It would be great if one of the other apps that find a way in the monster builder, or apps apart from monster builder would be the adventure/campaign creator, the encounter builder, the treasure generator and the online adventure keeper that would gather all the tools together
Maybe so I can play from my house with my friends over the internet.
It would be great
I don't think it has been requested before (or at least, I haven't seen it) so here it is:
I'd like to be able to put my monsters into folders, so I can easily track them down. This should give the ability to put monsters in multiple folders, so you can create a folder for every encounter or something similar.
By 'folders', do you mean a saved list? A few posts down I suggested that we be able to save the Holding Pen. To me, the Holding Pen is a natural workspace. You get some critters, pull them into the Holding Pen, modify, etc. Now you save them. And, in the future, you might click on another icon, called "Transfer to Encounter Builder". But, before that, you can still save/load the Holding Pen regardless of future functionality. There is no reason I see to limit the Holding Pen the way it is limited now.
In practice, i pull a bunch of monsters I might use/modify. I might have 20 monsters in my Holding Pen. If I suddenly need to reboot my computer, I don't want to lose that.
I mean like you have with the Character Builder. You save the characters, and then you can put them in a folder like "Grasslands", "Mountains", "Raid"
Maybe this request is made before in some different way.
I would like to see the ability to exchange data between the Monster Builder and the Character Builder.
So that a monster created in the Monster Builder can be edited in the Character Builder to make a very special NPC like a Yuan-Ti Lich (wizard) with all powercards needed.
Or maybe a special Playercharacter like that in the Savage Species (3.5)
This doesn't seem to be in the list.
I'd like to see a new filter that marks unique (i.e. named) and non-unique monsters. In other words, I'd like my search results to only include Zombie and not Rob, the Zombie - or to find all the unique Zombies, Rob, Bob and Tom, published in adventures so far, even if they have adjusted levels.
It would be a nice addition if there were a way to enter hard returns into the text boxes.
I have a particular bug I can't seem to find mention of elsewhere, but my apologizes if this has been pointed out already.
My laptop (Samsung NC10) runs out of screenspace for the monster builder, i.e. I can't access about one third of the right side of the monster builder where important parts such as the settings and print buttons are, aswell as the power and monster lists (tried scaling the window and boxes, didn't work).
My only guess is that the "information"-box doesn't work very well with my screen-size and resolution (1024x600, tried 800x600 aswell without success). Ironically, adding a zoom button would be useless for me since I can't access the settings.
Anyone else experience this?
Didnt see this on the list,
Land Speed doesnt always update. It requires you to add something into the details line in order for it to update.
I know its been mentioned as a request to have custom monster's powers be added to the power list, but I would like to be able to create powers individually from monsters as well. In this way I can create powers to follow a theme and then add them to custom monsters as I make them.
I'd like to see some kind of integrated "Encounter Builder" type functionality. Either integrated into MB or into the Adventure Tools overall.
I'm a fairly new DM and this thing is great, couple of things it could really use though:
- Ability to search based on weapon type and effect type; ie. spiked chain, warhammer, poison, slide, prone, climb, stun...
- Abilty to create an encounter group; throw all the monsters you want to use (Edited and otherwise) in a group just like the holding pen, indicate the number of each and then print out a page with the entire enounter group on it, or save it to a pdf
Small bug issue since last months update. Monster Speed keeps reseting to 6, no matter what it was saved as.
Didn't see this on the list: The ability to create Companion Monsters (as outlined in the DMG 2).
I would like to request the ability to make companion characters with the adventure tools.
Skulk Zombie has the following power in the compendium:
Mobile Melee Attack (standard, at-will)
The skulk zombie moves up to half its speed and makes one melee basic attack at any point during that movement. The skulk zombie doesn’t provoke opportunity attacks from the target of its attack when moving away from the creature.; +6 vs ; 1d10+3 damage..
In the Monster Builder it reads:
Mobile Melee Attack (standard, at-will)
The skulk zombie moves up to half its speed and makes one melee basic attack at any point during that movement. The skulk zombie doesn’t provoke opportunity attacks from the target of its attack when moving away from the creature.; 1d10+3 damage.
In Open Grave it reads:
Mobile Melee Attack (standard, at-will)
The skulk zombie moves up to half its speed and makes one melee basic attack at any point during that movement. The skulk zombie doesn’t provoke opportunity attacks from the target of its attack when moving away from the creature.
