Is this still happening? I haven’t seen any progress on this, but people are discussing it. It seems Campaign Management and a standalone app have been forgotten.
Is this still happening? I haven’t seen any progress on this, but people are discussing it. It seems Campaign Management and a standalone app have been forgotten.
You should watch the developer update. Like, today in less than nine hours.
Adam is talking about this all the time and updates us about progress.
Also, check this out. Sometimes I manage to summarise the update.
Is this still happening? I haven’t seen any progress on this, but people are discussing it. It seems Campaign Management and a standalone app have been forgotten.
You should watch the developer update. Like, today in less than nine hours.
Adam is talking about this all the time and updates us about progress.
Also, check this out. Sometimes I manage to summarise the update.
You know, I haven't seen anything on campaign management in a while or heard anything official. I notice it's not even on SabreRunner's summary sheet, either. Perhaps they are taking a piecemeal approach to this? Subscribers don't get campaign management, but we get a DM Screen (someday), and the encounter builder unlimited? I've been away on vacation for a while, so perhaps I missed something? If anyone has information they'd be willing to share, I'm all ears!
You know, I haven't seen anything on campaign management in a while or heard anything official. I notice it's not even on SabreRunner's summary sheet, either. Perhaps they are taking a piecemeal approach to this? Subscribers don't get campaign management, but we get a DM Screen (someday), and the encounter builder unlimited? I've been away on vacation for a while, so perhaps I missed something? If anyone has information they'd be willing to share, I'm all ears!
I haven't had a chance to watch today's development update, but from what I've seen and heard prior to that, I think it is the case that they are working at the various pieces that might be considered "campaign management.". Keep in mind that there are almost as many definitions of what "campaign management" is as there are people eager for it. These are the pieces I think of falling in that category that are listed somewhere on the feature roadmap:
-encounter builder: currently in alpha for subscribers; when it moves to beta it will be available to everyone
-My campaigns page updates: currently in development; I don't have much in the way of details, but it's probably connected to the also in development content management
You know, I haven't seen anything on campaign management in a while or heard anything official. I notice it's not even on SabreRunner's summary sheet, either. Perhaps they are taking a piecemeal approach to this? Subscribers don't get campaign management, but we get a DM Screen (someday), and the encounter builder unlimited? I've been away on vacation for a while, so perhaps I missed something? If anyone has information they'd be willing to share, I'm all ears!
Like she said above me, Adam hasn't given out enough information to compile a proper Campaign Management section in the summary sheet. But I assume the Encounter Builder, Encounter Tracker, and DM Screen are individual pieces which will probably be compiled into Campaign Management later.
Not sure if this is the right place to put this so let me know. I ran into an issue with using a cursed item in my campaign. When players go to add in an item that it is supposed to look like an uncursed item, they can see the cursed item when they type it in.
Example: If you type in Luck to look for Luckstone, it shows Stone of ill luck as well in the search. Makes it difficult to hide it when they see it right away. Is there a way to make it that those items don't show up as default and a box can be check or something to specifically search for cursed items. This would make it more difficult to accidentally see it right away that there is a cursed version. Otherwise there is skepticism right away, and it doesn't serve the purpose intended.
Not sure if this is the right place to put this so let me know. I ran into an issue with using a cursed item in my campaign. When players go to add in an item that it is supposed to look like an uncursed item, they can see the cursed item when they type it in.
Example: If you type in Luck to look for Luckstone, it shows Stone of ill luck as well in the search. Makes it difficult to hide it when they see it right away. Is there a way to make it that those items don't show up as default and a box can be check or something to specifically search for cursed items. This would make it more difficult to accidentally see it right away that there is a cursed version. Otherwise there is skepticism right away, and it doesn't serve the purpose intended.
As a workaround in the meantime, you can just add the items to their character yourself and tell them to refresh.
Not sure if this is the right place to put this so let me know. I ran into an issue with using a cursed item in my campaign. When players go to add in an item that it is supposed to look like an uncursed item, they can see the cursed item when they type it in.
Example: If you type in Luck to look for Luckstone, it shows Stone of ill luck as well in the search. Makes it difficult to hide it when they see it right away. Is there a way to make it that those items don't show up as default and a box can be check or something to specifically search for cursed items. This would make it more difficult to accidentally see it right away that there is a cursed version. Otherwise there is skepticism right away, and it doesn't serve the purpose intended.
As a workaround in the meantime, you can just add the items to their character yourself and tell them to refresh.
Until they can work out item management for bad items, which I think should be part of Campaign Management (though minor and more of a long-run type thing), this is effectively what I do. During the initial item drop, though, I give only a physical description of what it is. Then when they go to identify it I give them more information and wait to see if they're attuning to it or something. Then I'll add it and ask them to refresh as I describe whatever the curse effect is. For my homebrew items, I make a cursed and non-cursed version. I will add the non-cursed if they haven't equipped it, or otherwise triggered the curse, until they do. Even if in the middle of combat, I'll take a moment to describe something happening and ask them to refresh their page.
But it should be noted, that this likely isn't an easy ask. In order for this to work in, what I see as, the most ideal scenario it would have to be as follows;
DM adds cursed item to Player inventory (or awards it via some loot handout system implemented down the road)
DM can see the curse, but the player has not discovered it yet so they cannot see it on the item card
Once the player equips/attunes the item, the curse reveals itself
Possibly even adding a condition if applicable
The amount of if/then statements here is confounding and begging to be screwed up, I think. So this may just be one of those things that we, as GMs, have to continue to do the old-style work and running for.
Not sure if this is the right place to put this so let me know. I ran into an issue with using a cursed item in my campaign. When players go to add in an item that it is supposed to look like an uncursed item, they can see the cursed item when they type it in.
Example: If you type in Luck to look for Luckstone, it shows Stone of ill luck as well in the search. Makes it difficult to hide it when they see it right away. Is there a way to make it that those items don't show up as default and a box can be check or something to specifically search for cursed items. This would make it more difficult to accidentally see it right away that there is a cursed version. Otherwise there is skepticism right away, and it doesn't serve the purpose intended.
As a workaround in the meantime, you can just add the items to their character yourself and tell them to refresh.
Until they can work out item management for bad items, which I think should be part of Campaign Management (though minor and more of a long-run type thing), this is effectively what I do. During the initial item drop, though, I give only a physical description of what it is. Then when they go to identify it I give them more information and wait to see if they're attuning to it or something. Then I'll add it and ask them to refresh as I describe whatever the curse effect is. For my homebrew items, I make a cursed and non-cursed version. I will add the non-cursed if they haven't equipped it, or otherwise triggered the curse, until they do. Even if in the middle of combat, I'll take a moment to describe something happening and ask them to refresh their page.
But it should be noted, that this likely isn't an easy ask. In order for this to work in, what I see as, the most ideal scenario it would have to be as follows;
DM adds cursed item to Player inventory (or awards it via some loot handout system implemented down the road)
DM can see the curse, but the player has not discovered it yet so they cannot see it on the item card
Once the player equips/attunes the item, the curse reveals itself
Possibly even adding a condition if applicable
The amount of if/then statements here is confounding and begging to be screwed up, I think. So this may just be one of those things that we, as GMs, have to continue to do the old-style work and running for.
I'm wondering if there might be a "simpler" work around from a coding perspective. Simpler is in quotes because I'm not entirely sure how difficult this would be to implement, but what if all homebrew items had a "for creator's/DM's eyes only" section that could be hidden from the player's view until the dm unchecked a box? This would eliminate the need for any if/then coding and could be handled by an attentive DM. I imagine this being implemented in a way similar to their plan to whitelist/blacklist sources in content sharing. Again, I'm not entirely sure how simple a solution this would actually be, and I can foresee some ways in which it might cause more problems than it fixes (e.g., where would the checkbox be located and how could the DM uncheck it for a player in Campaign A but not a player in Campaign B, etc., etc.).
Not sure if this is the right place to put this so let me know. I ran into an issue with using a cursed item in my campaign. When players go to add in an item that it is supposed to look like an uncursed item, they can see the cursed item when they type it in.
Example: If you type in Luck to look for Luckstone, it shows Stone of ill luck as well in the search. Makes it difficult to hide it when they see it right away. Is there a way to make it that those items don't show up as default and a box can be check or something to specifically search for cursed items. This would make it more difficult to accidentally see it right away that there is a cursed version. Otherwise there is skepticism right away, and it doesn't serve the purpose intended.
As a workaround in the meantime, you can just add the items to their character yourself and tell them to refresh.
Until they can work out item management for bad items, which I think should be part of Campaign Management (though minor and more of a long-run type thing), this is effectively what I do. During the initial item drop, though, I give only a physical description of what it is. Then when they go to identify it I give them more information and wait to see if they're attuning to it or something. Then I'll add it and ask them to refresh as I describe whatever the curse effect is. For my homebrew items, I make a cursed and non-cursed version. I will add the non-cursed if they haven't equipped it, or otherwise triggered the curse, until they do. Even if in the middle of combat, I'll take a moment to describe something happening and ask them to refresh their page.
But it should be noted, that this likely isn't an easy ask. In order for this to work in, what I see as, the most ideal scenario it would have to be as follows;
DM adds cursed item to Player inventory (or awards it via some loot handout system implemented down the road)
DM can see the curse, but the player has not discovered it yet so they cannot see it on the item card
Once the player equips/attunes the item, the curse reveals itself
Possibly even adding a condition if applicable
The amount of if/then statements here is confounding and begging to be screwed up, I think. So this may just be one of those things that we, as GMs, have to continue to do the old-style work and running for.
I'm wondering if there might be a "simpler" work around from a coding perspective. Simpler is in quotes because I'm not entirely sure how difficult this would be to implement, but what if all homebrew items had a "for creator's/DM's eyes only" section that could be hidden from the player's view until the dm unchecked a box? This would eliminate the need for any if/then coding and could be handled by an attentive DM. I imagine this being implemented in a way similar to their plan to whitelist/blacklist sources in content sharing. Again, I'm not entirely sure how simple a solution this would actually be, and I can foresee some ways in which it might cause more problems than it fixes (e.g., where would the checkbox be located and how could the DM uncheck it for a player in Campaign A but not a player in Campaign B, etc., etc.).
Okay, this is a pretty solid idea actually. It would need to be dynamic at some point so I don't have to tell my players to refresh their page. As to separate campaigns, it could be player specific but controlled by the DM? So this has now become both an item (official and homebrew) suggestion and a campaign management suggestion, I think.
I'm really hoping that there can be a campaign page that we can keep up on a monitor that shows the current hit points of all the players, maybe with a few other stats. Add the ability to change hitpoints and apply conditions too and it would be really useful. A live Campaign Overview page. Like this: https://drive.google.com/open?id=1ubpvdXBu_3SZEd3QkhsY-8sVnJmGjwp5
Has this already been covered? As a DM, it'd be nice if my players (or myself) could assign another player in the campaign as a temporary Delegate for sessions where a player can't make it and the group doesn't have a convenient way to pretend the character isn't there - so the ability to mark off spell slots, class features used, etc, would go a long way vs me having to do it for them. I understand the character privacy thing, but I feel it could add value when a character has to be ghosted. Maybe even limited Delegation, with controls over what they can or can't access while they are delegated to.
Has this already been covered? As a DM, it'd be nice if my players (or myself) could assign another player in the campaign as a temporary Delegate for sessions where a player can't make it and the group doesn't have a convenient way to pretend the character isn't there - so the ability to mark off spell slots, class features used, etc, would go a long way vs me having to do it for them. I understand the character privacy thing, but I feel it could add value when a character has to be ghosted. Maybe even limited Delegation, with controls over what they can or can't access while they are delegated to.
The player who will be gone can unassign their character which allows anyone else in the campaign to claim it. Would be nice to have that power as DM, though.
Pardon for not reading all earlier comments to see if these were mentioned but -- at 55 pages I wasn't going to do that ;) If it has been mentioned, take this comment as a +1, but:
For me, one of the huge problems is that players can see each other's sheets, even if they don't see the Description or Notes tabs. Even if they promise not to click on it, you can see the name/level/race/class/affiliation just by going to the campaign to join it. In some cases, this is a non-issue, but I play in a lot of games where pcs are hiding something from each other until it comes out, and while we can all do IC/OOC split, it's more fun to come across it naturally/discover it through rp.
For example (picking an example that's NOT true of our campaigns in case my fellow players come across it); If a Bard is College of Whispers, they might not want the rest of the party OOCly knowing that from the moment they choose to join the campaign!
Likewise, some are using fake names, or are hiding their identity somehow (say a tiefling in disguise), or are one class pretending to be another.
Basically -- while I think this should be an option, as the GM, I want the ability to have like "Everyone has access to all tabs of all character sheets / everyone has access to character sheets minus Description&Notes / nobody has access to sheets and only player name is shown on campaign screen". Just various levels of privacy in what the players have access to of each other's sheets in the campaign.
PLease add this! theres great third party managers like world anvil or realm works, but somehting integrated in dndbeyond would be awesome. Even if it costs something extra.
Pardon for not reading all earlier comments to see if these were mentioned but -- at 55 pages I wasn't going to do that ;) If it has been mentioned, take this comment as a +1, but:
For me, one of the huge problems is that players can see each other's sheets, even if they don't see the Description or Notes tabs. Even if they promise not to click on it, you can see the name/level/race/class/affiliation just by going to the campaign to join it. In some cases, this is a non-issue, but I play in a lot of games where pcs are hiding something from each other until it comes out, and while we can all do IC/OOC split, it's more fun to come across it naturally/discover it through rp.
For example (picking an example that's NOT true of our campaigns in case my fellow players come across it); If a Bard is College of Whispers, they might not want the rest of the party OOCly knowing that from the moment they choose to join the campaign!
Likewise, some are using fake names, or are hiding their identity somehow (say a tiefling in disguise), or are one class pretending to be another.
Basically -- while I think this should be an option, as the GM, I want the ability to have like "Everyone has access to all tabs of all character sheets / everyone has access to character sheets minus Description&Notes / nobody has access to sheets and only player name is shown on campaign screen". Just various levels of privacy in what the players have access to of each other's sheets in the campaign.
Much of this can be addressed by asking players to make their character sheets private.
PLease add this! theres great third party managers like world anvil or realm works, but somehting integrated in dndbeyond would be awesome. Even if it costs something extra.
What, specifically, would you like to see added in the way of campaign management? That term has almost as many definitions as people who request it.
yeah sorry, i was referring to some posts, but this one resumes it all =). My point was that atm my grup relies, on discord, roll20, world anvil, onenote or evernote, plus dnd beyond. So as a dm gets a bit tricky to manage all teh campaign, So would be ncie to have it all in just one place like dndbeyond since there i have my resources, my sourcebooks etc. =)
Ability to upload map
Pin the maps and document locations
Use fog of war on maps
Create, document and manage npcs
Create, document and manage locations
Create, document and manage groups
Create, document and manage events (story, not just encounters)
Apologies if this was answered here and I missed it, but one of the campaigns I am in (Campaign X) has us rotating users in the role of DM. I am the one with all the tomes/master tier etc and in my other campaigns (Campaign A,B,&C) I can select which adventures & sourcebooks to share or not.
The problem, is that campaign X allows me to share content but ALL of it with no selectivity whatsoever. It would be nice to be able to have the same sharing options so that each DM only has access to the adventures they themselves will be running. Is there a way to do this?
