I do not know if it is working as it is supposed to, but is there a way to add the custom spells to a created character? Is there a way to add different background and feats?
When I select a fighting style, it retains descriptions of all the fighting styles on the digital character sheet. So to remember what I can do with my fighting style, I have to a) scroll down to the Features box, b) open the Class Features dropdown menu, c) open the Fighting Style dropdown menu, and d) scroll down to the bottom of the list of descriptions for each fighting style.
There's gotta be a way to streamline this. I constantly feel like most of the info I need is tucked away behind multiple scrolls and clicks to get to it, if I can find it.
1. In the builder, having the spellcasting ability flagged on the ability score page. It would make it easier to know where to put my higher rolls.
2. A quick way to level up from the digital character sheet, without having to go into the builder. Maybe a place to input HP rolls, and then selecting anything that requires a choice.
3. The ability to generate and equip "common" NPCs (aka the ability to select NPC classes)
It may seem a bit of a busy display for some but it would be nice if you could flip or check notes on previous topics like Race and Class as building out the character. Someway to do that without closing the current window entirely?
Also I hope the PHB background options will be optionally available as drop downs for Character RP details.
GREAT STUFF - CAN'T WAIT TO SEE HOW AWESOME THIS TOOL GETS
I've found that the two additional +1 Ability Score increases I get to select for a Half Elf character are not being automatically added to the Ability Score section of the character builder. The +2 to CHA is added, but the +1 for the selections I made for DEX and INT are not.
for the bard - why don't the additional magical secrets show up as clickable spells in the spell slots? I believe that they do not count against your bard spells known - but do count against your spell slots - the interface has the words "at will" next to them (I don't know what that means)
While I see a lot of valid feedback about the character builder, I'm not sure anyone has yet looked at the character sheet. At least, the digital version of it.
I could definitely see myself using that at the table. It's not perfect and I'd have to test it out in a game first before I give proper feedback on it, but the entire point of DDB, IMO, is to have it as a tool to use at the table while you're playing and from that standpoint, I think the character sheet is shaping up to be a pretty good tool.
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"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
On the character build, it would make more sense to run Race, Background then Class. I know you have followed how WOTC have set the rule books but personally I think it is wrong. You can flick backwards and forwards in a book, but its not so easy on the character generation. :S
1, R>B>C, would be the character timeline. It is more logical & engages the players.
2, race is predominantly static (yes, there are some variables dependent on actual races) & similarly background is also mainly static. This would form a solid base for player modification on class where there are a lot more player options.
3, there is the proficiency issue, if a character has a certain background e.g. a criminal becomes a rogue, then the automatic locked allocation of Stealth & Deception proficiency could stop those options from showing up on the rogue drop menu. Currently class skills are all chosen before the background imports its skills and there is no warning of duplication.
Generally, this is a spectacularly good offering on what must be a nightmarish data set to handle. Well Done Everyone!
Adventurers gear does not appear as separate items. Will you be making it so folks can add all the items included in the adventure gear packs with one click? It has the description but you can't track how many torches you have or feet of rope without adding all the items separately.
I guess I joined late enough that I skipped all the software issues. Seems to work fine for me so far. Love the sleek design, everything is easy to find.
I went straight to random character creation, just to see what it would do for me. Got a genasi bard with 9 CHA, which is.... unconventional. Did this a few more times, got a halfling wizard with 5 INT, a paladin/druid/warlock multiclass with 9 CHA, a paladin/barbarian/fighter with 11 STR.
Don't get me wrong, I know it's random, and of course there is the edit option. I like that there may be a few weird/nonoptimal characters generated, but maybe you could at least make it more likely that rng characters will have their highest stat line up with their main class stat? It's probably the first thing people will change when the go to edit their character.
To preserve the perfectly random system, you could add a slider and let users toggle between 'somewhat optimized' and 'completely random'.
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I noticed that you cannot de-level if you accidentally selected it. I picked 8 to see what things were highlighting next and I can't go back to 7.
When choosing Rogue Expertise choices it presents all skills as a possible option instead of skills that are proficient.
I do not know if it is working as it is supposed to, but is there a way to add the custom spells to a created character? Is there a way to add different background and feats?
When I select a fighting style, it retains descriptions of all the fighting styles on the digital character sheet. So to remember what I can do with my fighting style, I have to a) scroll down to the Features box, b) open the Class Features dropdown menu, c) open the Fighting Style dropdown menu, and d) scroll down to the bottom of the list of descriptions for each fighting style.
There's gotta be a way to streamline this. I constantly feel like most of the info I need is tucked away behind multiple scrolls and clicks to get to it, if I can find it.