There are no listed updates for the power so presumably the conflicting and odd Compendium and Monster Builder entries are incorrect.
Oh and can we please get a simple "CLick here to report bugs" on the main builder page (ie once it is open and in use, because that is when most of them turn up....)
A checkbox or someway to mark that you have a miniature for the creature. Additionally would be nice to be able to sort on creatures for which you have miniatures (e.g. Official Monsters, Custom Monsters and a new Collected Monsters or something).
Please change the paragraph formatting back to fully blocked. I hate first line indents... it looks so American.
Specific bugs: Medusa Shroud of Zehir states speed 6 when the printed and compendium speed is 8.
Firebred Hell Hound: should have AC 30 and Speed 8, per MM p.161.
In general, I found a number of defense discrepancies between down or up-leveling a monster via the Monster Builder and via the DMG rules. This seems to sometimes be due to an ability score changing.
Speed issues seem to be corrected, as well as defense issues. I found a separate problem and have submitted a bug for that monster.
I do hope the next update brings functionality. My top requests:
It would be nice to see an encounter builder and map creator added to the Adventures tools.
Two filter suggestions:
I don't know if the list is still being updated.
I'd like to see the holding pen show the total xp of all the creatures in it. This would help make it an easy encounter builder for now until better encounter building tools are created.
I apologize for not looking through the entire thread before this.
I'd like to see support for importing Characters from the Character Builder into the Monster Builder, for use as recurring / important NPCs.
This would be a huge help.
Yet another vote for traps.
Also, I assume someone has already asked for a template builder/applier
Also, could there be a list of diseases in the compendium? There's no easy way to find them short of trawling through books and magazines
Today's update did not fix the issue with export and missing keywords. Is WotC monitoring this thread?
Attempting to select any monster that has the 'unused' source tag crashes the application.
This bug is 100% replicable.
This crash occurs regardless of filter settings.
I'd like to echo everyone else when asking for Traps to be added.
A "convention mode" option to adjust the hp/bloodied state for non-minion creatures globally. Yes I can do this creature by creature, but this is the kind of task that computer software was made for.
Bug report: "Young green dragon"s "Frightfull Presence" is not a Meele Type but a Close Type.
Another update and no functionality changes. No templates, no DMG2 powers, no terrain, no traps/hazards.
Submitted: After creating a monster over 40th level, it's not visible in the list because the filter for Max Level is limited to 40.
I was creating a 42nd level supercreature... Avatar of the DM.
Now I can't see it and I spent an hour making it! grrrrr.
Also wondering what's going on with this tool...
In case anyone from WotC is reading this:
Please find a way to make Masterplan and Monster Builder compatible so that i can import monsters from MB into masterplan by using my DDI account without needing to manually copy each monster. The masterplan tool is an exellent addition to the D&D experience and helps more people run more games, which is only a good thing for everyone. While i understand that allowing masterplan to scrape and store the entire compendium in unencryped form was unacceptable, i feel sure that a more integrated approach will improve everyones D&D games without impinging on Wizards IP rights.
Bug: Following MM3 standard update, custom monsters do not save non-land speed and resistance/vulnerability data to the final product, but display it during the building process.
Custom monster Auras did not adjust to new style.
Unsure if both of these are true for official monsters as they are with customs.
Post 7/20 update:
Bug: Text in the "Trigger" text box when editing a custom monster disappears after saving and exiting the editor mode.
Bug: If you make a triggered action with anything other than an immediate action it moves the power out of the Triggered Action section of the stat block (for example, if you make it a free action it will show up under Free Actions). This may be tied into the Trigger bug.
Recharges lost with new format? Only not quite....
In the MM3 they still use the die symbols for recharge powers. However, those same creatures in the MB just have a number instead of a die symbol.
Furthermore, it appears that they changed the imput fields for this, and as a result: when you edit a pre MM3 monster, you lose what the recharge value is supposed to be.
Fortunately, it will still show it prior to editing, so just remember to make a note of it so you can add it when editing the monster and save yourself some frustrations.
Bug: Drag and Drop organization feature of power tree has poor coding. It always places an object higher than I need it to be and I cannot drag things to the lowest position of a tree.
Bug: Draging and Droping recharge powers seems to erase the rechage dice of those powers.
Bug: Failed saving throw function lists all failed saving throw effects after the first as still being the first.
Request: The image copy function of the new version makes the monster too small. The end result looks smashed together and is generally awful to read. Increase the image size ratio of the image copy function please.
When copying or exporting monsters, the export routines do not seem to be copying the recharge value. IE: Power 1 Recharge 4(or 4, 5, 6). It just seems to copy out as "Recharge" and no indication of what that recharge value is. This is important to DMs using the monster builder to build new monsters or modify old ones. It's also important for those of us using digital combat trackers. Thanks,
From this thread, there seems to be an issue with resetting monster attack values and the underlying math then being incorrect (old pre-MM3 values, even for an MM3 monster).
Please bring back the searchable Powers Referance list so that I can once again lookup powers by name and level instead of looking for powers from monsters details.
I'd like to see a line for augment powers, such as when I'm making a monster version of the Battlemind's Lightning Rush.
After the latest update, the Resistance of monsters doesn't show the Resist value. At least not on custome creatures (haven't checked out MM creatures). It will just show "Resistance poison" Not Resist 5 poison, etc.
Just a quick note. Burning Devil has a mistake in power info
Trait - Fire Burst - Effect says Close Burst 2; Fire Damage
Effect should say Close Burst 2; 5 Fire Damage
Just thought I would point it out
Traits don't allow you to change or add keywords, as there's no place to select them. Keywords of existing traits can't be changed.
Deathgaunt Madcaster's aura is listed as "Other Power", and stops being an aura if you try to edit it.
Adventure Tools updated today, but all of the data-saving errors still seem to be present. Recharge values aren't carrying over, etc.
The Raging Mount feature of the Rage Drake doesn't state the benefit of Raging Mount. It only lists the requirements.
I understand not changing existing monsters without an official update, but would it be possible to get a "Batch Change" feature for monsters?
I'm thinking something along the lines of 'Select All'; then change damage calculation from 'Low' to 'Medium', and it would process through each attack of each selected monster, changing the damage calculation to Medium. This would let DMs run through the list of Monster Manual 1 monsters and get the damage updated quickly. Ideally, this would not make duplicates of each monster, just a change internal to the selected monster.
I have the following (longshot) suggestion: how about ports to Linux for both the character builder and the monster builder?
Ok, I know that's probably unrealistic, but there's hope. At any rate, there's software called WINE that lets people run Windows programs in Linux, but they don't work at all in it, so at least getting it to work in there would be awesome.
Maybe this has already been reported before. I have not gone through all the posts of this thread. Is there a better way to report monster builder bugs?
Both bugs can be reproduced when customizing the Shadow Demon with the current update:
- Fly speed becomes 2 when customizing even if in the HP & Defenses section the speed value is (re)set to 8 for 'Other Speeds'
- Resistence and Vulnerability values become -10 if 'Amount' is '0' in the HP & Defenses section
Request for change:
Please make it possible to enter / remove the entry 'Usage' for Powers. I did not find a way to create a Triggered Action with 'Usage' 2/encounter. I had to drag and drop the 'Variable Resistence' power of another demon to get the wanted result.
Sorry, I did not look if it was already asked.
Would it be possible to add a filter to select monsters by sources. I do not use MM1 monsters much now and it is difficult to know which monsters i would be interested in at a glance.
Thank you Alpha.
It is just that I find the new damage formula more appropriate to challenge my players with nearly same level monsters without the fight being too much of an HP slug feast. I prefer the new batch of minions also.
And I am too lazy to update the MM1 monsters
just finished editing the shadow hound. the aura was worng. teleport was wrong and even though i tried changing, the number wouldnt change
oh and the recharge had disappeared
ok even when i manually go in and change auras and vulnerabilities, it wont change on the stat block, does this for some flying speeds too
some of the monsters the stat block reads worng, but you go in and its right in the editing part, but you cant change the numbers, or you can, but they dont change on the stat block
WotC monitors this board very closely, can't you tell?
Come on guys, give MB some love!
SUGGESTION 1: Add a template slider so that we can add templates from the DM Guide 1/2 or periodical content. It should have the option to choose a specific template and how many levels to add.
SUGGESTION 2: Add traps. Though not monsters they are very close and the pictures the compendium adds are not as easy to copy and paste as the monster builder so it would make my encounter sheets easier to create.
Great tool guys! Keep up the good work!
Standards of conduct and all... easy, buddy.
I work on tech projects and I see delays and problems all day long. Should it be better? Sure. Are many of us frustrated? Yep.
There's that part of me that saw today's Insider group broadcast and wanted to click the "Flag this as inappropriate" link... and then I had to remind myself that everyone at WotC I meet is a good person that loves the game. So, in the end I prefer to get them a beer and kindly ask them to improve this product that needs several improvements.
Not sure if anyone else has had this issue, but recently I have had some of my custom monsters completely vanish without a trace. This happened to me just this weekend. I had built a monster and edited it throughout the week. Saturday I went to print off a copy and it was just gone. I had to sit and rebuild it from memory ten minutes before my group arrived. I looked back and a few others I had built (including a customized solo Chimera I had been working on) were gone as well.
Major bugs in DDIMB. Monster builder is broke. Everytime I create a monster from 0 or edit / modify one. After my change, I press Save+exit buttom. Then exit DDIMB.
I reopen DDIMB then get my custom monster, there are 2 possibility.
A ) My monster doesn't appear at all. No monster under custom Tab.
B ) My monster doesn't appear as itended, couple bug as power damage does 19334D12+34 damages..??? and monster 1 344 332 Xp??? what the......
I finally quit to Hope for a FIX and i have to install bullzip a virtual PDF printer.
I print them as PDF before exit DDIMB. Also, I no longer try to attempt to Save a custom monster anymore.
Hobgoblin Grunt crashes the builder when a copy is saved or opened.
If you open a monster by "Edit a Copy", in the copy Other Speeds, Recharge-Rolls and Triggers/Requirements are deleted.
Overall this is a pretty awesome tool that is actually worth the price, even in beta. But it has a lot of flaws that need addressing...
JUST PLAIN BAD DESIGN
They have killed this product : in a far as we know, no fixes of any kind are coming. The last update introduced bugs so important that they make using it an ordeal (~better for some, even worst for others).
So, as far as improvements go....
I so dearly wish this wasn't the case, but from their point of view, DMs are only one fifth/sixth of their customers. Whilst we are the lifeblood of this hobby, we are not the more profitable revenue stream.
It is a tight line they walk, I understand their decisions, but it irks to be on the "lesser" end of the "catered to" spectrum.
WotC has said that they will be producing a new web-based Monster Builder, in the vein of the replacement Character Builder. They've even said (in this thread) that they're aiming to get the beta of it out this month.
With that in mind, I can see that the current builder will not be updated any more, and they're more than happy to wash their hands of it.
Edit: Since posting this, WotC has produced a bugfix-only update to the offline monster builder.
I'm very glad to have been proven wrong.
I would hestitate to call it the monster builder. I mean you can't build monsters, you can't import monsters (atleast I can't). So I humbly suggest that WOTC change the name of the product to the "(If you are very, very lucky) Monster Viewer." If you are unlucky I suggset calling it the Java error viewer.
I would really like to see the ability to modify monsters that exist. A few ways come to mind for this: Let me merge two existing monsters together and then choose the level of the abomination that I want to create. Let me actually create a brand new monster from scratch with complete custimization. If you could do that, it would be pretty cool.
The ability to create and modify the monsters does exist, the only problem is that there are so many bugs and glitches that if you created a monster outside of the network and are trying to import, like I have been from the day it was released, it attacks you with an endless list of reasons why it can't. I have messaged the company with my report and complaints, and even sent them the files of my homemade creatures in hopes they could figure out the problem or be able to open them themselves. Bottom line? It needs fixed. In a very serious way, it needs fixed.
I was profoundly disappointed that they moved this to a web interface, just like the character builder. They're so slow and nasty to use now! Everything depends on the speed of web refresh >:< Plus, I now can't use these tools at my gaming sessions, since I can't get wireless reception where my group games.
Ease of use because you don't have to install anything? What a load of PR crap. They just don't want people subscribing, downloading, and cancelling. Which is FINE. I do not bedgrudge D&DI the ability to make WotC money!* Gawd, make the thing require and ID check every time you sign in, I don't care. But this change has made it very near useless to me. I'll be using the buggy-as-hell installable beta until they scrub the download from the internet.
(*Though it's got to actually be worth it. WotC software has a bad habit of being in perpetual beta, which many would find completely unacceptable for the not-insignificant D&DI subscription fee.)
I discovered an error, Beholders are not listing/displaying properly in the print or print preview. None of the eye effects are shown.
It's been said, but I want to reiterate: EXPORT EXPORT EXPORT EXPORT EXPORT EXPORT EXPORT EXPORT EXPORT EXPORT EXPORT EXPORT EXPORT!
The new version seems to be almost as good as the old offline builder, but I'm still missing two pretty much important features, which make DM's life easier.
It would be nice to have a way to assemble encounters by selecting what monsters (and traps?) you want and have multiple monster blocks fit onto a sheet for printing. Expanding on this idea you could have a way to create a sheet with details of terrain features and monster tactics, similar to the published adventures.
Also I'm not sure if this was suggested but I'd like to see ways to create companions/henchmen and also some ways to use templates/themes/factions for monster groups
I'm sure its been mentioned, but the export 'function' doesn't function at all. No matter what program I use to analyze the xml (either exporting to the old monster builder, or other programs I have that read xml), it comes up broken. Entire pieces of information are missing; minions I export from the new monster builder, in example, are coming up with full attacks of that level (not static damage). I would prefer a copy as rich text, don't get me wrong, but if my only option is exporting xml, please make that export properly.
Sincerely, a paying customer.
Request: Alot of people i have brought this up to think it would be a great idea. A slight addition in function to the monster builder that would involve a slight merger between monster builder and encounter builds which i thought they were supposed to be part of the same bucket of adventure tools. But for tabletop games it would be very helpful to be able to print out your encounters with monster cards attatched to them or at least be able to print out multiple cards on the same sheet of paper. i tried printing cards to use for a tabletop game and it was a big waste of paper 1 card per sheet, i would like to be able to print at least 3-4 per sheet. I was thinking an interface option that would allow me to upload a small battlemap view window? but that is askin a bit much but a place for tactics, terrain features and such but then attatch all of the monsters in the encounter to the same sheets of paper making for much easier organization on my part as a DM. Far as that goes the new features on the monster builder for being able to customize monsters have been very helpful mainly for importing original or modified creatures onto the VT.
OH! on a side note one more thing would that i think would be amazing for both VT and tabletop games is if we had the ability to apply existing themes and templates printed in offial releases or create original monster themes/templates that could be stores on the monster builder and applied to a monster with a few clicks. Example, i can log into the VT for a zombies game and open up "Zombie" and click "Apply Template" then apply something like "Infected Zombie" where it would add in the relevant powers and make relevant stat modifications.
PS. Traps are monsters too and should be in there as well.
Some additions that I would like to see in the most current version of the online monster tools:
1. Please add Saving Throws and Regeneration back to the Details Tab
2. Please add in the templates from the various books - then a user can just pick a monster, click customize and add a template - much faster and user friendly.
Ahead of my next campaign (to be played on the Beta Gametable) I'm going through customizing monsters (mostly in-line with MM3 damage et al). However I seem to have reached a point where Adventure Tools/Monster Builder will not let me save any more customized monsters- is this something other people have experienced?
I've re-started (on several days/times/dates) and still the same- anything I try to save after (or before) customizing just gets error- restart?
I've posted a ticket to CS, just want to see if anyone has had the same happen to them.
Unfortunately there is a limit of 50 creatures you can save in the builder, in my opinion way too few. You will have to delete some of your custom creatures to make room. You can export them before you do, so that you can import them for use later. Awkward, but there you have it.
Thanks for that- I'm way over my limit, I've customised 88 of them, so I broke the bank- snuck an extra 38 in.
I will do as you say and Export/Import as needed.
Thanks again, much appreciated.
A bug with the Monster Builder, that I had in the old (offline) version also, that I reported in detail with back-and-forth emails to the WotC team just before the new builder was launched:
- Custom damage expressions spontaneously change to impossible values when I create a new monster, save it, close the Builder, open it again and load the monster.
For example, yesterday I've created a party of NPCs and used damage expressions such as "1d12 + 15", entered manually on the keyboard (as opposed to choosing the default values suggested by the program). Today, when I fire up the builder, the damage expressions appears as "-73", "112d12 + 73", and the like.
Note that the damage expressions appear correctly as long as the builder is not closed and then re-opened.
OP: Windows XP home edition.
Terrible, terrible bug.
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