I'd also like to see more than 12 character slots in a campaign.
I run a large campaign. There's anywhere from 10-16 players in any given session. People can drop in and out of my campaign (it's episodic) so a player might miss a couple of sessions and return.
I get that D&D Beyond's team doesn't want content sharing abused, but I think there are valid use cases for loosening this restriction.
Me too, here. I understand the need for a limit but I would appreciate it if it was per player and not per campaign and offer an option to pay more so we could share more.
Do we need to call a developer? Can we tag someone to notify them?
IIRC, a few update videos back BadEye did say the plan is to move to 12 players per campaign rather than 12 characters, but I don't recall an ETA. Nor do I have any idea what that would entail under the hood...
Do developers even frequent this thread and reply? Or is this more of a "Let's have a place for people to write their stuff and not make 50 threads. We might look here, but we have our own roadmap."
Do developers even frequent this thread and reply? Or is this more of a "Let's have a place for people to write their stuff and not make 50 threads. We might look here, but we have our own roadmap."
They used a ton of the suggestions from the Upcoming Character Sheet Revamp for the Revamp that came out at the end of June.
Do developers even frequent this thread and reply? Or is this more of a "Let's have a place for people to write their stuff and not make 50 threads. We might look here, but we have our own roadmap."
Most definitely! They are all over the forums, devs and mods alike. The changes to the character sheet, to this site and its services have been driven by user feedback gathered from these forums.
I just realized you asked about this thread in particular. I know they have before. The focus has been the character sheet revamp and then the mobile app. Campaign management is something they've gathered feedback on, but it's not the next on the list as far as I know. So they might not replying here, but BadEye and the team are reading the feedback, I am confident.
Do developers even frequent this thread and reply? Or is this more of a "Let's have a place for people to write their stuff and not make 50 threads. We might look here, but we have our own roadmap."
As some others have noted, I can assure you that we read as much as humanly possible of forum posts, and we read every post in these feedback threads.
We do have a very intentional roadmap, but it is heavily-informed by community feedback.
I like Realm Works a lot for a campaign manager, but there are a lot of good programs like (Android) initiative tracker, monsters & generators etc etc
If you ask me, I like dndbeyond to make a API so that programs like these can login to our dndbeyond account and we can start using all the stuff we have in these programs.
Rollback Post to RevisionRollBack
You ask: Are you dutch? i ask you to roll and you hit a natural 20 ;)
The biggest problem with cossing apps like that, is that it requires some kind of link between both companies... it splits the shares and it splits the profit by having to pay another company to do so. hence why the company do not do this. they already have fantasynamegenerator to thanks for their awesome generators. i'm sure they already have more then enough partners as it is.
that said... it would be great if they did take a few managers and just add basic stuff. no need for a huge graphical UI. we're not that wanting on that part, i just want something functionnal.
Rollback Post to RevisionRollBack
DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
Do developers even frequent this thread and reply? Or is this more of a "Let's have a place for people to write their stuff and not make 50 threads. We might look here, but we have our own roadmap."
As some others have noted, I can assure you that we read as much as humanly possible of forum posts, and we read every post in these feedback threads.
We do have a very intentional roadmap, but it is heavily-informed by community feedback.
Thanks!
Thanks for the fast reply! As a PM myself, I know how difficult it is to read uncurated customer feedback and be open enough about your roadmap to account for possible changes like this.
Can you tell us when where on the roadmap is allowing for more shareable content on campaigns (whether it requires additional payment or not) sitting in?
I can't really imagine a typical player having more than 4-5 players in a campaign, and most players having more than 1 character each. It seems really strange to make it 12 characters per campaign. I do understand that most DMs probably won't be doing more than 1-2 campaigns. I am the oddball out in having 5 campaigns going on at once.
Or maybe my guess of the typical DM behavior is wrong.