I'm on the DM's Guild: click here
Chain mail uses my Dexterity modifier (-1) as part of the AC formula. But heavy armor shouldn't use the Dexterity modifier.
I'm on the DM's Guild: click here
A few things to add to the wish list.
1. In the builder, having the spellcasting ability flagged on the ability score page. It would make it easier to know where to put my higher rolls.
2. A quick way to level up from the digital character sheet, without having to go into the builder. Maybe a place to input HP rolls, and then selecting anything that requires a choice.
3. The ability to generate and equip "common" NPCs (aka the ability to select NPC classes)
Character Build Optional Setting...
It may seem a bit of a busy display for some but it would be nice if you could flip or check notes on previous topics like Race and Class as building out the character. Someway to do that without closing the current window entirely?
Also I hope the PHB background options will be optionally available as drop downs for Character RP details.
GREAT STUFF - CAN'T WAIT TO SEE HOW AWESOME THIS TOOL GETS
Thanks
I have found that the +2 to attack from the Archery Fighting style for fighters isn't being calculated into my attack roll with a longbow.
Also, there is only one Archetype option available but I assume this is intended for the beta
I've found that the two additional +1 Ability Score increases I get to select for a Half Elf character are not being automatically added to the Ability Score section of the character builder. The +2 to CHA is added, but the +1 for the selections I made for DEX and INT are not.
for the bard - why don't the additional magical secrets show up as clickable spells in the spell slots? I believe that they do not count against your bard spells known - but do count against your spell slots - the interface has the words "at will" next to them (I don't know what that means)
Can't de-level.
Can't delete or change a class once selected.
Great start! Some things have been addressed, my quick thoughts
Bug: Heavy Armor AC subtracting dex
Suggested Order: Race > Background > Class > Abilities > Description > Equipment
Abilities should include race modifiers
Background: Allow customization (it's in the basic rules).
P.S. Tired of typing "For the beta test, only material from the SRD..." yet?
While I see a lot of valid feedback about the character builder, I'm not sure anyone has yet looked at the character sheet. At least, the digital version of it.
I could definitely see myself using that at the table. It's not perfect and I'd have to test it out in a game first before I give proper feedback on it, but the entire point of DDB, IMO, is to have it as a tool to use at the table while you're playing and from that standpoint, I think the character sheet is shaping up to be a pretty good tool.
"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
― Oscar Wilde.
Great job people, really impressed!
On the character build, it would make more sense to run Race, Background then Class. I know you have followed how WOTC have set the rule books but personally I think it is wrong. You can flick backwards and forwards in a book, but its not so easy on the character generation. :S
1, R>B>C, would be the character timeline. It is more logical & engages the players.
2, race is predominantly static (yes, there are some variables dependent on actual races) & similarly background is also mainly static. This would form a solid base for player modification on class where there are a lot more player options.
3, there is the proficiency issue, if a character has a certain background e.g. a criminal becomes a rogue, then the automatic locked allocation of Stealth & Deception proficiency could stop those options from showing up on the rogue drop menu. Currently class skills are all chosen before the background imports its skills and there is no warning of duplication.
Generally, this is a spectacularly good offering on what must be a nightmarish data set to handle. Well Done Everyone!
Pretty much awesome except for some missing content. Also noticed that AC-modifying features does not affect the AC displayed in the UI.
Example: Created a Sorcerer with Draconic Resilience, and no Armor worn. AC should be 13+Dex Mod., but it remained 10.
Aaorka monk only gets two feats...grappler and Svirfneblin Magic....ooops?
Adventurers gear does not appear as separate items. Will you be making it so folks can add all the items included in the adventure gear packs with one click? It has the description but you can't track how many torches you have or feet of rope without adding all the items separately.
Also will the homebrew eventually allow homebrew feats?
I guess I joined late enough that I skipped all the software issues. Seems to work fine for me so far. Love the sleek design, everything is easy to find.
I went straight to random character creation, just to see what it would do for me. Got a genasi bard with 9 CHA, which is.... unconventional. Did this a few more times, got a halfling wizard with 5 INT, a paladin/druid/warlock multiclass with 9 CHA, a paladin/barbarian/fighter with 11 STR.
Don't get me wrong, I know it's random, and of course there is the edit option. I like that there may be a few weird/nonoptimal characters generated, but maybe you could at least make it more likely that rng characters will have their highest stat line up with their main class stat? It's probably the first thing people will change when the go to edit their character.
To preserve the perfectly random system, you could add a slider and let users toggle between 'somewhat optimized' and 'completely random'.