• 2

    posted a message on Monster stat blocks - Formatting differences between book entries and individual monster pages
    Quote from samohtnnud >>

    There are a few general formatting differences between how monster stat blocks appear in the books, both the physical and digital formats, and how they appear on each monsters individual page. For an example, compare adult black dragon with the Black Dragon section in the Monster Manual. Here's a quick summary of how the stat block pages could be changed to better match the entries in the books:

    • Armor details listed in the Armor Class entry should never be capitalized, e.g., it should say "(natural armor)" instead of "(Natural Armor)".
    • Stat abbreviations in monster stat pages should only have the first letter capitalized, e.g., Dexterity should be abbreviated to Dex not DEX.
    • Damage types listed in the Damage Imunities, Damage Resistances, and Damage Vulnerabilities entries should never be capitalized.
    • Conditions listed in the Condition Immunities entry should never be capitalized.
    • Senses listed in the Senses entry should never be capitalized with the exception of the word Perception when listing a creature's passive Perception.
    • In the Languages entry, proper names of languages, such as Common or Elvish, should always be capitalized. However languages like telepathy and other entries such as "all" and "any two languages" shouldn't. The only odd duck I've ever found in the physical books is the language thieves' cant which shows up as "Thieve's cant" when listed as the first language in the stat block for the assassin in the MM but as "thieve's cant" when not listed as the first language in the master thief stat block in VGtM.

    Also, the creature type/subtype entry for some monsters stat pages are abbreviated compared to their entries in the books, most notably for NPC (e.g., compare the acolyte page with the entry in the Monster Manual).

    I don't think any of these are major issues, and perhaps they were done intentionally to make the stat blocks easier to read through. I just wanted to note the differences in case they weren't intentional and there was a desire to make the two match.

    Thanks for sharing this. The inconsistencies are a carryover from when these monster detail pages had the older format, and we have it on the list to address them.
    Posted in: Bugs & Support
  • 1

    posted a message on The Mobile Alpha Has Started!
    Quote from Tophloph >>
    Quote from hburggamers >>

    So it's been a couple weeks now since this email from BadEye. Haven't seen any additional help in this problem. 

    Again, I open the forum topic called "The Mobile Alpha Has Started!" and click on "Testing Opt-In Link" under Android Access the same window opens up that says "To view this content, install and set up a web browsing app."  When I click "ok" I just get a blank screen. I have registered already, not sure what the problem is.

    I know some on this post have tried to help me out and thanks for that, but as it still not working for me, I'd really like some staff support. 

     

    Until staff gets on to comment, have you reached out to the support team?

    https://dndbeyond.zendesk.com/hc/en-us/requests/new?ticket_form_id=602788

    Staff would say the same thing you have (thanks for the help with that) - we won't be able to figure out what the problem is through the forums.
    For these kinds of issues, reaching out to our Support Team will be necessary (but also much quicker to bring about a resolution).
    Thanks!
    Posted in: News & Announcements
  • 4

    posted a message on [Mega thread] Upcoming Character Sheet Wish List
    Quote from Errorpheus >>

    Hi! First thanks for all of your hard work - I love the platform in general. I do have two minor requests:

    1) It would be nice when you use the Short or Long Rest features in the character sheet if the program could give you a view of the features that were effected. Like, you hit the Long Rest button and it shows a window that says 32 HP regained, 8 Temp HP removed, X number of spell slots refreshed, Action Surge refreshed, etc.

    2) Features that give your character a special attack type or bonus should translate to the attacks section of the sheet. For example, Hexblade Warlock (with Pact of the Blade) can summon a weapon that uses their CHA for attack and damage bonuses. It'd be very helpful if you could use that feature and have the sheet prompt for a weapon type and do the calculation for you. Same thing with things like bonus damage from Rage.

    Thanks and keep up the great work!

    Hello and thanks for posting.
    1) Short and Long Rests do currently list the features affected as seen here: 
    Rest Resets
    2) We have automatic calculation planned, but you can currently create custom weapon entries that can pull off things like a hexblade:
    Again, we do intend to cover all the exceptions-based attack types automatically in time, but the custom option is intended to cover this and any other type of "different" attack.
    Thanks!
    Posted in: D&D Beyond Feedback
  • 7

    posted a message on [Mega thread] Upcoming Character Sheet Wish List

    I just finished watching the D&D Beyond Live Development Update and Q&A 01/19/2018 Replay and had some questions:

    1) As far as I understand, homebrewing entirely new classes is off the table - I was wondering if it would be possible to one day create new classes that are strictly based on swapping out a few elements from existing classes - for example, I'd like to create a variant paladin class that has the same progression as a paladin, but in which I change some of the standard class features with either my own original features or existing features from other classes. Not sure how difficult that would be.