@auraofmana Most DMS wants the typical 4 players... but many if not all DMs eventually ends up with many friends weanting in, not to mention there is so few DMs that when one starts its game, everyone who learns about it, wants in. Its not uncommon to have 6 to 8 players in a game. westmarches are another genre that picked up, where they have 15 to 30 players in it. that's not counting those with shared campaigns, where they play a group and then another group at the same time in another time slot, then at one point they join forces all together. that makes for many players at the same table.
i for one, have already 2 campaigns started. in the same universe, if the players go to the right places, they could meet each others. but my players don't want that. because the first group is already 9 players big, while the second is 7. that would be 16 players at my table and the players dont want it to happen.
the limit of 12 players makes sense when you account for larger groups. like my 9 for exemple. that gives me 3 extra slots just in case something whacko happens. these groups are pretty common place. imagine it like this... in boxing, boxers that are new starts with only 4 rounds to go in boxing in the ring. as they progress, they start adding more rounds to his routine. the same applies here, you start with 2 to 3 friends. but then those friends taks and their friends wants in. as you progress as a DM you start adding more players to your game. again, its not uncommon to have large groups of 6 to 8 players. and many genre started to have much more then those. the extra slots as mentioned, is just in case something goes wrong.
as for 2 characters per players... hapenned to 3 of my players... heres how it hapenned all 3 times...
one of the players makes a mistakes, something bad happens to him and the other players leave him to the hands of the enemy. the player has no choice but to obey the enemy and they are stuck under a curse they can't remove if nobody comes to get them. the player do not want to leave his character, he likes it, so i tell him, give me a few sessions and you'll see him back. while he waits he creates another character. the group accepts said new character and after about 8 or 9 sessions. the enemy trades the said old comrades for something they just acquired or kill them all, the group agrees to the demands and gets everyone back. Everyone had fun and the story progresses... but heres the catch... the player now has 2 characters, not one. while it seems easy to leave one and just go back to just 1. it is not when it comes to players who pour everything they have into the played characters. and thus either i make the player choose, or i simply let them play 2 characters. the second choice is about better. just let them play both. one day they will stop playing one and change his course, but for now...
another scenario... one of the players gets teleported in hell, the others do not know his destination and thus cannot go rescue him. so i make a game just for him, but 2 of the friends at the same game wants in. so they make high level characters for hell and they both make devilish creatures. they interact with the guy during his session. come the end of the session and both devilish creature came out of hell with him. now the players loved those devilish entities and want to pursue more with them. so one of them tells me he'll leave him be for now until they reach the level of his characters and then will change to that character. but the other has a contract with the said player and cannot leave his side for a while. so that devil player has 2 characters in the campaign. but since its higher levels, i have put rules and the story enforced those rules. but nonetheless, that player has now two characters.
third person is myself... i'm used to play multiple characters because i'm a DM. and i have so few games where i actually play as a player that i asked for a favor of my friend who DM. if i could bring another character into the mix. the players were missing out on leadership and characters with high charisma. so i created the inverse of my barbarian... i created a bard. my DM loved the idea and concept i gave him so he accepted. it was also the challenge for myself that helped me make that decision. 1 character is cool, but 2 is a challenge. and thus i wanted to test myself into playing two distinct characters who literally can have a conversation with myself. and it worked... it leads to really cool scenes with my friends and really cool convos with myself. my friends laughs everytimes it happens. because i also do voice overs. and both my brute and my leader have very different voices.
those are just common scenarios that you may see in many games. sure the DM has the final word on making more characters, but whats the point of leaving a player with one if he enjoys playing two ? everything for the enjoyment of your players right ?
Rollback Post to RevisionRollBack
DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
I get that. I know of many scenarios where this might apply, but it seems strange to make decisions based on edge cases. My question is, what is the mode number of characters per campaign (before the 3 campaign limit was introduced, because that'll skew the data)? Maybe my sense is off and most DMs actually sport 10+ per campaign.
in the last 3 years, westmarches style games have became very common place and westmarches are games with 15-30 characters.
but really the 12 is , if you ask me, just a number they made in case of people going too far. as i said, 8 players is a common place in many a game.
Rollback Post to RevisionRollBack
DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
I get that. I know of many scenarios where this might apply, but it seems strange to make decisions based on edge cases. My question is, what is the mode number of characters per campaign (before the 3 campaign limit was introduced, because that'll skew the data)? Maybe my sense is off and most DMs actually sport 10+ per campaign.
I run a lot of league campaigns. That's a 3 player minimum and a 7 maximum. I find my comfort zone at 5-6 but I know people who prefer 4. I play league-style game where there are between 14-18 players (depending on who's currently completely unavailable to play) and if you go to the extreme of an actual play show with West Marches style and a rotating cast from a very wide pool (i.e. Rollplay The West Marches) you can probably hit the low tens at least.
Has it been discussed yet that players can view other player's character sheets? I'm wanting to know if there is a way to turn this function on or off at will?
Has it been discussed yet that players can view other player's character sheets? I'm wanting to know if there is a way to turn this function on or off at will?
