We have deployed an update today that includes the next iteration for equipment and spells management and a few other smaller changes.
Equipment and Spells Management
We have poured through thousands of posts for your feedback on these key screens, and I feel this new update addresses the major concerns. There are no more modals - everything is managed without pop-ups, and we have added filtering in both places to help players navigate the huge amount of information that's being packed into the interface.
For equipment, there are now three main buckets for items: Active Items, Inventory, and Available Items.
You add equipment from the Available Items section. You can filter by category ("Weapon"), type ("Longsword"), or name ("Vorpal Longsword"), as well as whether you want to see common items, magic items, or items for which you have proficiency where applicable.
Adding items from Available moves the item to your Inventory. This designates what your character actually possesses. From the Inventory section, you can equip - or use - items that in turn makes them "active."
The Active Items section contains all the items that your character is actively using, wearing, or wielding. If the item brings some type of modifier (i.e. +2 bonus to attack and damage rolls for a weapon), then that modifier will apply for your character. Modifiers won't apply to items in your Inventory unless you make those items active. You can also attune to items from this interface.
The goal for this rework was to remove the need to go into multiple screens to manage your equipment, make it easier to find the equipment you want your character to use, and to make it clearer what your character was actually using.
For spells, there are two or three main buckets for spells depending on your spellcasting class. For "known" spellcasters (Bard, Sorcerer, etc.), there is Known Spells and Available Spells. For "prepared" spellcasters (Cleric, Druid, etc.), there is Prepared Spells and Known Spells (which are all available). For wizards, there is Prepared Spells, Spellbook, and Available Spells.
The function of these buckets is similar to how equipment is managed.
If your class learns known spells (and doesn't just already know all spells like a cleric), then you search Available Spells. You can filter by spell name and spell level to find the specific spells you need.
If your class prepares spells, you can do so from your Known Spells or Spellbook.
We encourage everyone to try out the reworked interface and let us know your thoughts. We are confident these screens are in a much better place now, but we will continually incorporate feedback to make them better and better over time. Thanks for the help on this so far!
Additional Updates
Some additional changes that were added in this update:
Unarmed Strike - fixed an issue where the base 1 point of damage was not calculating.
Background selection has been moved to the top of the Description section in the builder for ease of access. We will add in the selection of Personality Traits, Ideals, Bonds, and Flaws from pre-populated lists soon and this will make that make more sense.
Ability Score maximums should now be enforced in the builder when updating a score from within and Ability Score Increase option pool. In other words, if your Strength is 19 and you have two points to add, you can select 1 point to make your score 20, but not the other point.
Coming Soon
All signs point to us having the export to PDF for printing character sheets available for testing this week.
We'll also be focused on adding custom attacks, proficiencies, defenses, speeds, etc. The goal with these interfaces will be to allow players to add/ override anything they need to on the sheet since D&D is a vast, open game that we could never entirely cover for every calculation. Customizing attacks will allow things like equipping a weapon in your off hand, or change the die type of the damage.
Thank You!
As we get closer to the end of beta, I would like to reiterate how much we appreciate the tremendous participation from the community throughout. We wouldn't be where we are without your help!
I'll be interested in seeing the customized attacks. Since 'offhand' is a pretty common usage, I hope the interface doesn't bury it. But you guys have done excellent work with the interface, so I'm hopeful.
Looks promising so far! I'd like to see some integration for two-weapon fighting. There's still nothing that indicates that an off-hand weapon has less damage on it.
Are we going to eventually see other export options besides PDF? This is critical for me as I am hoping to be able to export my character in a more raw format like CSV.
Love the update, is there any possibility that spells such as 'Mage armor' can affect the characters AC or is that better accomplished with a direct adjustment?
Honestly, until the full library of spells and feats and whatnot is populated into the character creator, this entire enterprise is useless to me. If I can't put the Lucky Feat in my character's sheet, what good is the character creator? If my Wizard can't put a certain spell she has on her sheet because it hasn't been uploaded yet, what good is the character creator? Having to pick from a truncated set of options is not what I'm here for, beta or no beta.
Mixed feelings. I feel like my Prepared spells look less organized now. Is it possible to keep the spell level headers in between them. That was really helping me keep track of what I was about to do when casting and weigh my options. Now they all kinda run together.
Honestly, until the full library of spells and feats and whatnot is populated into the character creator, this entire enterprise is useless to me. If I can't put the Lucky Feat in my character's sheet, what good is the character creator? If my Wizard can't put a certain spell she has on her sheet because it hasn't been uploaded yet, what good is the character creator? Having to pick from a truncated set of options is not what I'm here for, beta or no beta.
you can create the spells you need for your wizard that are missing in the homebrew :) that's what i did
please add in something that will distinguish between simple/martial weapons in the character builder. It's a great improvement with all the new filters and such, but I still have to consult my book if I want to know which weapons are considered simple and which are martial.
Svirfneblin Magic doesn't link the spells it allows one to cast in the spells area. I can't see it yet, but this might also the the case for spells on items such as the Cli Lyre, but it's certainly not the case for the Necklace of Fireballs.
