Spells and Equipment Rework
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 we 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!
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.
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.