Probably been said already, but the character builder needs to let you enter your stat array before you do anything else in terms of choosing race/class.
Could you explain why you feel this, to allow the design team some insight?
Certainly.
When I build a character, the first thing I do is to note down the stat array. Let's assume that a player rolls for stats. Committing to racial bonuses with out having entered the stat array first seems out of place, and makes it such that you have to compare the racial bonus with your non-digital stat array to make an informed decision. I feel that the very first thing you create is your stat array/class. Once you know the stat array or the class, that is when you'll think about allocation of racial bonuses.
Granted, you'll often choose class before stat array, depending on your rules regarding stats. Fixed rolling will often make it so that the stat array "decides" which class you'll play, where non-fixed rolling or point buy will often mean you decide on a class first. But in both scenarios, it's better to have the stat array visible before you choose racial bonuses. I don't think that it matters whether you choose stat array or class first, but it's the racial bonuses that matter, since which bonuses you take (ie. variant human) will depend on your base stat array, such that you fill the gaps etc.
To further exemplify. I tried to make a character with the character builder, and going something simple like Variant Human: Fighter, I was asked to decide on racial stat bonuses before I had the stat array to compare to, so I would have to look at a different document and do it the "oldschool" way, in order to decide where to place the 2 points.
Hope this helps :)
I don't know the mind of Wizards of the Coast, but I think the reason 5th edition set it up where race and class come before stats is because it's not about the stats; it's about the role playing. Stats are just a way to amplify what your character is good at. I once played a half orc in 3.5 edition and played him as a bard. His CHA stat was a pitiful 11 and his STR was a 13 before adding the racial bonus. But because of how I played him, the group I was in (who were heavily into power gaming) had a ton of fun whenever I performed. Yeah I wasn't the best support in combat, but when I did something silly like charm the goblins and acted out the behavior the whole group had a hoot out of it, and the DM would then decide how effective or pitiful it was. And because I did this so well in the acting part the DM almost never made me roll to see how effective it was. My performance was the roll, and as such most of the time I got what my DM would consider 17 to 19 on a roll. If the DM was really impressed then I'd roll to confirm the critical in 3.5 edition. Now there were times where my performance was good but not right for the situation. That was one of those instances where I got a low score. My ability score had almost nothing to do with the outcome because I didn't rely on rolling the dice.
Now I'm not saying the ability scores are not important. They really are, but if you determine your race and class based on the ability scores you limit yourself to what the scores say rather let the scores tweak your character. In my opinion, numbers should come second to character and personality of that character. I have built characters with rolling the stats and writing them down on a paper then choose the race and class and then choose which ability score goes where. But when I did that I didn't have as much fun with my character. Maybe you have more fun doing it where you roll stats first then choose your class then race or roll for stats then choose race then class. But in the end it's all about making a character come to life right? I guess when they made this character builder they just followed the path that 5th edition provided. Maybe they could provide a variant of character building in the final product where you can choose your stats first or choose your race or class first. I don't know. But the goal of the beta is to get feedback and see what works best and what needs to be altered for a better experience. I don't think that DNDBeyond should' do anything we say they should' do. But I am grateful that they hear us and acknowledge our opinions and take them into consideration when they make the updates so that we can get a satisfactory product that can help us enjoy the rpg we all love to play.
Something I noticed about the Character Builder which fixes about 80% of the things I would have liked fixed.
You can move onto the next section before finishing the previous!!!
I had issues with choosing proficiencies or stat upgrades so early, or in chunks. What I did NOT notice was that at the top, where it lists "Home, 1. Race, 2. Class..." ect, you can click between the sections and go back. Or forward. You don't have to dedicate to racial or class proficiencies before selecting the background, just click the background tab before you chose your class and racial proficiencies. The same can go for the ability score upgrades. Just click around.
While this might sound a little convoluted, it actually worked out for me very well. Because all the different features and options are laid out by subject, it's easy to see what my options are, similarly to rolling through the book.
While the equipment still needs adjustments, I find that the basic "Edit Character" part is actually pretty functional with that added knowledge.
I don't like that background selection comes before class selection. There should be an option to change the order of selection for those of us that prefer it that way.
I don't like that background selection comes before class selection. There should be an option to change the order of selection for those of us that prefer it that way.
You can skip around in the tabs and do it in whatever order you want.
So in the Background section for Criminal/Spy it says "Suggested Tool Proficiencies:One type of gaming set, thieves’ tools" and I can't find thieves' tools in the dropdown menu and neither are Playing cards/Marked cards.
I've noticed that when using spellcasters in the builder cantrips aren't automatically scaled to level (the damage of vicious mockery for example displays at the top as 1d4 psychic even with level 17+ characters) might i suggest that number automatically scale based on the characters level? it would save time checking at the very bottom of the spells description.
