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Dungeons & Dra.. D&D Insider What are your top 5 most desired improvements?
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4 years ago  ::  Nov 29, 2009 - 4:50PM #211
Salla
Date Joined: Apr 3, 2003
Posts: 23,557
New entry ... the ability to un-train automatically trained class skills and train in different ones.  So, rather than rogue being 4+Stealth+Thievery, a rogue simply picks 6.
Another day, another three or four entries to my Ignore List.
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4 years ago  ::  Dec 01, 2009 - 3:52AM #212
Haldrik
Date Joined: Jan 2, 2004
Posts: 9,552
1. Allow each character file in the Character Builder to rate all the possible powers, feats, and items by color codes.

Skyblue very good, Blue good, Grey moderate, Purple poor, Red very poor; Black unrated.

This is basically what Character Optimization 'handbooks' do for each class build. It is very helpful for sifting thru the many options and narrowing down the best choices for a particular character concept. It would be excellent if the Character Builder can do this on the fly. It makes building a character so much friendlier.

2. Allow any custom background count as 'legal' with a skill name, any two skills, and a language.

3. Allow any custom Divine spiritual tradition count as 'legal' - with or without gods - with a name of the spiritual tradition and choice of domains. Allow players to override the name and flavor text of any Divine power and still be 'legal'. Remove all references to 'gods' or 'deities' from the mechanics of Divine powers.
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4 years ago  ::  Dec 09, 2009 - 1:53PM #213
Hurin88
Date Joined: Jun 24, 2009
Posts: 572
1. Ability to include flavor text in the power cards. I know I'm not the only one that has said that in this thread, but it really would improve the game for me and my players, and I doubt it would take much time to do.

Thanks
"What is the sort of thing that I do care about is a failure to seriously evaluate what does and doesn't work in favor of a sort of cargo cult posturing. And yes, it's painful to read design notes columns that are all just "So D&D 3.5 sort of had these problems. We know people have some issues with them. What a puzzler! But we think we have a solution in the form of X", where X is sort of a half-baked version of an idea that 4e executed perfectly well and which worked fine." - Lesp
"They are making it clear that when modern design and common sense come into conflict with tradition, tradition wins." - Thecasualoblivion
"When I DM Next I feel that I might as well be running a game based off of notes scribbled on a paper napkin." -Reinhart
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4 years ago  ::  Dec 09, 2009 - 3:38PM #214
madwilly2006
Date Joined: Dec 9, 2009
Posts: 1
1) Better implementation of the house rules section. In it's current form it is pretty much useless to me. I want a system for creating powers like the one from Monster Builder. That level of detail (or something close to it) is necessary if a function like this is going to be useful. When I make a power I want to be able to enter keywords, what class can use it, it's level, modifiers, effects, etc. I want to be able to edit existing powers (again, just like Monster Builder) I want it to show up as an option when I'm creating new characters. I want a power card for it to appear on the character sheet. The same can be said of classes, rituals, etc. Right now the houserule section serves less function than a blank piece of paper. Sure I can write some notes on it, but what can I do after that? Right now, nothing at all.

2) the Campaign Setting Restrictions page could use a "check all" and "uncheck all" function.

3-4) Honestly, I'm pretty happy with the rest of the functionality for now.
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4 years ago  ::  Dec 15, 2009 - 12:09PM #215
Xcaliber
Date Joined: Oct 14, 2008
Posts: 68
Could the various healing abilities of all the Leader-roled classes (Clerics, Warlords, Bards, Artificiers, Shamans, Ardents, etc ...) just auto-compute what the card should say based on level and leave the rest off? It's a giant mess with Level 1: blah blah, Level 2: blah blah. And the acutal size never fits because the real text is "Close Burst X (at level 16 this becomes ...)"

Just make the card show up as Healing Word. Close Burst 5. Surge + 1d6. When they level up just change the area/effect to what it should be.

Also, could ritual cards get the cost/time to perform the ritual added to them somewhere? That'd be awesomely useful!
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4 years ago  ::  Dec 15, 2009 - 12:18PM #216
Atlatl_Jones
Date Joined: Aug 17, 2007
Posts: 78
1) Ability to print out characters in a concise monster manual-style statblock.

2) Add the power descriptions and numbers to the character summary.  I like being able to read other people's characters that they post on forums, but I haven't memorized what every power in the game does, so the stuff they're able to copy to the clipboard isn't very useful.

3) Flavor descriptions in the character cards.

4) Add an option to automatically give characters the bonuses from Weapon and Implement Expertise.  This is a very common house rule, and having to add a bonus feat for every type of weapon and implement the character uses is very cumbersome, and clutters the character sheet.  There's already character builder precedent for it, in the check box that automatically adds enhancement bonuses.


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Dungeons & Dra.. D&D Insider What are your top 5 most desired improvements?
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