Change the sheet setting to Private. This will limit it to the character creator, and the Dungeon Master.
"Containers" (Backpacks, bags of holding, chests at the keep" and the ability to move items from character to character.
Limit sharing: Share the rules, not the adventures, etc.
Encounter creator, with PCs sheets in said encounter as well.
These would bring the quality of life things that are causing me the biggest headaches running a local campaign. I've seen some cool suggestions in this thread, but for me personally, these are the biggest things that prevent my players (and me) from fully utilizing DDB.
I am unsure if this is where I should post this, but when creating a magic item there is no base weapon category for ammunition. So creating custom arrows and bolts results in it being mislabeled and or unable to stack, creating a large inventory list.
Rollback Post to RevisionRollBack
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I'd also like to see more than 12 character slots in a campaign.
I run a large campaign. There's anywhere from 10-16 players in any given session. People can drop in and out of my campaign (it's episodic) so a player might miss a couple of sessions and return.
I get that D&D Beyond's team doesn't want content sharing abused, but I think there are valid use cases for loosening this restriction.
Me too, here. I understand the need for a limit but I would appreciate it if it was per player and not per campaign and offer an option to pay more so we could share more.
Do we need to call a developer? Can we tag someone to notify them?
Check out all my important links here.
May we live in Less Interesting Times
IIRC, a few update videos back BadEye did say the plan is to move to 12 players per campaign rather than 12 characters, but I don't recall an ETA. Nor do I have any idea what that would entail under the hood...
Do developers even frequent this thread and reply? Or is this more of a "Let's have a place for people to write their stuff and not make 50 threads. We might look here, but we have our own roadmap."
They used a ton of the suggestions from the Upcoming Character Sheet Revamp for the Revamp that came out at the end of June.
Most definitely! They are all over the forums, devs and mods alike. The changes to the character sheet, to this site and its services have been driven by user feedback gathered from these forums.
I just realized you asked about this thread in particular. I know they have before. The focus has been the character sheet revamp and then the mobile app. Campaign management is something they've gathered feedback on, but it's not the next on the list as far as I know. So they might not replying here, but BadEye and the team are reading the feedback, I am confident.
As some others have noted, I can assure you that we read as much as humanly possible of forum posts, and we read every post in these feedback threads.
We do have a very intentional roadmap, but it is heavily-informed by community feedback.
Thanks!
I like Realm Works a lot for a campaign manager, but there are a lot of good programs like (Android) initiative tracker, monsters & generators etc etc
If you ask me, I like dndbeyond to make a API so that programs like these can login to our dndbeyond account and we can start using all the stuff we have in these programs.
You ask: Are you dutch? i ask you to roll and you hit a natural 20 ;)
The biggest problem with cossing apps like that, is that it requires some kind of link between both companies... it splits the shares and it splits the profit by having to pay another company to do so. hence why the company do not do this. they already have fantasynamegenerator to thanks for their awesome generators. i'm sure they already have more then enough partners as it is.
that said... it would be great if they did take a few managers and just add basic stuff. no need for a huge graphical UI. we're not that wanting on that part, i just want something functionnal.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
Thanks for the fast reply! As a PM myself, I know how difficult it is to read uncurated customer feedback and be open enough about your roadmap to account for possible changes like this.
Can you tell us when where on the roadmap is allowing for more shareable content on campaigns (whether it requires additional payment or not) sitting in?
I can't really imagine a typical player having more than 4-5 players in a campaign, and most players having more than 1 character each. It seems really strange to make it 12 characters per campaign. I do understand that most DMs probably won't be doing more than 1-2 campaigns. I am the oddball out in having 5 campaigns going on at once.
Or maybe my guess of the typical DM behavior is wrong.
@auraofmana Most DMS wants the typical 4 players... but many if not all DMs eventually ends up with many friends weanting in, not to mention there is so few DMs that when one starts its game, everyone who learns about it, wants in. Its not uncommon to have 6 to 8 players in a game. westmarches are another genre that picked up, where they have 15 to 30 players in it. that's not counting those with shared campaigns, where they play a group and then another group at the same time in another time slot, then at one point they join forces all together. that makes for many players at the same table.
i for one, have already 2 campaigns started. in the same universe, if the players go to the right places, they could meet each others. but my players don't want that. because the first group is already 9 players big, while the second is 7. that would be 16 players at my table and the players dont want it to happen.
the limit of 12 players makes sense when you account for larger groups. like my 9 for exemple. that gives me 3 extra slots just in case something whacko happens.