    2) Also, on the Character Sheet Revamp, it would be nice if you could capture all the different Reactions, Bonus Actions and Combat Features available to a character in one area, similar to how you capture the limited use abilities in one area - having them buried in Class Features can be a little confusing especially at higher levels, and it would be nice to have one consolidated listing of all the Reactions, Bonus Actions and Combat-related Features available to you.

    For example, my 7th level Rogue (Scout) / 3rd level Fighter (Battle Master) has Second Wind, Cunning Action (Dash, Disengage, Hide) as possible Bonus Actions; Uncanny Dodge and Skimisher (and Attack of Opportunity) as possible Reactions; and Action Surge, Disarming Attack, Distracting Strike, Precision Attack, Sneak Attack, and the Sharpshooter Feat (-5 to hit / +10 to damage) as possible Features to be leveraged in Combat - trying to keep track of all of that without listing them all out in one area is confusing. Ideally, hovering over them would pop up a description similar to spells, but even just listing them all out in one area and then digging for their descriptions in the Features area is still an improvement.

    If Jeremy and the team implement the variant class features concept, we would absolutely support that in DDB.
    As for an action economy breakdown, that is definitely planned and is part of the revamp. You'll be able to see all your possible action types in one place (it'll have its own section), but the action type info will also be tagged onto the abilities when you see them in other areas (like the Features section).
    I'm pretty stoked for the action stuff!
    Posted in: D&D Beyond Feedback
  • 8

    posted a message on Beta Update August 4th - PDF Export and Custom Portraits
    Quote from kwarner >>

    One more vote for short details of the class features on the printed sheet- having to look it up at the table is painful enough that we don't use dnd beyond for our table. Without enough details to jog your memory its not functional. 

    Thanks for the feedback, but I assure you we don't need any additional votes!
    Short descriptions are absolutely a thing that is happening on both the digital sheet and PDF export. We call them "snippets," I'm in the middle of finishing them now, and they will actually have some interesting calculation capabilities.
    More about that on the dev update stream today!
    Posted in: News & Announcements
  • 2

    posted a message on Critical Role Content
    Quote from Vej >>

    I'd like to propose a simple change to the nav menu for character classes too. Currently there is the binary choice ("Official" and "Additional") interposed in the hover menu that 99% of the time people will be using to navigate to official content. Since there is only one additional class listed at the moment, this is probably not great UX (and nested hover menus are already generally considered dubious from a UX perspective because they require such precise mouse movement).

    My simple proposal is to move the "Additional" menu option to the bottom of the class list (below Wizard) so that the class list remains 1 level deep. There would be no binary choice between "Official" and "Additional" -- hovering over "Classes" just immediately shows the list that they were most likely trying to get to in the first place. If they want to see Blood Hunter, it's tucked away in a submenu at the bottom.

    Thanks for the feedback. A facelift for the homepage and a complete change in main navigation is in progress already that will alleviate this issue, as we're moving to mega-menu navigation. It's clear the starter nav that we have currently no longer serves our needs.
    We won't make any changes to the current state to avoid throwaway effort. Shouldn't be too long before the full changes are in place.
    Posted in: D&D Beyond Feedback
  • 1

    posted a message on Critical Role Content
    Quote from ScottySkid >>
    Quote from BadEye >>
    Quote from ArwensDaughter >>

    I see that now if you go to Characters>Classes, there Official and Additional Categories.

     

    We're always here...listening....and waiting.
     Hey Badeye, Just on this. With the change to Official and Additional classes (I love the change, especially if it means more is coming soon) the "All Classes" Option seems to have been dropped, which is fine for desktop as you can click on "official" to get there but when on a phone on the website there is now no way (that I can see) to get to the classes page short of changing the URL. 
    Yep, that was fixed before I saw your post here - might take a little while for it to show up across the astral plane of the internet.
    Thanks!
    Posted in: D&D Beyond Feedback
  • 5

    posted a message on Critical Role Content
    Quote from ArwensDaughter >>

    I see that now if you go to Characters>Classes, there Official and Additional Categories.

     

    We're always here...listening....and waiting.
    Posted in: D&D Beyond Feedback
  • 4

    posted a message on Critical Role Content
    Quote from Broken >>

    They added a toggle for "Critical Role Content" to character creation with the UA content release today btw.

