Comments From Further Use

Post/Author/DateTimePost
#1

Lizard_SF

Aug 02, 2009 22:20:52
So I decided to try using this to make monsters for my Abyss Project (see .sig) instead of Asmor's Monster Maker, which I've been using. So now I have some comments based on an actual use case, not just (bleep)ing around.

The Powers editor really, really, really, needs work. Really really. I could not find an easy way to add follow-up attacks, to specify number of targets, to set up things like "Hit:" "Miss:" and "Effect:" sections, and more. Even more importantly, we need a "Trigger" line for interrupts and reactions.

Keywords: It looks like you guys just went through the compendium and sucked up everything that might have been formatted as a keyword, and then dumped them into the lists. We need alphabetized lists of keywords. Hell, what we need is a KEYWORD MANAGER (I started writing my own monster maker and that was the first subsection I put together). What I mean is something that lets us define keywords AND specify what sections they're valid for. "Weapon" will probably never be a keyword for monster type. "Demon" will probably not be a Power keyword. Even if this feature is too much, at the very least, alphabetize the keywords and clean up the lists, removing the one-offs and the typos ("Martial" and "Marital", for example.)

BUG: Skills do not print when you "export as RTF".

BUG: Neither does the Tactics section.

FREQ: Let us add knowledge sections, and, for that matter, free-form descriptive text.

FREQ: We really need a way to add "Special" powers, such as "The MonsterRace NounVerber cannot be forced to move more than one square." Right now I'm doing it as a "No action type" power.

FREQ: It's great that there's no hard-coded limits, and there shouldn't be, but it might be good to set up a "warning" if you create a monster which is very over/under powered for its level -- say, more then plus or minus five to attacks.

FREQ: Just to keep hammering on this... templates and NPCs! Templates and NPCs! (And a way to enter base NPC racial stats for our own use... if I want, say Ogre NPCs, I should be able to enter my idea of what a "naked" Ogre might look like... erm... I didn't mean it that way... oh, gods, now I need to pour bleach in my eyes to scour the image from my brain!)
#2

Herrozerro

Aug 02, 2009 22:40:21
The Powers editor really, really, really, needs work. Really really. I could not find an easy way to add follow-up attacks, to specify number of targets, to set up things like "Hit:" "Miss:" and "Effect:" sections, and more. Even more importantly, we need a "Trigger" line for interrupts and reactions.

Taking a look at existing monsters that have multiple attacks and effects on miss or other triggers it looks really easy. Take a look at the clay Scout for multiple attacks or the orc bombadier for adding the miss line.
#3

Cailte

Aug 03, 2009 2:34:37
Yes one thing that has become clear from even the small amount of work of done is that monster templating is all over the shop at the moment, and that we need to tighten that up in producing our own monsters.

But yes I'd like to see better control over the damage of powers; it would be especially good to be able to click a "weapon" or "power" thing and lock the drop downs into the damage ranges of weapons or level appropriate options for powers.

But I can live with the current options for now.
#4

midgardserpent

Aug 03, 2009 18:11:39
FREQ: Just to keep hammering on this... templates and NPCs! Templates and NPCs! (And a way to enter base NPC racial stats for our own use... if I want, say Ogre NPCs, I should be able to enter my idea of what a "naked" Ogre might look like... erm... I didn't mean it that way... oh, gods, now I need to pour bleach in my eyes to scour the image from my brain!)

Won't work, bleach must be applied to brain directly to scour images. Recommend powerdrill and funnel for easiest application.
#5

zgrose

Aug 03, 2009 18:20:09
FREQ: We really need a way to add "Special" powers, such as "The MonsterRace NounVerber cannot be forced to move more than one square." Right now I'm doing it as a "No action type" power.

I think that is how all the "special" powers are supposed to be setup. See Hobgoblin Grunt's Phalanx Soldier power. There is even a note to that effect in the help: If you are making a utility power, change the type to “None.”

Unfortunately that still gives a little space that you can't get rid of (unless you hack and copy-paste a canned power like Phalanx Soldier which has a blank/null value for that field. But I believe that is already in the buglist.
#6

mudbunny

Aug 03, 2009 18:43:47
I have added this to the list I will be passing up to WotC by email, and posting in the main Monster Builder Beta feature requests and bugs/technical issues thread.