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TOPIC: True Dungeon Character Generators (App)

True Dungeon Character Generators (App) 7 months 3 days ago #1153

Just noticed Belt of the Deadshot does not get added into spell damage.

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True Dungeon Character Generators (App) 7 months 3 days ago #1154

Cranston wrote: As far as I can tell from the TokenDB, there are only 2 ways to cast multiple spells per round. One is through Quicken (can only be used once per room) and Ring/Charm of Spell Storing (can only equip 1), which is once per game. So this can occur at most twice in a room and generally only once per room.


A Cleric with the Relic/Legendary could cast a 1st or 2nd level spell as a free action and then cast another spell as a normal action. Level depending on which necklace they have. The Cleric can also do this until they run out of spells.

Jeff Martin wrote: All damage is Sacred.

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Last edit: by Grizwald.

True Dungeon Character Generators (App) 7 months 3 days ago #1155

Cranston wrote:

Matthew Hayward wrote: I got hung up a bit in the app with casting this time.

I made lots of mistakes and ended up in situations several times where the end state wasn’t what I was trying to do.

Managing all the possible interactions between spell storing, spell swapping, “of power”, “of expertise”, quick blessing, Ring of the Norns, restore spell, and all the mage medallion stuff is daunting!

I could simplify the entry for spells, but that would limit the variations on which spells get which Mage Powers are applied to which spells, and which spells are affected by which tokens in the build. Whenever I try and do that, I get called out for it. So, for now, the player will have to enter each spell individually, and the damage for the main target will get accumulated.


In case it wasn't clear, I meant that it seems to me managing all that from a UI/UX and backend validation perspective is very daunting - e.g. what you are trying to do is hard.

I can imagine decent ways to do it maybe in a browser, where you could have enough screen real estate to have three columns for: standard action, free action, instance action, and multiple elements in each column like spell selected, cast using X equipment, modified by Y mage power; but I can't think of a good way to get that only a phone size screen.

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True Dungeon Character Generators (App) 7 months 2 days ago #1156

Ok. Forget what I said before about how Spell Sequencing was going to work. I have a much easier way for players to use it. For now, this is just for Elf Wizards and Wizards. I am creating a view that can be initiated from the Character Build view. You will be able to create up to 10 preset Spell Sequences, which can be 1, 2 or 3 spells long depending on the tokens in the build. You can set any of the Mage Powers/MEC for each spell, and specify whether it is marked off the spell list or not. These Spell Sequences are saved as part of the Character Build, so will be there every time you load that character.

During VTD, there is a button that will appear at the bottom of your spell list 'Sequence'. That brings up a view, where you can select one of your pre-loaded Spell Sequences and cast it. All the Mage Powers and specials will all happen automatically, and if there are multiple spells in the sequence, they all get cast at once. So your predefined Spell Sequences will be quick to cast.

The existing cast interface will remain as it is from V9, but this should provide more flexibility, while making it faster during the round.

One example: I want to cast MM (Quickened), Fireball (not marked, MEC) and Acid Splash (Ring of Spell Storing)

So I select Spell Sequence Slot 1: Label it MM-FB-FD (you can label them whatever you want).
1. Scroll to Magic Missile
2. Tap the Mage Power button (same view as used by the spell), select Quicken, tap Use and Done
3. Tap 'Add Spell'
4. Scroll to Fireball
5. Again tap Mage Power button. Select MEC, tap Use and Done
6. Tap 'Add Spell'
7. Scroll to Acid Splash
8. Toggle the Ring/Charm Spell Storing
9. Tap 'Add Spell'
10. Tap 'Save Sequence'

Continue to add any spell presets you like.

While in the VTD view, scroll down to 'Sequence' and tap
1. Scroll to MM-FB-FD, and tap 'Cast'
2. Answer the first Skill Test (Magic Missile)
3. Answer the 2nd Skill Test (Acid Splash)
Damage is totaled and sent to the Dice Roller.
Pool Damage and Alternate Creature damage is shown on your VTD view and spells are marked off.

The Presets are retained with the character, so they will be there for any future runs, and can be set up well before the event.

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True Dungeon Character Generators (App) 7 months 2 days ago #1157

I like this approach. It resolves one of my main concerns, which is how much time it's been taking for me click through all of my spell options. Thank you.

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True Dungeon Character Generators (App) 7 months 2 days ago #1158

If the new approach includes being able to sacrifice a spell before casting sequence, being able to do three castings without marking off spell, up to three slide spells, up to three area of effect spells and up to three skill check spells it would be great.

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True Dungeon Character Generators (App) 7 months 2 days ago #1159

LOVE the pre-saved sequence idea, that's fantastic!!

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True Dungeon Character Generators (App) 7 months 2 days ago #1160

Ditto. I like the ability to speed up things.
Spoooooooooooooooon!

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True Dungeon Character Generators (App) 7 months 2 days ago #1161

Brilliant!

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True Dungeon Character Generators (App) 7 months 2 days ago #1162

Noticed that Gloves of Greater Archery do not affect the Benrow's thrown damage.
"Build a man a fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life." - Terry Pratchett

Discord: Lysis

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True Dungeon Character Generators (App) 7 months 1 day ago #1163

We had a player this weekend playing a Druid and when Spell Skill check came up on the phone she could see the choices but the buttons at the bottom weren’t there. Just a thin blue line. Here are details if it helps:
App version 9.1.1
iPhone SE Software version 15.2.1

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True Dungeon Character Generators (App) 7 months 1 day ago #1164

Alex Parson wrote: Noticed that Gloves of Greater Archery do not affect the Benrow's thrown damage.

It seems to be working for me. In my Monk setup, I have Benrow's equipped. Add the +1 Assassin's Blade (Benrow) to both Missile slots, and have +15 damage. I add the Gloves of Greater Archery and it goes to +19 damage. Which weapon are you putting in the Missile Slots?

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