Changes look good so far... only thing I would add (unless I'm dense and missed it!) was it is not clear that when you are 'using' an item that doesn't automatically mean it becomes attuned - took me a couple of seconds to figure this out, but I could see this may cause some confusion. It might be useful if there was a little warning that flags an item needs to be attuned to function or something (and perhaps auto-attunes if you still have slots, or prompts you to change attunements if you have no slots left).
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Do you like my Boots of Flying?
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Hello everyone!
We have deployed an update today that includes the next iteration for equipment and spells management and a few other smaller changes.
Equipment and Spells Management
We have poured through thousands of posts for your feedback on these key screens, and I feel this new update addresses the major concerns. There are no more modals - everything is managed without pop-ups, and we have added filtering in both places to help players navigate the huge amount of information that's being packed into the interface.
For equipment, there are now three main buckets for items: Active Items, Inventory, and Available Items.
The goal for this rework was to remove the need to go into multiple screens to manage your equipment, make it easier to find the equipment you want your character to use, and to make it clearer what your character was actually using.
For spells, there are two or three main buckets for spells depending on your spellcasting class. For "known" spellcasters (Bard, Sorcerer, etc.), there is Known Spells and Available Spells. For "prepared" spellcasters (Cleric, Druid, etc.), there is Prepared Spells and Known Spells (which are all available). For wizards, there is Prepared Spells, Spellbook, and Available Spells.
The function of these buckets is similar to how equipment is managed.
We encourage everyone to try out the reworked interface and let us know your thoughts. We are confident these screens are in a much better place now, but we will continually incorporate feedback to make them better and better over time. Thanks for the help on this so far!
Additional Updates
Some additional changes that were added in this update:
Coming Soon
All signs point to us having the export to PDF for printing character sheets available for testing this week.
We'll also be focused on adding custom attacks, proficiencies, defenses, speeds, etc. The goal with these interfaces will be to allow players to add/ override anything they need to on the sheet since D&D is a vast, open game that we could never entirely cover for every calculation. Customizing attacks will allow things like equipping a weapon in your off hand, or change the die type of the damage.
Thank You!
As we get closer to the end of beta, I would like to reiterate how much we appreciate the tremendous participation from the community throughout. We wouldn't be where we are without your help!
May your rolls be high!
Looking forward to the export to pdf function.
Marav(Druid/Ranger) -Storm Kings ThunderDontontion(Rogue/Warlock) - Storm Kings Thunder
DM - Stormpoint Mountains :: A Critical Role Adventure ( Map of Trunau )
I'll be interested in seeing the customized attacks. Since 'offhand' is a pretty common usage, I hope the interface doesn't bury it. But you guys have done excellent work with the interface, so I'm hopeful.
AD
Looks promising so far! I'd like to see some integration for two-weapon fighting. There's still nothing that indicates that an off-hand weapon has less damage on it.
Are we going to eventually see other export options besides PDF? This is critical for me as I am hoping to be able to export my character in a more raw format like CSV.
:O
I love this update! Looks like the bard's magical secrets were fixed as well.
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Love the update, is there any possibility that spells such as 'Mage armor' can affect the characters AC or is that better accomplished with a direct adjustment?
Honestly, until the full library of spells and feats and whatnot is populated into the character creator, this entire enterprise is useless to me. If I can't put the Lucky Feat in my character's sheet, what good is the character creator? If my Wizard can't put a certain spell she has on her sheet because it hasn't been uploaded yet, what good is the character creator? Having to pick from a truncated set of options is not what I'm here for, beta or no beta.
Then you should wait for the release date.
Marav(Druid/Ranger) -Storm Kings ThunderDontontion(Rogue/Warlock) - Storm Kings Thunder
DM - Stormpoint Mountains :: A Critical Role Adventure ( Map of Trunau )
Mixed feelings. I feel like my Prepared spells look less organized now. Is it possible to keep the spell level headers in between them. That was really helping me keep track of what I was about to do when casting and weigh my options. Now they all kinda run together.
Only Cleric Domain available is Life Domain.
Thanks for the updates! Looking forward to the PDF testing
I think this is intended for the custom attacks as mentioned in the 'coming soon' section.
AD
please add in something that will distinguish between simple/martial weapons in the character builder. It's a great improvement with all the new filters and such, but I still have to consult my book if I want to know which weapons are considered simple and which are martial.
How do you get a one-armed goblin out of a tree?
Wave!
Svirfneblin Magic doesn't link the spells it allows one to cast in the spells area. I can't see it yet, but this might also the the case for spells on items such as the Cli Lyre, but it's certainly not the case for the Necklace of Fireballs.
My 5e Houserule Considerations. Please comment freely.
Changes look good so far... only thing I would add (unless I'm dense and missed it!) was it is not clear that when you are 'using' an item that doesn't automatically mean it becomes attuned - took me a couple of seconds to figure this out, but I could see this may cause some confusion. It might be useful if there was a little warning that flags an item needs to be attuned to function or something (and perhaps auto-attunes if you still have slots, or prompts you to change attunements if you have no slots left).
Do you like my Boots of Flying?