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Some Suggestions for software improvements

Discussion in 'General Discussion' started by docplutonium, Dec 30, 2008.

  1. docplutonium

    docplutonium New Member

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    Hey Hey.

    Guys, just let me say that my group and I are REALLY enjoying the d20pro software. As I have said in other posts, my group and I are refugees from another VTT system who could no longer support us. And, although, it took some getting used to, in the end, I think we all agree that your software is better than what we had and a lot more fun to play too. It just handles so much from the book keeping aspect of D&D 3.5 that it's a real joy to play.

    I just wanted to drop you all a quick line to suggest some improvements to your system. I hope they make it in future releases.

    1) Spells. Right now the current implementation is a little bit clunky.And could be streamlined a bit. As it stands now, if my 6th level Wizard wanted to cast Fireball I would program in 6d6 Fire Reflex DC 16 for half. And then I save it as "Fireball (6th)". But to me, this is not taking advantage of all the information the system has at it's fingertips. I think a better way to implement damaging spells would be something like 1d6 fire / Level (MAX 10) Reflex for Half. And then save it as "Fireball". That way, if my 6th level Wizard casts it, I use the same template as when the main bad guy (9th level Sorcerer) casts it. Let the system do the math, rather then have me design a separate template for "Fireball (6th)", "Fireball(7th)", "Fireball(8th)", etc. Most spells in D&D 3.5 are level Dependant. Either in Duration or Damage. So by implementing a level indicator, we would also solve the issue for buff spells like Bless. Bless is 1 Minute/Level. Same problem here as we get for Fireball. I have to design templates for Bless across all the level ranges so that the duration is set correctly. But if we had a level range switch, again, I would only need 1 base spell template and the level of the caster could automatically determine the duration of the spell. To me, this would EASILY solve 99% of my issues with spell casting in the system. You can still keep what you have, just add a "MAX" and "Per Level" check boxes to it.

    2) Saves. When I have a caster cast a spell that affects more than one monster, say Sleep, and the spell has a Save DC, I like where the system displays to the GM who saved and who did not (and even lets me go in a fudge the results as situation requires) but the output to the players is less than informative. For a spell with a SAVE and no damage, all the system displays is "0 damage" and I have to figure out who saved and who didn't. A better display would be, if my caster cast sleep on 5 kobolds, for the output to show, "Kobold 1 - Save, Kobold 2 - Fail, Kobold 3 - Fail, Kobold 4 - Save, Kobold 5 - Fail" that is a lot better then showing 5 kobolds taking 0 damage.

    3) We need blind rolls, I know I mentioned this before, but I would like for the rogue not to know that he rolled a 20 on his Search roll. Maybe a checkbox saying "Blind" where I could ask the player for a skill check, but only the GM sees the result. This is a very big one for me.

    4) In Initiatives, for creatures that move at the same time, it would be nice it this was somehow indicated after the initial init check. Maybe when two creatures so at the same time, and their turn comes up, the software might say "Foozle 1 and Foozle 2" Initiatives to go.

    5) I think 1.4 will have this, but a better way to add special abilities than only by connecting to the GM. If not, then I would like to see this ability added to the players side as soon as possible.

    6) It would be nice if the players could look at more than one map at a time, I use Handouts as Maps, so sometimes I would like for my players to see the handout AND the map. This would be really nice.

    7) When a GM updates a character (say levels them) it would be nice if I say "Save to Library" it would somehow differentiate the new save from the old character. If I level a player's fighter, and then save it, I get two fighters and then I have to go into both of them to see which if the new updated character and then rename it so that I know which is which. Maybe a suffix "New" or "Updated" in front of the character name would help solve this confusion.

    8) The Wizard\Sorceror BAB is incorrect, maybe you could look at this.

    9) I think it important for the players to be able to select their spells instead of the GM. Anything you could do to make this happen would be a HUGE boon to casters everywhere.

    And that's all I have for now. I am sure there is more, but those are really the main sticking points right now.

    Understand that my players and I are having a really good time with your software right now, but like all things, there is always room for improvement.

    Thanks for all the hard work.
    Doc
     
  2. Dan

    Dan Member

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    Hey Doc,

    I think I can address a couple of these, and I am forwarding this to our developers to see what can be implemented in a reasonable time frame. Please keep in mind that I work on customer support and content, so I can't make any promises on what can be addressed when. We value your input and will evaluate each recommendation on its overall feasibility and value to customers.

    Very good point.

    We are working on this

    A good workaround for this for now is to use an IM client, like Skype, to push the file out. Skype supports conference calls and many people use it with d20pro. During a conference call, you can send a file to the whole group at once.

    This is on an issue list. Specifically, we need to prompt for overwrite/rename on libraries.

    Fixed in 1.14 which should be out in the next week or two.
     
  3. thraxxis

    thraxxis Member

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    Great feedback docplutonium and thanks for the compliments. As gamers ourselves, we are always looking at ways to make d20Pro better be it adding new features or improving existing ones. I see us setting the foundation for a longer conversation but for now some a quick reply to your questions:

    1) Spells - All your comments are spot on. The spell system predates the special effect system and although spells can take advantage of the new features part of special abilities it has some way to. We are working on this for v1.15 scheduled for a Summer release.

    2) Saves - Agree totally. Wasn't planning to address before v1.15 but we'lI will take another look at it.

