections)"
This i like. Would be good to have the dings show up on screen to make it more interactive.
"Dat deeeemon come callin'"
Xaviorious Queue'nn (Tiefling Warlock)
Overall, this looked pretty good. The quick-build option created a fun character.
When I went to create my own character, I had two major comments:
- The equipment is confusing. There is a choice of standard equipment vs gold, but the choice isn't obvious as to what you are doing, and is set up differently than most screens (which ask you to make a choice and explain the choice, and then you proceed). Clicking on standard equipment didn't produce any obvious result, and then trying to choose equipment was non-intuitive, as you have to already know what you are looking for and search for it. If I'm making a monk and I click standard equipment, then it should let me make the obvious choices (show me the shortsword and all simple weapons, let me choose one. Then show me the dungeoneer's pack and list its contents and same for explorer's pack and let me choose one pack, etc.). After I've made the standard choices, then let me decide whether to spend my remaining gold, and then I would want to shop by category of goods (weapon, armor, tools, etc.). A huge alphabetical list of equipment isn't reasonable/useful.
- The very beginning of the process asks about XP vs Milestone. I suspect a lot of players will stumble here, not understanding the difference. I think this could actually be moved to the end of the process, with a clear indication that this is a decision you can change later when you join a campaign. Realistically, I should be able to create a character and then make this choice (or change it) when I join a campaign (because that campaign may then have XP or Milestone depending on the DM's choice).
Thanks!
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Agree with automatically giving you decisions to make / attributes to change when leveling up. Overall this is looking great.
Believe I've found 2 issues so far: