Currently the virtual character sheet's speed algorithm is basic to non existent. It accounts for some things, like the wood elf +5, mobile +10 and monk unarmored movement.
It doesn't give you a breakdown when you click on the speed like it does when you click on other things like armor.
It doesn't account for negatives/penalties. You can set exhaustion to 2 or 5 (halving and reducing speed to 0 respectively) and it won't change.
It doesn't account for the penalty to speed from equipping a suit of heavy armor that you don't have the strength requirement to wear.
There are potentially other features it takes no notice of.
And no, I am not encumbered before anyone asks. The sheet respects variant encumbrance perfectly. What it doesn't respect are changes influenced by the sheet itself.
Any chance of finishing this functionality? I can see new players relying too much on the character sheet reporting the wrong speed because they trust the sheet to know best - since it's quite finished in many other areas.
It's almost laughable really, DxJxC. I first reported this 10 months ago, and since then I've even seen a dev say it's in the pipeline, and it's still not fixed. They're hanging about introducing all this new twitch integration, encounter builders and stuff, yet the stuff they already released a year ago is still incomplete. You should finish a job before moving on to the next one, guys :)
We even have a post in the forum history from Jan 29th where Stormknight says "I can confirm that it is on the list. :)" which is good, it's nice to hear acknowledgement, but I'm sorry, I just get a little frustrated when you guys keep announcing yet more features you're starting work on when you haven't patched up the existing features. I'm seeing this same bug (among various others) recur every few weeks or months in this forum.
There is a lot of stuff on their list. They have stated in dev updates that they plan to first finish adding more new features, then go back and rework (from the ground up in most cases) their existing features.
It is not so much that it would take months to fix it. It would probably only take a few days. But those days could have spent working on something else. And especially since they plan to revamp character sheets again at some point, they would just end up needing to change what they added.
Long term efficiency plans are fine. You just make them at the risk of letting people down in the interim.
If they're really concerned about efficiency, then they would have developed the character sheets in such a way that forward compatibility is considered. In other words, improvements to the existing sheet would translate to the 3rd-generation sheet a lot more smoothly. You wouldn't build a house on top of weak foundations, because that just leads to more work in the long term, and it means all the work you did before is moot, as you have to start all over again.
Adding new features on top of incomplete ones with the mindset that you'll make a final pass might sound sensible on paper, but I've always been of the philosophy that you fix what you started before introducing anything new. The 3rd-generation character sheet doesn't have an ETA; so it could realistically still be half a year away, so that's half a year where people carry on experiencing bugs that, as you say yourself, could be fixed in days at most -- and more realistically, hours, if their code is clean.
It also can lead to a terrible mindset where you're like "well, there's no rush to fix these bugs" so they hang around almost a year, and nearly a year later, when you finally re-evaluate whether or not you should fix them, you're instead like "well, the next revamp is soon anyway so we may as well not bother now". So the net result is that you've just procrastinated for a year and nothing's gotten done.
And It's not that I'm misunderstanding, because my family are basically all programmers. It's just easy to get caught up in the exciting big features you've got planned, and easy to shelf what you consider to be 'trivialities', but it all ultimately reflects on your product, and somewhere, at some point along the line, an end user is going to be either disappointed or negatively affected. In the however-many-months until they revamp the sheet AGAIN, people are going to be using an unfinished product, and that's not good.
If we know when the next sheet is coming out, and it's not a long way off, then fine, but not wanting to fix your incomplete product because the next iteration is an indeterminate length of time away from release is just terrible, terrible logic. If said length of time turns out to be quite long for whatever reason, then the entire initial logic of "not bothering to fix it in light of upcoming changes" is rendered entirely pointless.
But basically, they didn't plan that far ahead when they started. This is their first project like this. Now that they have started they see their mistakes in hindsight. They want to go back and fix some of those mistakes before piling more features on it that will just need to be fixed too.
But basically, they didn't plan that far ahead when they started. This is their first project like this. Now that they have started they see their mistakes in hindsight. They want to go back and fix some of those mistakes before piling more features on it that will just need to be fixed too.
That literally contradicts what you told me in your first reply though?
But to be more concise I basically said:
- If you keep inventing reasons to postpone a bug, it never gets fixed.