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Is this still happening? I haven’t seen any progress on this, but people are discussing it. It seems Campaign Management and a standalone app have been forgotten.
Rob Milligan
You should watch the developer update. Like, today in less than nine hours.
Adam is talking about this all the time and updates us about progress.
Also, check this out. Sometimes I manage to summarise the update.
Check out all my important links here.
May we live in Less Interesting Times
You're a saint for summarizing these. Thank you!
You know, I haven't seen anything on campaign management in a while or heard anything official. I notice it's not even on SabreRunner's summary sheet, either. Perhaps they are taking a piecemeal approach to this? Subscribers don't get campaign management, but we get a DM Screen (someday), and the encounter builder unlimited? I've been away on vacation for a while, so perhaps I missed something? If anyone has information they'd be willing to share, I'm all ears!
I haven't had a chance to watch today's development update, but from what I've seen and heard prior to that, I think it is the case that they are working at the various pieces that might be considered "campaign management.". Keep in mind that there are almost as many definitions of what "campaign management" is as there are people eager for it. These are the pieces I think of falling in that category that are listed somewhere on the feature roadmap:
-encounter builder: currently in alpha for subscribers; when it moves to beta it will be available to everyone
-My campaigns page updates: currently in development; I don't have much in the way of details, but it's probably connected to the also in development content management
-monster builder: short term/next up
-dice roller: short term/next up
-interactive adventure maps: short term/next up
-Digital DM Screen: short term/next up
-Campaign forums/wiki: long term
-Homebrew Adventures: long term
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
Check your entitlements here. | Support Ticket LInk
Like she said above me, Adam hasn't given out enough information to compile a proper Campaign Management section in the summary sheet. But I assume the Encounter Builder, Encounter Tracker, and DM Screen are individual pieces which will probably be compiled into Campaign Management later.
Check out all my important links here.
May we live in Less Interesting Times
Not sure if this is the right place to put this so let me know. I ran into an issue with using a cursed item in my campaign. When players go to add in an item that it is supposed to look like an uncursed item, they can see the cursed item when they type it in.
Example: If you type in Luck to look for Luckstone, it shows Stone of ill luck as well in the search. Makes it difficult to hide it when they see it right away. Is there a way to make it that those items don't show up as default and a box can be check or something to specifically search for cursed items. This would make it more difficult to accidentally see it right away that there is a cursed version. Otherwise there is skepticism right away, and it doesn't serve the purpose intended.
As a workaround in the meantime, you can just add the items to their character yourself and tell them to refresh.
Check out all my important links here.
May we live in Less Interesting Times
Until they can work out item management for bad items, which I think should be part of Campaign Management (though minor and more of a long-run type thing), this is effectively what I do. During the initial item drop, though, I give only a physical description of what it is. Then when they go to identify it I give them more information and wait to see if they're attuning to it or something. Then I'll add it and ask them to refresh as I describe whatever the curse effect is. For my homebrew items, I make a cursed and non-cursed version. I will add the non-cursed if they haven't equipped it, or otherwise triggered the curse, until they do. Even if in the middle of combat, I'll take a moment to describe something happening and ask them to refresh their page.
But it should be noted, that this likely isn't an easy ask. In order for this to work in, what I see as, the most ideal scenario it would have to be as follows;
The amount of if/then statements here is confounding and begging to be screwed up, I think. So this may just be one of those things that we, as GMs, have to continue to do the old-style work and running for.
I'm wondering if there might be a "simpler" work around from a coding perspective. Simpler is in quotes because I'm not entirely sure how difficult this would be to implement, but what if all homebrew items had a "for creator's/DM's eyes only" section that could be hidden from the player's view until the dm unchecked a box? This would eliminate the need for any if/then coding and could be handled by an attentive DM. I imagine this being implemented in a way similar to their plan to whitelist/blacklist sources in content sharing. Again, I'm not entirely sure how simple a solution this would actually be, and I can foresee some ways in which it might cause more problems than it fixes (e.g., where would the checkbox be located and how could the DM uncheck it for a player in Campaign A but not a player in Campaign B, etc., etc.).
Okay, this is a pretty solid idea actually. It would need to be dynamic at some point so I don't have to tell my players to refresh their page. As to separate campaigns, it could be player specific but controlled by the DM? So this has now become both an item (official and homebrew) suggestion and a campaign management suggestion, I think.
I'm really hoping that there can be a campaign page that we can keep up on a monitor that shows the current hit points of all the players, maybe with a few other stats. Add the ability to change hitpoints and apply conditions too and it would be really useful. A live Campaign Overview page. Like this: https://drive.google.com/open?id=1ubpvdXBu_3SZEd3QkhsY-8sVnJmGjwp5
Has this already been covered? As a DM, it'd be nice if my players (or myself) could assign another player in the campaign as a temporary Delegate for sessions where a player can't make it and the group doesn't have a convenient way to pretend the character isn't there - so the ability to mark off spell slots, class features used, etc, would go a long way vs me having to do it for them. I understand the character privacy thing, but I feel it could add value when a character has to be ghosted. Maybe even limited Delegation, with controls over what they can or can't access while they are delegated to.
The player who will be gone can unassign their character which allows anyone else in the campaign to claim it. Would be nice to have that power as DM, though.
Characters currently being ruined on this forum:
Mis'tuv (Halfling Fathomless Warlock) - The Voyage of the Fallen Star
Meresaa (Vedalken Artillerist Artificer) - Destination Unknown
Hutton Crowcreek (Human Fighter) - Curse of the Crimson Throne
Pardon for not reading all earlier comments to see if these were mentioned but -- at 55 pages I wasn't going to do that ;) If it has been mentioned, take this comment as a +1, but:
For me, one of the huge problems is that players can see each other's sheets, even if they don't see the Description or Notes tabs. Even if they promise not to click on it, you can see the name/level/race/class/affiliation just by going to the campaign to join it. In some cases, this is a non-issue, but I play in a lot of games where pcs are hiding something from each other until it comes out, and while we can all do IC/OOC split, it's more fun to come across it naturally/discover it through rp.
For example (picking an example that's NOT true of our campaigns in case my fellow players come across it); If a Bard is College of Whispers, they might not want the rest of the party OOCly knowing that from the moment they choose to join the campaign!
Likewise, some are using fake names, or are hiding their identity somehow (say a tiefling in disguise), or are one class pretending to be another.
Basically -- while I think this should be an option, as the GM, I want the ability to have like "Everyone has access to all tabs of all character sheets / everyone has access to character sheets minus Description&Notes / nobody has access to sheets and only player name is shown on campaign screen". Just various levels of privacy in what the players have access to of each other's sheets in the campaign.
PLease add this! theres great third party managers like world anvil or realm works, but somehting integrated in dndbeyond would be awesome. Even if it costs something extra.
Much of this can be addressed by asking players to make their character sheets private.
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
Check your entitlements here. | Support Ticket LInk
What, specifically, would you like to see added in the way of campaign management? That term has almost as many definitions as people who request it.
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
Check your entitlements here. | Support Ticket LInk
yeah sorry, i was referring to some posts, but this one resumes it all =). My point was that atm my grup relies, on discord, roll20, world anvil, onenote or evernote, plus dnd beyond. So as a dm gets a bit tricky to manage all teh campaign, So would be ncie to have it all in just one place like dndbeyond since there i have my resources, my sourcebooks etc. =)
Apologies if this was answered here and I missed it, but one of the campaigns I am in (Campaign X) has us rotating users in the role of DM. I am the one with all the tomes/master tier etc and in my other campaigns (Campaign A,B,&C) I can select which adventures & sourcebooks to share or not.
The problem, is that campaign X allows me to share content but ALL of it with no selectivity whatsoever. It would be nice to be able to have the same sharing options so that each DM only has access to the adventures they themselves will be running. Is there a way to do this?