This is a copy-paste of my recent feedback submission, with a few modifications for clarity. That said, I've read Jarren's post here https://app.roll20.net/forum/permalink/11942473/ and I agree with all of it, in fact there are a lot of points I wrote that he has also gone through. I'd give more weight to Jarren's voice than mine, though, his macromule is a living wonder of how much you can do with the current system and that means he has had to learn it TO THE CORE. If you don't want to read my post, read Jarren's twice, mine has things he doesn't mention, but it'll be more worth-it over all.
1. UX - LOOKS AND CLICKS
It looks great, but when it comes to building on it rather than using the character builder, it's less easily editable and requires more clicks to do the same things.
For example, if i want to edit my strength score, with the new sheet i have to click cogwheel > expand the collapsed strength field > either fill out the Other bonus or the Override spaces (not being able to change the actual base score, which is another point to discuss).
I like having a Conditions field, but it is very incomplete. For instance, i can read the condition properties if i uncolapse their name in the cogwheel selection pane, but it would be much better to have a hover tooltip where it would show the effects of the condition. Moreover, it could auto-apply the pertinent effects to the character (for example, if you're blinded, give you disadv on attacks).
2. FOR MACRO AND API DEVS - ENABLE FUNCTIONS THAT DON'T WORK WITH PREVIOUS
(this one's is basically Jarren's post)
The previous dnd5esheet (ogl is i think the name) works fine for most applications, but there are some brick walls that feel arbitrary and that i wouldn't want a new sheet to keep having:
- I cannot add a roll formula, not even a die roll, to skills and other stats. If i have a mark of shadows elf (from Eberron) i cannot have roll20's sheet add 1d4 to my stealth checks, for example. The roll attribute can be modified, but that self-updates back to the usual form (without the 1d4 after a while). --> please make it so bonuses can have roll formulas (as in allowing them to also be based on attributes).
- I cannot customize AC as i would want (maybe i need to base my AC to some other stat, like exhaustion, or a resource). Things that would be doable with attribute interactions don't work at all currently.
- I cannot set a certain specific roll to be always made with adv or disadv.
3. FOR MACRO AND API DEVS - MACRO INTERACTIONS
This one's a child of the one before. It's just my plea for ensuring that all macro + attribute building functionalities persist, that nothing is removed and just added.
4. INCONSISTENCIES/REDUNDANCIES - SPELL DESCRIPTION / SPELL DETAILS / ACTUAL SPELL
It is confusing to have 4 different outputs for a spell to chat. I've taken Lucia Lozoya's sheet and i'm trying out Blight. Something different gets posted on each of these interactions:
- Click the red, damage die section (Combat and Spell windows)--> damage is rolled.
- Click the spell/the name (Combat and Spell window) --> shows up type of save + dc + summarized description. It adds a "Spell description" you can unfold... which doesn't do anything.
- Click the chat bubble (Combat window): it posts the spell's name to chat, with the option to unfold it by clicking "Details". I don't see why this step is needed, if i'm clicking the chat bubble is to see the details of the spell in chat. --> Additionally, this fails to post all the Details of the spell, doing so with its stats but not the actual description.
- Click the chat bubble (Spell window): it posts the OTHER bit of information that was lacking in the previous post-to-chat click, the Description but not all of the Details. And again, it forces you do do 2 clicks (initial + Details), when it really shouldn't because if you're clicking the chat bubble icon it's because you WANT the details.
--> This experience can be smoother. It's obvious that the chat bubbles should behave the same way no matter what window you're on and they should post ALL the Details of the spell without requiring a second click.
5. UI - SORTING ACTIONS
It looks like there's a kind of type-of-action labeling system, but that goes mostly to waste without a sorting sytem: a way to easily see the sort of actions, reactions, bonus actions and other stuff that you can roll from the Combat window but classified by type of action, not so much caring about something being a spell or an attack or any other ability (that could be indicated maybe through some icon within each space).
6. UX - VTT INTERACTION
It looks like you've set up a field for AOE size and shape. Does this mean that there will be the possibility of posting/dragging an aoe from the sheet or the chat to the map? It needen't be anything fancy, that's what marketplace stuff is for, but a simple drawing of a pre-measured square or circle would go a long way and be greatly appreciated.
7. UI - SKILL SIZES
The skill rolls column is too big for my taste. The font is as big as section names in the sheet and that isn't the proper hierarchy, the column is a part of the sheet, but the skills are subpart of it. There's a lot of space between each thing, which does improve readability, but forces you to scroll considerably to get to stealth and survival. A version with defined borders or table alternating row colors would work great and fit within a screen, or at least reduce scrolling. Also, collapsing it to make it smaller horizontally increases the space between lines and doesn't really help that much.
8. UI - FEATURES AND TRAITS
I wonder if these ones should show up simultaneously (to a side) of the combat window. This part usually involves really important information that is good to have in front of you to remember or quickly post to chat. I don't like it being relegated to another window, although I understand sheet sizes are what they can be.
9. UI - DEFENSES, CONDITIONS, SENSES, PROFICIENCIES AND LANGUAGES
All of those sections feel like they could maybe be somewhere else in such a way that in combination with my 7 and 8 points it could leave space for Features and Traits.
9. UI - TOO MANY DECIMALS
Lucia Lozoya has 49.900000000000006 lb of weight in her Inventory. Could those decimals can be reduced a bit?
10. UX/FEATURES - RESOURCES
I wouldn't want to lose on custom resources for tracking all sorts of stuff. I get that you're adding ways to indicate if a trait has a resource, but i like seeing them in the main page, to keep visual track of all the resources I have available.
11. UI - NOTES
It's cool that there's a Notes window. However, make it so the "+" sign to add something to an already existing category IS INSIDE OR NEXT TO that category's name. For example, if I want to add an ally, put the + sign there. You can make it subtler than a big round red button if that's the case.
12. UI - THE i ICON
I get it's the same one the previous sheet has had, but it feels inconsistent that to edit most things in the sheet you use a cogwheel icon, but to edit those with an "i" icon you have to first click that one and then Edit. I'm ok with Edit... I think, but maybe the i icon could have a visual clue that that's also the way to get to edit/configure it, maybe make it so the icon has a cogwheel exterior with no whole in the middle and instead the i?
13. UI - WHY THE SPARKLES?
This one is just curiosity. What do the sparkles in the Combat window mean?