- You let people down in the meantime by letting issues slide. It's still a working product that people use.
- Fixing bugs early means the foundation for the next patch is firmer.
- Without an ETA on the next patch, delaying bug fixes because of the upcoming patch is illogical, as you don't know how long it'll be.
You think my first reply was too long to bother reading? Really now? . sigh... Hopefully that's concise enough for you? :)
You've made some pretty long posts judging by your history, but I don't see people telling you tl;dr? Please don't be so rude next time. If you CBA to read it then don't bother replying. It's that simple.
A problem in the broader sense that similar inconsistencies creates is that it becomes very easy to lose track of things that are temporarily adjusted like this. It can lead people to think "Well, it adjusts my attack rolls and AC automatically for me, so it must do the same for my movement." and then any changes aren't actually accounted for.
They want to go back and fix some of those mistakes before piling more features on it that will just need to be fixed too.
Errr....
Right, let me clarify that. In the first comment I was referring to new features with their own new system (I.e. encounter builder). In my second comment I was referring to new features added to an existing system that is planned to be completely reworked (I.e. character sheets and modifiers).
Intentional necro since this issue is still relevant and I'm disgusted how little the developers actually pay attention to bug reports in this forum. What's the utter point in having this forum if you just ignore people who post in it?
I'm just trying to get some freaking acknowledgement from DND beyond here. It's been a year and three threads. I've been more than patient with you guys. Time to actually give a damn about the issues your community goes to the trouble to raise!
If you're the only raising this issue, maybe it's not affecting enough people to warrant being addressed right now?
They've said that they're still working on temp effects (toggle-able states that affect various abilities, ie mage armor, shield spell, rage etc) so there's a good chance that this is being handled under that. But they have more pressing things to worry about like the new Eberron book, the encounter builder, UA content. Basically stuff that you need to get ready to play (make a character sheet, build an encounter, look up a monster) tends to supersede stuff that you only need during play (real time stat tweaks for conditions etc). It's just the way they prioritise.
Intentional necro since this issue is still relevant and I'm disgusted how little the developers actually pay attention to bug reports in this forum. What's the utter point in having this forum if you just ignore people who post in it?
I'm just trying to get some freaking acknowledgement from DND beyond here. It's been a year and three threads. I've been more than patient with you guys. Time to actually give a damn about the issues your community goes to the trouble to raise!
Let's back up a second here. You do have good points on this sheet and speed issue but do try to remember something: D&D Beyond are under no obligation, whatsoever, to "fix" or "implement" these character sheet features at all and are under no obligation to work to your schedule or deadlines. Everything you're referencing is something they offer FOR FREE. It is therefore their choice on what their FREE CONTENT will be, broken or not, fixed quickly, slowly or never. You have no position to demand anything, insist on anything or dictate what they should or should not give a damn about.
They have their big fixes and there's been a lot of new content recently both official and playtest that they have had to work on as priority as part of their legally binding contract with WotC to remain an official toolset and to remain a competitive product for the non-free stuff. This makes it difficult to focus on smaller things a lot of the time and because different things will affect the sheets in different ways they may not always be able to work on both things at once.
They will work the way they work in the manner they think will ensure their deadlines are met, their goals achieved in what they consider to be priority order and in a way that will ensure the least amount of errors and glitches (also remember: an entire revamp of homebrew is upcoming, to many ad hoc fixes now can make that a headache later since it will affect everything on the sheet, so they could be waiting for that to be done first to save on the headaches).
You have raised your request, D&D Beyond has stated it will be looked at when they're ready to. Your patience or lack thereof is utterly irrelevant. What you are asking them to look at is not a feature you have paid for so you don't have any ground to complain on. You may accept D&D Beyond will look at this free feature when they're ready to, or you can go look at an alternative character sheet/toolset service, or you can make your own or go back to pen and paper. You hold no authority to be on here complaining in such a disrespectful manner - they don't work for you, it's a free feature.
I do agree the changes you propose would be helpful. And more people agreeing would be grand to let them know how many people want the same so this can help their decisions on priority. But, it is a minor issue, there are easy workarounds, it's not important and they will look at it. All's gravy. There's no reason for you to be on here like an angry choosing beggar tapping your foot and ranting how you're losing patience. Such petulance is undeserved and unfounded. They will get to it when they want to. Move on.
Still having issues with movement speed changes, either based on items or abilities. I was hoping to make homebrew items to represent spells; such as longstrider and later for haste, special abilities like bladesong from the wizard and blade flourish from college of swords bard. Gotten the other bonuses I've attempted so far, but movement speed seems to be my only problem. I'm wanting to make sure I have an appropriate buffs so I can click them on and off for my fellow players and/or DM so not to catch people off guard.
Still having issues with movement speed changes, either based on items or abilities. I was hoping to make homebrew items to represent spells; such as longstrider and later for haste, special abilities like bladesong from the wizard and blade flourish from college of swords bard. Gotten the other bonuses I've attempted so far, but movement speed seems to be my only problem. I'm wanting to make sure I have an appropriate buffs so I can click them on and off for my fellow players and/or DM so not to catch people off guard.
You can already do this. There are modifiers for speed for the various races, classes, subclasses, and magic items that change speed (haste and other "double speed" might be the only ones with no modifier).
This thread is talking about automated speed changes due to conditions and other rules.
A bit of time since bug reported and still not fixed. Temporarily effects was on dev list and now it's gone, not fixed of course. They are doing "dwarven dice skin" and not fixing bugs. Ridiculous and we are PAYING for it. It's like you buying a damaged car, and service said first we need to change color, make tires looks fancy etc. etc., but ENGINE is damaged and is not working properly. What's wrong with DNDB dev team. PRIORITIES boys priorities, and if You have to convince higher management tell them that people are angry and they will cancel subscription.
A bit of time since bug reported and still not fixed. Temporarily effects was on dev list and now it's gone, not fixed of course. They are doing "dwarven dice skin" and not fixing bugs. Ridiculous and we are PAYING for it. It's like you buying a damaged car, and service said first we need to change color, make tires looks fancy etc. etc., but ENGINE is damaged and is not working properly. What's wrong with DNDB dev team. PRIORITIES boys priorities, and if You have to convince higher management tell them that people are angry and they will cancel subscription.
Yeah, it does take a while for them to get to these minor bugs on character sheets. They are getting to some of them in early 2021, but not sure it will be this one.
The character sheet is free. And I'm pretty sure dice skins are made by a different team than what fixes bugs.
As for your car analogy, this is more like a blinker being out than engine trouble.
Currently the virtual character sheet's speed algorithm is basic to non existent. It accounts for some things, like the wood elf +5, mobile +10 and monk unarmored movement.
It doesn't give you a breakdown when you click on the speed like it does when you click on other things like armor.
It doesn't account for negatives/penalties. You can set exhaustion to 2 or 5 (halving and reducing speed to 0 respectively) and it won't change.
It doesn't account for the penalty to speed from equipping a suit of heavy armor that you don't have the strength requirement to wear.
There are potentially other features it takes no notice of.
And no, I am not encumbered before anyone asks. The sheet respects variant encumbrance perfectly. What it doesn't respect are changes influenced by the sheet itself.
Any chance of finishing this functionality? I can see new players relying too much on the character sheet reporting the wrong speed because they trust the sheet to know best - since it's quite finished in many other areas.
Thanks!
Seconded.
It's almost laughable really, DxJxC. I first reported this 10 months ago, and since then I've even seen a dev say it's in the pipeline, and it's still not fixed. They're hanging about introducing all this new twitch integration, encounter builders and stuff, yet the stuff they already released a year ago is still incomplete. You should finish a job before moving on to the next one, guys :)
We even have a post in the forum history from Jan 29th where Stormknight says "I can confirm that it is on the list. :)" which is good, it's nice to hear acknowledgement, but I'm sorry, I just get a little frustrated when you guys keep announcing yet more features you're starting work on when you haven't patched up the existing features. I'm seeing this same bug (among various others) recur every few weeks or months in this forum.
Does it really take months to fix this?
There is a lot of stuff on their list. They have stated in dev updates that they plan to first finish adding more new features, then go back and rework (from the ground up in most cases) their existing features.