    No, it has been available the whole time - the same day Critical Role content was added.
    We added the Playtest content toggle today when UA content was added.
    A more comprehensive system to manage available sources is already in development and will be released as soon as it's ready.
    Thanks!
    Posted in: D&D Beyond Feedback
  • 9

    posted a message on Next D&DB Dev Live Stream
    Quote from Vod_ika >>

    Does anyone know when the one for January will take place? 

    Also what is with the lack of /Changelog updates in 2018?

    1) Third Friday of each month - which is this Friday, January 19th.
    2) Our offices were closed for three weeks around the holidays. The development team actually did a great deal of work over that time (because they love this stuff), but we still weren't going to release any of it until all hands were on-deck. I think everyone will see there's actually no "lack of updates" starting tomorrow. You'll also hear a good recap of what's going on and what's next on the stream Friday.
    Posted in: General Discussion
  • 0

    posted a message on Blood Hunter Extra Attack

    This one's resolved - the missing modifier was updated.

    Thanks!

    Posted in: Bugs & Support
  • 1

    posted a message on Blood Hunter not updated to 2.0 ?
    Quote from Bipower >>

    not sure which version of blood hunter should be on site but 2.0 pdf doesn't have a dead level 13 because the curses are gained at different levels

    The raw text we received has some minor differences from version 2.0. We're working to update the text in those places currently - all the changes should be reflected soon.
    Thanks!
    Posted in: Bugs & Support
  • 4

    posted a message on New Blood Hunter Class By Matt Mercer on DDB
    Quote from 100pctOGL >>

    Will it be selective enough to be able to ban some homebrew but allow others? Like, my homebrew I want to allow, but Jack's homebrew, who is in the campaign, I want to ban. Jill's has some good homebrew but some inappropriate so I'd want to allow some of hers but not others.

    I mean, I realise that's a big ask so it's just a query is all.

    That's the long-term plan, yes!
    Posted in: General Discussion
  • 8

    posted a message on New Blood Hunter Class By Matt Mercer on DDB
    Quote from TomWB >>

    Even the inclusion of third party stuff in a position of primacy is a bit off though. I mean it’s not bad, I’d love to see Kobold Press stuff here and what have you, but it’s alongside all the other classes like it’s official.

    Perhaps there could be a banner a the top like ‘ask your DM...’? WotC even do that with some of their own stuff now and again where it’s a bit unusual, if I recall correctly.

    I posted this in another thread too, but while a partnership with Critical Role was in the works for some time, the inclusion of the Blood Hunter class for public availability was a little bit last-minute. Matt and I basically realized "hey, we should let other people besides just Talesin use this."
    To make that happen, we did the most basic thing we could do - force a toggle on character creation and add the class under an "Additional Classes" category on the class listing.
    Longer term, we will have a comprehensive way to determine which sources you want to use at an account, campaign, and character level - all the bases will be covered.
    If someone wants only "Core D&D" content, she can have that with one account setting. This all plays into Adventurers League validation and Source +1 requirements, etc.
    We hope to make this part of the system much better in the near future. Thanks for the feedback (I agree with it)!
    Posted in: General Discussion
  • 9

    posted a message on Critical Role Content
    Quote from Teibidh >>

     

    To be completely frank, it  bothers me that I now have to work around or ignore something that isn't in the content that I had to pay to access. Another usage case is campaigns.

    If I invite people to join my campaign as it was two days ago I could say "Join the campaign, click on the create a character button, and if it allows it there you can use it." Now, I have to say "Join my campaign, click the create a character button, but make sure you don't use X, Y and Z because they're not officially published material." It's something people have to pay attention to, and that adds complication, complication is the #1 reason people don't learn new games or how to use tools that support those games.

    Edit: I do see the option on the character creation screen to address critical role content. I still don't think it should appear in the list of classes when browsing right next to the official stuff. 

     

    At the very least give us a user profile setting to allow us to disable that content in our views, and definitely add something to campaign settings to disallow it... I almost feel like you owe us the ability to not have to look at crap that we didn't pay for since you're also making us pay to look at what we want.

    Valid concerns and we'll be able to mitigate them soon. While our partnership with Critical Role was in the works for some time, Matt and I randomly decided a short time ago that "hey, we could release the blood hunter to the public."
    With the short window we had to make that happen, we had to go with an initial method for segregating that content that is by no means the final.
    Eventually you will be able to control with complete granularity which sources are available at the account, campaign, and character levels. This will be a part of full AL-validation support.
    Thanks! 
    Posted in: D&D Beyond Feedback
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