I've noticed that when using spellcasters in the builder cantrips aren't automatically scaled to level (the damage of vicious mockery for example displays at the top as 1d4 psychic even with level 17+ characters) might i suggest that number automatically scale based on the characters level? it would save time checking at the very bottom of the spells description.
This is a known issue and will be added in a future deployment.
Also, some magic items (for example the pipes of haunting) don't have a charge tracker whereas items like the wand of fireballs does. It's also really awkward to add a tracker to an item (like charges or a single use daily tracker)
[EDIT]
I would also recommend that you guys make it so that charges on magic items automatically restore after short rests, or at least add the option.
It appears that HP Maximum is not updating when a character's Level changes. I have a Level 4 Fighter character sheet, but Max HP is still 12 (base +2).
Thanks!
Hiya jglisson, did you set your hitpoints to manual? That's the most common reason for this. Also, you increased your character level to 4, but did you increase the level in the fighter class? If these haven't resolved it, please link your character and we can take a look.
Setting the level in the class was the issue. I think I expected it to happen automagically when updating the XP.
And because I did this so well in the acting part the DM almost never made me roll to see how effective it was. My performance was the roll, and as such most of the time I got what my DM would consider 17 to 19 on a roll.
Personally I think it's an unfortunate practice to allow people to bypass their character's stats and rolls by acting them out themselves. Are we going to let people bypass athletics checks by doing pushups, or acrobatics checks by doing a backwards flip? Let the character be the character, and the player the player.
Now I'm not saying the ability scores are not important. They really are, but if you determine your race and class based on the ability scores you limit yourself to what the scores say rather let the scores tweak your character. In my opinion, numbers should come second to character and personality of that character.
Well you're approaching character building from a background roleplaying perspective, but there are people that approach character building from a game mechanics perspective, and I think we should cater to both groups. I'll postulate that having the stat array show up early in the character building process won't diminish the background roleplaying perspective.
Personally I build characters mechanically first, and then I make a background story and personality to fit, which in no way hinders or diminishes my roleplaying experience, or the other people's experience at the table. Your fun is equally valid as my fun, and vice versa.
And because I did this so well in the acting part the DM almost never made me roll to see how effective it was. My performance was the roll, and as such most of the time I got what my DM would consider 17 to 19 on a roll.
Personally I think it's an unfortunate practice to allow people to bypass their character's stats and rolls by acting them out themselves. Are we going to let people bypass athletics checks by doing pushups, or acrobatics checks by doing a backwards flip? Let the character be the character, and the player the player.
Now I'm not saying the ability scores are not important. They really are, but if you determine your race and class based on the ability scores you limit yourself to what the scores say rather let the scores tweak your character. In my opinion, numbers should come second to character and personality of that character.
Well you're approaching character building from a background roleplaying perspective, but there are people that approach character building from a game mechanics perspective, and I think we should cater to both groups. I'll postulate that having the stat array show up early in the character building process won't diminish the background roleplaying perspective.
Personally I build characters mechanically first, and then I make a background story and personality to fit, which in no way hinders or diminishes my roleplaying experience, or the other people's experience at the table. Your fun is equally valid as my fun, and vice versa.
Thanks for your feedback :)
You know you can move around using the tabs, right? You can create the character in any order you want.
Personally I think it's an unfortunate practice to allow people to bypass their character's stats and rolls by acting them out themselves. Are we going to let people bypass athletics checks by doing pushups, or acrobatics checks by doing a backwards flip? Let the character be the character, and the player the player.
I'd recommend a dedicated level up button. More importantly though. A fire weapon button. This would work just like the cast spell button but automatically ticks down an ammo counter. This would make ammunition management a breeze.
Under the description part of the character builder it says:
Suggested Tool Proficiencies:One type of gaming set, thieves’ tools
But neither the gaming set or thieves' tools are listed in the drop down.
Also, under bard subclass it will only let me chose College of Lore, there is no College of Valor option.
I can't seem to pick expertise for the rogue.
Is your class Rogue? If so then they are already proficient in thieves' tools so that option is removed from the list of options for backgrounds. The same is true for any skill proficiency you may have gained from your race or class.
Gaming sets are listed by type: Dice Set or Playing Card Set.
Finally, for the beta only content from the SRD, Basic rule and Elemental Evil Player's Companion (basically the free rules) is included. Full rules from the PHB will be available for purchase from 15th August.