It is not so much that it would take months to fix it. It would probably only take a few days. But those days could have spent working on something else. And especially since they plan to revamp character sheets again at some point, they would just end up needing to change what they added.
Their plans are for long term efficiency.
Long term efficiency plans are fine. You just make them at the risk of letting people down in the interim.
If they're really concerned about efficiency, then they would have developed the character sheets in such a way that forward compatibility is considered. In other words, improvements to the existing sheet would translate to the 3rd-generation sheet a lot more smoothly. You wouldn't build a house on top of weak foundations, because that just leads to more work in the long term, and it means all the work you did before is moot, as you have to start all over again.
Adding new features on top of incomplete ones with the mindset that you'll make a final pass might sound sensible on paper, but I've always been of the philosophy that you fix what you started before introducing anything new. The 3rd-generation character sheet doesn't have an ETA; so it could realistically still be half a year away, so that's half a year where people carry on experiencing bugs that, as you say yourself, could be fixed in days at most -- and more realistically, hours, if their code is clean.
It also can lead to a terrible mindset where you're like "well, there's no rush to fix these bugs" so they hang around almost a year, and nearly a year later, when you finally re-evaluate whether or not you should fix them, you're instead like "well, the next revamp is soon anyway so we may as well not bother now". So the net result is that you've just procrastinated for a year and nothing's gotten done.
And It's not that I'm misunderstanding, because my family are basically all programmers. It's just easy to get caught up in the exciting big features you've got planned, and easy to shelf what you consider to be 'trivialities', but it all ultimately reflects on your product, and somewhere, at some point along the line, an end user is going to be either disappointed or negatively affected. In the however-many-months until they revamp the sheet AGAIN, people are going to be using an unfinished product, and that's not good.
If we know when the next sheet is coming out, and it's not a long way off, then fine, but not wanting to fix your incomplete product because the next iteration is an indeterminate length of time away from release is just terrible, terrible logic. If said length of time turns out to be quite long for whatever reason, then the entire initial logic of "not bothering to fix it in light of upcoming changes" is rendered entirely pointless.
To long; didn't read.
But basically, they didn't plan that far ahead when they started. This is their first project like this. Now that they have started they see their mistakes in hindsight. They want to go back and fix some of those mistakes before piling more features on it that will just need to be fixed too.
Adam has said that their motto is fail fast, fail early.
D&D Beyond moderator across forums, Discord, Twitch and YouTube. Always happy to help and willing to answer questions (or at least try). (he/him/his)
How I'm posting based on text formatting: Mod Hat On - Mod Hat Off
Site Rules & Guidelines - Homebrew Rules - Looking for Players and Groups Rules
That literally contradicts what you told me in your first reply though?
But to be more concise I basically said:
- If you keep inventing reasons to postpone a bug, it never gets fixed.
- You let people down in the meantime by letting issues slide. It's still a working product that people use.
- Fixing bugs early means the foundation for the next patch is firmer.
- Without an ETA on the next patch, delaying bug fixes because of the upcoming patch is illogical, as you don't know how long it'll be.
You think my first reply was too long to bother reading? Really now? . sigh... Hopefully that's concise enough for you? :)
You've made some pretty long posts judging by your history, but I don't see people telling you tl;dr? Please don't be so rude next time. If you CBA to read it then don't bother replying. It's that simple.
Errr....
I'll support this as well.
A problem in the broader sense that similar inconsistencies creates is that it becomes very easy to lose track of things that are temporarily adjusted like this. It can lead people to think "Well, it adjusts my attack rolls and AC automatically for me, so it must do the same for my movement." and then any changes aren't actually accounted for.
Right, let me clarify that. In the first comment I was referring to new features with their own new system (I.e. encounter builder). In my second comment I was referring to new features added to an existing system that is planned to be completely reworked (I.e. character sheets and modifiers).
Intentional necro since this issue is still relevant and I'm disgusted how little the developers actually pay attention to bug reports in this forum. What's the utter point in having this forum if you just ignore people who post in it?
I'm just trying to get some freaking acknowledgement from DND beyond here. It's been a year and three threads. I've been more than patient with you guys. Time to actually give a damn about the issues your community goes to the trouble to raise!
If you're the only raising this issue, maybe it's not affecting enough people to warrant being addressed right now?
