When DMing, I sometimes have problems when I import a 'monster'
token from the compendiums. It creates a generic 'orc' or
'commoner'. When utilizing the token, without adding API scripts,
mods, or entering into the 'monster' sheet to change it, it shows up in Turn Tracker (if visibility is active). Worse,
in Chat the creature reveals what it is to players, even if only
through the token Icon, (which experienced players recognize on sight)
removing a lot of the mystique of having a 'new creature' , NPC, etc.
in the room without having to do a LOT of mechanical pre-prep, which slows storytelling
time. "Oh geez, we have a VAMPIRE!" GM: "No, no .. I was just using that
token because he is pale ... really ...". Here are some
thoughts to really improve token usability and keep more of the GM's
time in storytelling mode and less
time-consuming UI/code monkeying-around interface mode: 1) Easy Naming for Tracker/Chat
- Allow a check box next to the Name & Nameplate section in Token
Settings that overrides the 'Represents Character' setting that
dominates the Turn Tracker and Chat in addition to the token tag at the
bottom, so if I want to call 'Orc' by the name "Sholgur Firebreath" it
will use that in the token's rolls where characters can see it in real
time, rather than having to ALT-click the token, dig into the sheet stat
blocks, alter the name and have it applied across all Orcs in the
Resources tab. A simple one-click override would be great. For example, characters walk into a pub and begin conversing with a
random 'commoner' NPC. As GM, I often find that the NPC character
evolves through the course of the event and needs to become 'named'
without having to roll an NPC or Character Sheet. I have used the tool
tips (thank you for that) some, allowing the players to hover over the
token to know it is unique, but that does nothing for Chat effects
(attack rolls, skills, etc.). Also, when creating an impromptu encounter, if I am dragging multiple
creatures on the page, I have to use an API script (Pro account) to have
them differentiate which is which. The script can help auto-number them
(Orc1, Orc2), etc. But my creatures have been complaining to me about
being treated only as numbers and ignoring their unique
personalities. I know ! Monstrous behavior from a DM.With this
enhancement, any GM can differentiate the individuals in the mobs. 2) Hide Token from Tracker/Chat -
Allow a simple check box to show that name and token (or not) in the
Turn Tracker and Chat (separate from the token name at the bottom of the
graphic). Or retool the Nameplate checkbox to allow that instead of
just displaying it to the GM (or players if 'See' is checked). This way,
a DM can preset the name ahead of time and use the check box to display
or remove it when desired (hidden token rolls, etc.). I think this can be set
in the Game Settings, but when globally applied across all tokens, it
becomes cumbersome when you need exceptions. That way, I can roll
initiatives for all monsters that may be hiding/stealthed/behind the
party view without keying them back and forth between layers. This would
also allow me to de-clutter my GM layer with tons of mobs so I can keep
DM notes tokens (area numbers with tool tips) handier. I know in chat I can toggle /talktomyself on and off, but that is yet another thing to remember or macro up and if you are dealing with a series of critter rolls, just awkward to do every turn for a creature you want 'hidden' for a certain time. 3) Token Invisibility/Transparency
- An 'Invisible' enhancement handled with a simple GM check box would
be great. If you REALLY want to score points, a transparency slider
would be perfect that also queues the Turn Tracker and Chat box rolls
(on/off) at 0% (not visible) to 10% (visible). Instant
hides/vanish/portals, ethereal walking, stealth, ghosts, etc. Much like
Multi-sided tokens slider. I know you can move tokens from the Token
layer (O) to the GM layer (K) to 'hide' them from players, but during storytelling mode, when arrows are flying, blood is spraying,
and creatures are seeking a way to flee from the fiery swords, it would
be much easier as a GM to click a token 'invisible' that hides both the
token AND the Chat/Turn Tracker entry from the players, yet allows the GM to continue to move it on the active token layer rather than the
clunkiness of trying to shove one or a number of tokens from layer to
layer. If a transparency slider would not work. it would be useful
too if the GM can allow players to click 'invisible' (stealth, whatever)
that allows you/them to see the token name underneath but shows
'invisible space' making it clear that they are sneaky people. I know
you can use Token Marker Sets (head marker) on the token, but
stealth/sneak is so often used across so many games, that having one
more head medallion and pretending you don't see someone (did they have
their towel?) is kinda of lackluster. It would also be cool to use in
handling 'dead' creatures. DM can fade them out as they turn their toes up to the daisies. 4 ) Token Size Lock - Another check box for GM's use on the token settings that LOCKS the size
not just its location of the token. I know you have done a great job
with locking tokens in place, and I really appreciate it. But, I cannot
tell you how many times I have 'Pablo Picasso-ed' a token when trying to
move it from place to place as a GM. Token sizing is important, but
once I have set it where I need it, I prefer not to be stretching my
poor goblin creature into a Play-doh version of himself during combat
(although he has told me that it has helped work the kinks out of his
back from all the time in cold, cramped places). 5) In-layer Token Lock
- All too often, the active token winds up stuck behind another and it
becomes a pain having to move one off the other, dig in, click 'In
Front' every few times it is moved map to map or between layers. If you
can set the token to stay "In Front", that would make sure player tokens
remain above the dead. Mounts, monsters, player-manipulable items (trap doors), etc. can be set to "To Back"
keeping them out of player (AND the GM's way). This might make larger
combats a little easier to handle. 6) Initiative Radio Button
- Cannot tell you how nice it would be to have an initiative button
keyed to the token (away from the others) so I don't have to ALT-Click
the token, install an API, or create a macro that clutters an already
busy macro ribbon bar to be able to roll this. In short,
easier token control in a simple click allows me to stick to
the story and less spastic 'wizard behind the curtain', 'just a minute
while I fix this', 'pretend you didn't know it was a Terrasque',
moments. I know that in some ways, API access helps boost Pro accounts,
but now that UDL and storage space are such key boosts for regular GMs, I
don't think you would lose paid accounts for these basic changes to
functionality. Thanks for all you do, and thanks to those who took time to review (and hopefully up-vote).