I think the first order is to make a smart form whenever possible. A login provides any user data, for example.I think next would be to design a form for three user types:.
Mobile/Tablet. Desktop Mouse.
For example, a horizontal rule before a blockquote will give it the style of a Monster Stat Block instead of a note. New Pages are controlled by the author. It's impossible for the site to detect when the end of a page is reached, so indicate you'd like to start a new page, use the new page snippet to get the syntax.
Desktop KeyboardMobile means different screen orientations and making things easy to tap. No small drop-down tap areas - big circles or boxes. Also, spinners instead of drop-downs, and screens with multi-select capabilty (eg just keep scrolling through each decision and tap as you go instead of forcing all decisions on one small pixel range).Desktop Mouse also provides easy click zones and can also take advantage of right-mouse buttons.Desktop Keyboard should provide logical keyboard shortcuts and logical tabbing orders so you never need a mouse to complete the form.With large forms like this one, I think auto-save would be great. It's going to take you awhile to figure out each form element if you're in creation mode. Your session could timeout, wifi drop, or some other issue. So having a Save button is ideal.I'm thinking about this because I'd like similar forms for D&D, PF, and other game system Libraries. While CL offers simple system neutral tools like the 3LNPC generator, I'd then like users to add crunch to those NPCs as needed for sessions.I see the Library as an add-on, and not part of CL Core.And some game systems will need more form elements than crunch.For me, this all harkens back to a wonderful site that used to be called DM Lilith's Tools.
She built forms so you could upload NPCs, magic items, etc. To share with other website visitors.
Her library grew to 100s of NPCs and you could sort by CR, Type, Tag, etc. I used that site heavily for my D&D 3.5 campaigns.I contributed a few NPCs, but the forms involved so much time and fiddly interactions I did not submit many.So I want to try to make form entries a lot easier for the CL Library when the time comes.Any other ideas on how to make long forms for game crunch data entry and management easier for users?
Please reconsider. By not being complete, your document does not fit my definition of 'one-stop', even if the individual stat blocks do.I appreciate your position, but you have to realize a couple of things. 1) This project took months. 2) I have no desire to hurt WotC.1. This was a long project, and I have others in mind that are a higher priority for me.
I'm quite disillusioned with 5e, and especially with the direction that DDAL has taken (for those that don't know, DDAL refers to the current living campaign supported by WotC). However, I plan to release the Word version of this project, so if it's really that important to you and worth your time, you'll be able to add to it yourself.2. My project inherently lessens the market just a bit for spell cards, so even as it is, WotC can be said to be hurt by what I've done. However, recreating the entire Monster Manual would probably reduce their sales by 90% (.
In quite a few cases, the stat blocks follow a specific, boring pattern: “Multiattack, Bite, Claw, Claw” or “Multiattack, Melee weapon.” The giants, for example, are remarkably similar. The only difference between the hill, fire, frost, and stone giants are reach and resistance. So, even for a CR 2 NPC like the Azer, it made sense to give it Innate Spellcasting.
This gave it an underpowered ranged attack, making the Azer more interesting without making it overpowered.That being said, there are actually only a couple of stat blocks where I did that. In addition to the Azer, I gave the Cloud Giant a 'Sumon Beanstalk' power.
How does WotC not do that? Off the top of my head, I believe those are the only stat blocks that had powers added to them.EDIT: Yeah, I did that for the fire and frost giants as well. I might have done it for the stone giant too.
I'm not at home, so I don't remember if they have the thorn whip power. They probably don't, so that was probably a change.
This is something I like. It makes it easier to copy and paste a stat block into a word document for modification.I have a mixed of 5E. I do enjoy the simplicity of the combat system. At the same time the game is too easy and takes a lot of modification when you add in magic items and feats to make it challenging.
The fights don't feel very epic, though I do like that fights are more entertaining to narrate. The classes lack robust and diverse abilities that are truly useful compared to a game like Pathfinder. It feels like you do the same thing a lot of the time because there are a small, select group of things that are useful and everything else is taken only as a style choice. There a ton of obvious less effective choices, but they made it in the book. I don't feel compelled to buy books as I did in previous editions. I'm not even sure I'm going to pick up the Sword Coast Adventurer's Guide.
It doesn't look like a very interesting book. The new archetypes don't seem compelling. The new material seems more fluffy than useful. I'm sure one of my friends will pick it up so I can take a look.
Even the modules have been underwhelming prior to Out of the Abyss. Even that module has some parts where I'm left scratching my head as to what the module designers think is a challenge for a group. I wonder if they play test this stuff with inexperienced players that don't work as a group.