They've said that they're still working on temp effects (toggle-able states that affect various abilities, ie mage armor, shield spell, rage etc) so there's a good chance that this is being handled under that. But they have more pressing things to worry about like the new Eberron book, the encounter builder, UA content. Basically stuff that you need to get ready to play (make a character sheet, build an encounter, look up a monster) tends to supersede stuff that you only need during play (real time stat tweaks for conditions etc). It's just the way they prioritise.
D&D Beyond moderator across forums, Discord, Twitch and YouTube. Always happy to help and willing to answer questions (or at least try). (he/him/his)
How I'm posting based on text formatting: Mod Hat On - Mod Hat Off
Site Rules & Guidelines - Homebrew Rules - Looking for Players and Groups Rules
Let's back up a second here. You do have good points on this sheet and speed issue but do try to remember something: D&D Beyond are under no obligation, whatsoever, to "fix" or "implement" these character sheet features at all and are under no obligation to work to your schedule or deadlines. Everything you're referencing is something they offer FOR FREE. It is therefore their choice on what their FREE CONTENT will be, broken or not, fixed quickly, slowly or never. You have no position to demand anything, insist on anything or dictate what they should or should not give a damn about.
They have their big fixes and there's been a lot of new content recently both official and playtest that they have had to work on as priority as part of their legally binding contract with WotC to remain an official toolset and to remain a competitive product for the non-free stuff. This makes it difficult to focus on smaller things a lot of the time and because different things will affect the sheets in different ways they may not always be able to work on both things at once.
They will work the way they work in the manner they think will ensure their deadlines are met, their goals achieved in what they consider to be priority order and in a way that will ensure the least amount of errors and glitches (also remember: an entire revamp of homebrew is upcoming, to many ad hoc fixes now can make that a headache later since it will affect everything on the sheet, so they could be waiting for that to be done first to save on the headaches).
You have raised your request, D&D Beyond has stated it will be looked at when they're ready to. Your patience or lack thereof is utterly irrelevant. What you are asking them to look at is not a feature you have paid for so you don't have any ground to complain on. You may accept D&D Beyond will look at this free feature when they're ready to, or you can go look at an alternative character sheet/toolset service, or you can make your own or go back to pen and paper. You hold no authority to be on here complaining in such a disrespectful manner - they don't work for you, it's a free feature.
I do agree the changes you propose would be helpful. And more people agreeing would be grand to let them know how many people want the same so this can help their decisions on priority. But, it is a minor issue, there are easy workarounds, it's not important and they will look at it. All's gravy. There's no reason for you to be on here like an angry choosing beggar tapping your foot and ranting how you're losing patience. Such petulance is undeserved and unfounded. They will get to it when they want to. Move on.
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Still having issues with movement speed changes, either based on items or abilities. I was hoping to make homebrew items to represent spells; such as longstrider and later for haste, special abilities like bladesong from the wizard and blade flourish from college of swords bard. Gotten the other bonuses I've attempted so far, but movement speed seems to be my only problem. I'm wanting to make sure I have an appropriate buffs so I can click them on and off for my fellow players and/or DM so not to catch people off guard.
You can already do this. There are modifiers for speed for the various races, classes, subclasses, and magic items that change speed (haste and other "double speed" might be the only ones with no modifier).
This thread is talking about automated speed changes due to conditions and other rules.
A bit of time since bug reported and still not fixed. Temporarily effects was on dev list and now it's gone, not fixed of course. They are doing "dwarven dice skin" and not fixing bugs. Ridiculous and we are PAYING for it. It's like you buying a damaged car, and service said first we need to change color, make tires looks fancy etc. etc., but ENGINE is damaged and is not working properly. What's wrong with DNDB dev team. PRIORITIES boys priorities, and if You have to convince higher management tell them that people are angry and they will cancel subscription.
Yeah, it does take a while for them to get to these minor bugs on character sheets. They are getting to some of them in early 2021, but not sure it will be this one.
The character sheet is free. And I'm pretty sure dice skins are made by a different team than what fixes bugs.
As for your car analogy, this is more like a blinker being out than engine trouble.
This is still not fixed in late 2022, as far as I can tell.