3 Suggestions (feat, implement, power manager)

Post/Author/DateTimePost
#1

hawke

Dec 06, 2008 13:01:51
I'm really digging this program and am crossing my fingers for a christmas release of some more levels as a surprise (but January is better than nothing!) 3 things i've run into when showing this to my players at my last session:

1) When creating first level characters it was a little confusing to some of my newbies when to stop selecting feats. I understand it explains how many feats you get and says "All choices made" but I had two players who've only built one character sit on that screen making a few choices before realizing they were done and clicking next. Perhaps making it more obvious once you're done selecting or change the "Choose feat" button to "Change feat" might help newbies.

2) Player recreated his Cleric but forgot to select an implement. As a result all the Implement power values on his power cards were off (like Lance of Faith). I think the issue was he didn't select an Implement, but at level 1 w/o a magic one it wasn't something he thought would be required. Perhaps A) Give a 1st level character a generic implement B) Prompt them that they should select one more prominently before moving on (Error: You did not select an implement!). I also suggest changing the Holy Symbol implement from Level * to perhaps Level 0 so it sorts at the TOP of the list... he initially didn't think he could buy a non-magical one.

3) I'd like to see a cool Power Manager tab or something that would basically be similar to the power cards in the printable sheet but manageable so that you could "use" a daily power and it'd gray out or something. Basically something you can use the tool to play a game on your laptop.

Very cool, still checking frequently for those extra levels.