    3) Blind Rolls - YES. The utility provided vs effort required equation made this one a no-brainer. As of v1.14 the Judge may start "rolling behind the screen", toggling this function on and off. Players will still always see their own rolls, so the Judge in your example would hide rolls and then trigger the Search. The message will be printed to the log but the die roll will be hidden.

    4) Linked initiative - Interesting idea but need to think about this more.

    5) Player editable creatures - v1.14 does allow the Judge to edit special abilities directly from the creature editor dialog but does not provide in game editing by Players. We realize the ability to edit during a game is a must have in the long run but there are a lot of considerations, especially if the Judge doesn't trust the players 100% not to tweak stuff. More discussion on this is needed.

    6) Handouts - full fledged support for handouts is part of our long range plan. For now if using a single show at a time map isn't working please use another app such as Skype or a web host in the meantime to provide your players with handout images.

    7) Save to Library - good point. At a minimum we'll add to the creature name to make it clear it is differentiated.

    8) Wizard BAB - please see this post http://forums.d20pro.com/viewtopic.php?f=16&t=40

    9) Player chosen spells - agree this would be great. #9 is a subset of #5. Solve #5 and get #9 for free. I'll tentatively commit to delivering this for v1.14 this summer.
     
  4. docplutonium

    docplutonium New Member

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    Oh!

    One more thing, A place to store Current Xp and Next XP to level would be nice.

    The Ability to tie templates to spells and effects would be a nice to have also

    OK, as I think of more I will let you know.

    Thanks!
    Doc
     
  5. docplutonium

    docplutonium New Member

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    OH!

    The ability to tie spell like abilities to inventory items.

    Then if the player selected "use" then the spell affect would go off.

    Examples would be: Cure Potions, Bears Endurance Potions, etc. and WANDS. Like Magic Missile and Ray of Enfeeblement. If said items had charges, then it would also deduct the charge. I know you have that ability in the powers tab, but since I can drop items on the grounds and players can pick them up, it would be more organic for magic abilities to be tied to the item instead of having the player pick up the item and then I have to go and add the special power to the character's sheet.

    Like I said, d20pro is a great system.

    Just brainstorming a bit.

    Thanks
    Doc
     
  6. rushtong

    rushtong New Member

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    I agree that above suggestions are pretty good, but I have a couple of my own that derive from a different arrangement. I run pbem games and this program seems like a pretty nice way to handle a lot of the bookkeeping. There are quite a few very nice features for me, so please keep that in mind when looking at the things I would love to see added/improved:
    • Map navigation controls. The current arrow that shows up at the edges of the map is extremely clunky. On my machine, hovering the mouse for a very brief moment scrolls me to the extreme edge of the map. It would be much nicer to have a hand icon with which I could grab a location on the map and move that grab point around.
    • Current screen export. I would like to have a mechanism to export the current map into an image file. The kinds of options for this might include format (i.e. png/gif/jpg, etc), player view (with appropriate fog of war area obscured) or gm view, and resolution (i.e. 1 square = N ppi, etc.)
    • Importable character files. I find the character creation tool to be clunky. It would be nice to have a simple text file that could be entered in the same manner that spells/classes/feats/skills can be imported.
    • I'm new to the program, so I could be missing something. I don't see a way to save the current state. I see that we can export a map, but that seems different from saving the current campaign, for instance.

    Here are a couple of quirky issues I've seen on the Mac version:
    • In the first screen of the char creation window, the override initiative box is not visible. If it helps, I can send a screen shot.
    • There are two buttons on the map screen that let you zoom in or out. On my machine, clicking the button doesn't do anything until I move the mouse off of the button. This is inconsistent behavior with respect to traditional use of buttons (i.e. the effect should happen immediately upon button click).

    I hope this is helpful.
     
  7. Dan

    Dan Member

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    Rushtong, I can help you with a few of these items:

    Map Navigation Controls: You actually don't need a hand icon. You can drag the map around by right-clicking and dragging. Release when you are done. On a map, I believe this is CTRL+Click? If you use the right-click dragging method (I do!) then you might want to turn off the Autoscrolling option.

    Current Screen Export:
    nothing so far, but I actually use a wonderful screenshot program called Screenhunter - no ads, very easy, and saves to clipboard or file (or both). Capture screen, window, or section. Just hit F6. http://www.wisdom-soft.com/downloads/setupscreenhunterfree.exe

    Importable Character Files. We support this in 2 ways:
    * Have your players create their character with the Judge login anytime on their own. Then in the Creatures library, click on Export and it will save their character into their d20Pro\user\portable folder. When they next login to your game as a player, they have a button which lets them upload their character to your game. After they upload, you can accept the character and it goes into Limbo, where you can look over it, edit it if need be, and then put it into play. To edit a character in Limbo, click on the character name in the Initiative panel. See screenshots for full details.





    * Alternatively, you can use Herolab, which we officially import from. http://www.wolflair.com/index.php?context=hero_lab

    Save Current State: d20pro automatically saves your last state when you close the program. You can force it to save with the F2 Key or by selecting the button in the options panel. This saves the game immediately, just in case you lose power or the game otherwise stops unexpectedly. If you are running 2 separate games, then this gets a little problematic (since you only have 1 saved state), so I recommend either closing the map and saving it (which saves all effects, creatures, etc - everything but initiative) or installing d20pro twice, into two separate folders, and running a separate installation per group.

    I hope this has been helpful to you. Let us know if you have any other questions or concerns!
     

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  8. rushtong

    rushtong New Member

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    Thank you Dan, the above ideas are helpful - I will certainly give them a shot. -

    -Greg
     

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