these groups are pretty common place.
imagine it like this...
in boxing, boxers that are new starts with only 4 rounds to go in boxing in the ring.
as they progress, they start adding more rounds to his routine.
the same applies here, you start with 2 to 3 friends. but then those friends taks and their friends wants in. as you progress as a DM you start adding more players to your game.
again, its not uncommon to have large groups of 6 to 8 players. and many genre started to have much more then those. the extra slots as mentioned, is just in case something goes wrong.
as for 2 characters per players...
hapenned to 3 of my players...
heres how it hapenned all 3 times...
one of the players makes a mistakes, something bad happens to him and the other players leave him to the hands of the enemy.
the player has no choice but to obey the enemy and they are stuck under a curse they can't remove if nobody comes to get them.
the player do not want to leave his character, he likes it, so i tell him, give me a few sessions and you'll see him back. while he waits he creates another character.
the group accepts said new character and after about 8 or 9 sessions. the enemy trades the said old comrades for something they just acquired or kill them all, the group agrees to the demands and gets everyone back. Everyone had fun and the story progresses... but heres the catch... the player now has 2 characters, not one. while it seems easy to leave one and just go back to just 1. it is not when it comes to players who pour everything they have into the played characters. and thus either i make the player choose, or i simply let them play 2 characters. the second choice is about better. just let them play both. one day they will stop playing one and change his course, but for now...
another scenario... one of the players gets teleported in hell, the others do not know his destination and thus cannot go rescue him. so i make a game just for him, but 2 of the friends at the same game wants in. so they make high level characters for hell and they both make devilish creatures. they interact with the guy during his session. come the end of the session and both devilish creature came out of hell with him. now the players loved those devilish entities and want to pursue more with them. so one of them tells me he'll leave him be for now until they reach the level of his characters and then will change to that character. but the other has a contract with the said player and cannot leave his side for a while. so that devil player has 2 characters in the campaign. but since its higher levels, i have put rules and the story enforced those rules. but nonetheless, that player has now two characters.
third person is myself... i'm used to play multiple characters because i'm a DM. and i have so few games where i actually play as a player that i asked for a favor of my friend who DM. if i could bring another character into the mix. the players were missing out on leadership and characters with high charisma. so i created the inverse of my barbarian... i created a bard. my DM loved the idea and concept i gave him so he accepted. it was also the challenge for myself that helped me make that decision. 1 character is cool, but 2 is a challenge. and thus i wanted to test myself into playing two distinct characters who literally can have a conversation with myself. and it worked... it leads to really cool scenes with my friends and really cool convos with myself. my friends laughs everytimes it happens. because i also do voice overs. and both my brute and my leader have very different voices.
those are just common scenarios that you may see in many games.
sure the DM has the final word on making more characters, but whats the point of leaving a player with one if he enjoys playing two ?
everything for the enjoyment of your players right ?
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
I get that. I know of many scenarios where this might apply, but it seems strange to make decisions based on edge cases. My question is, what is the mode number of characters per campaign (before the 3 campaign limit was introduced, because that'll skew the data)? Maybe my sense is off and most DMs actually sport 10+ per campaign.
in the last 3 years, westmarches style games have became very common place and westmarches are games with 15-30 characters.
but really the 12 is , if you ask me, just a number they made in case of people going too far. as i said, 8 players is a common place in many a game.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
I run a lot of league campaigns. That's a 3 player minimum and a 7 maximum. I find my comfort zone at 5-6 but I know people who prefer 4. I play league-style game where there are between 14-18 players (depending on who's currently completely unavailable to play) and if you go to the extreme of an actual play show with West Marches style and a rotating cast from a very wide pool (i.e. Rollplay The West Marches) you can probably hit the low tens at least.
Check out all my important links here.
May we live in Less Interesting Times
Has it been discussed yet that players can view other player's character sheets? I'm wanting to know if there is a way to turn this function on or off at will?
Change the sheet setting to Private. This will limit it to the character creator, and the Dungeon Master.
Thank you.
My main desires ares still:
These would bring the quality of life things that are causing me the biggest headaches running a local campaign. I've seen some cool suggestions in this thread, but for me personally, these are the biggest things that prevent my players (and me) from fully utilizing DDB.
I am unsure if this is where I should post this, but when creating a magic item there is no base weapon category for ammunition. So creating custom arrows and bolts results in it being mislabeled and or unable to stack, creating a large inventory list.