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+1
I don't know the mind of Wizards of the Coast, but I think the reason 5th edition set it up where race and class come before stats is because it's not about the stats; it's about the role playing. Stats are just a way to amplify what your character is good at. I once played a half orc in 3.5 edition and played him as a bard. His CHA stat was a pitiful 11 and his STR was a 13 before adding the racial bonus. But because of how I played him, the group I was in (who were heavily into power gaming) had a ton of fun whenever I performed. Yeah I wasn't the best support in combat, but when I did something silly like charm the goblins and acted out the behavior the whole group had a hoot out of it, and the DM would then decide how effective or pitiful it was. And because I did this so well in the acting part the DM almost never made me roll to see how effective it was. My performance was the roll, and as such most of the time I got what my DM would consider 17 to 19 on a roll. If the DM was really impressed then I'd roll to confirm the critical in 3.5 edition. Now there were times where my performance was good but not right for the situation. That was one of those instances where I got a low score. My ability score had almost nothing to do with the outcome because I didn't rely on rolling the dice.
Now I'm not saying the ability scores are not important. They really are, but if you determine your race and class based on the ability scores you limit yourself to what the scores say rather let the scores tweak your character. In my opinion, numbers should come second to character and personality of that character. I have built characters with rolling the stats and writing them down on a paper then choose the race and class and then choose which ability score goes where. But when I did that I didn't have as much fun with my character. Maybe you have more fun doing it where you roll stats first then choose your class then race or roll for stats then choose race then class. But in the end it's all about making a character come to life right? I guess when they made this character builder they just followed the path that 5th edition provided. Maybe they could provide a variant of character building in the final product where you can choose your stats first or choose your race or class first. I don't know. But the goal of the beta is to get feedback and see what works best and what needs to be altered for a better experience. I don't think that DNDBeyond should' do anything we say they should' do. But I am grateful that they hear us and acknowledge our opinions and take them into consideration when they make the updates so that we can get a satisfactory product that can help us enjoy the rpg we all love to play.
Something I noticed about the Character Builder which fixes about 80% of the things I would have liked fixed.
You can move onto the next section before finishing the previous!!!
I had issues with choosing proficiencies or stat upgrades so early, or in chunks. What I did NOT notice was that at the top, where it lists "Home, 1. Race, 2. Class..." ect, you can click between the sections and go back. Or forward. You don't have to dedicate to racial or class proficiencies before selecting the background, just click the background tab before you chose your class and racial proficiencies. The same can go for the ability score upgrades. Just click around.
While this might sound a little convoluted, it actually worked out for me very well. Because all the different features and options are laid out by subject, it's easy to see what my options are, similarly to rolling through the book.
While the equipment still needs adjustments, I find that the basic "Edit Character" part is actually pretty functional with that added knowledge.
I don't like that background selection comes before class selection. There should be an option to change the order of selection for those of us that prefer it that way.
So in the Background section for Criminal/Spy it says "Suggested Tool Proficiencies:One type of gaming set, thieves’ tools" and I can't find thieves' tools in the dropdown menu and neither are Playing cards/Marked cards.
I've noticed that when using spellcasters in the builder cantrips aren't automatically scaled to level (the damage of vicious mockery for example displays at the top as 1d4 psychic even with level 17+ characters) might i suggest that number automatically scale based on the characters level? it would save time checking at the very bottom of the spells description.
It could be nice to see the range of ranged weapons in the attack and equipment section on the character sheet.
Thanks for your nice job!
Player since 1982 and DM since 1990.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Agreed - that would be really handy.
I'd also love to be able to click on an item to jump to the page with full details of that item.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Also, some magic items (for example the pipes of haunting) don't have a charge tracker whereas items like the wand of fireballs does. It's also really awkward to add a tracker to an item (like charges or a single use daily tracker)
[EDIT]
I would also recommend that you guys make it so that charges on magic items automatically restore after short rests, or at least add the option.
Under the description part of the character builder it says:
Suggested Tool Proficiencies:One type of gaming set, thieves’ tools
But neither the gaming set or thieves' tools are listed in the drop down.
Also, under bard subclass it will only let me chose College of Lore, there is no College of Valor option.
I can't seem to pick expertise for the rogue.
You're not the only one with that feedback, so don't worry.
With recent changes, you can now just level up your class and your character level will increase to match.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Personally I think it's an unfortunate practice to allow people to bypass their character's stats and rolls by acting them out themselves. Are we going to let people bypass athletics checks by doing pushups, or acrobatics checks by doing a backwards flip? Let the character be the character, and the player the player.
Quote from Dandorian>>
Well you're approaching character building from a background roleplaying perspective, but there are people that approach character building from a game mechanics perspective, and I think we should cater to both groups. I'll postulate that having the stat array show up early in the character building process won't diminish the background roleplaying perspective.Altrazin Aghanes - Wizard/Fighter
Varpulis Windhowl - Fighter
Skolson Demjon - Cleric/Fighter
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
I'd recommend a dedicated level up button. More importantly though. A fire weapon button. This would work just like the cast spell button but automatically ticks down an ammo counter. This would make ammunition management a breeze.