new version is great
Hi Paul,
I just used the new version last night, and I was impressed by a lot of the changes. Sorry I disappeared after offering to give feedback a few months ago. I got married and then went traveling for 2 months. A bit busy!
In any case, I've had lots of stuff to pass on to you, so this is a bit long. Hope it's useful and not too overwhelming.
First, some comments and the reasoning behind them:
1. The accrued damage to monsters is a big problem for me. I'm the kind of DM that will extend a fight by applying less damage than what the PCs inflict if I realize that I've underestimated them, or vice versa, apply extra damage if they're in over their heads. With the damage tracked this way I can't do it.
1b. Same issue, 2nd reason: PCs fighting monster with "radiant vulnerable 10" last night, and when paladin hits for 17 I logged 27 damage. Boom, they know exactly the vulnerability. I would normally drop hints but not be so exact.
2. I love the shortcut where I click on the health bar and I get an automatic focus on the numeric input box at the top. It would be great if "enter" would equate to the "hit" button. Seems fair to say that at least 75% of the inputs here will be damage applied (probably more).
3. I liked that I could use a monster's rechargable power and have it grey/lined out. I did find a bug once where no matter how I clicked on it, it would not great out. Not sure why.
Finally, as a player and user, I have a lot of respect for the functionality that you've got in the conditions/effects (c/e) page, but as a UI-guy, I have a lot of thoughts and suggestions I'd like to drop. I feel a bit awkward on this, since I'm going to go to town on this a little bit. Also, very little of this would change functionality, it's all about lowering the learning curve and mostly about making it faster to use.
4a: I found myself using the new text-based conditions box exclusively (thank you!). I can type 'prone', 'stunned' or 'dazed' faster than I can select them with a mouse. I find my biggest interface complaint is the extensive mouse-clicking on the conditions/effects (C/E) page. I suspect that your primary user base is going to be geeky computer-types, and all the geeks I know will tab/type their way around an application as much as they can. In my case, I already know that to enter a dazed condition until save, I get focus on the custom box, and I type "dazed" tab tab tab "s" "s" tab enter. I'll come back to this in a bit.
4b: I use 2 fields 90% of the time: "custom condition/Effect" and "End Condition". The *only* other section I use is the Ongoing section. I do see the value of the Bonus/Penalty section too, although I've been typing them in shorthand for speed.
4c: I find that I naturally double click a PC/monster name when I want to apply actions or use healing surges. It confuses me that these are also available when I click on the condition/effects space beside a monster name. More fundamentally, it confuses me that the c/e window is used for both purposes.
Suggestion time:
So, what does that all amount to? I'd suggest considering another layer of organization:
4d: click on a pc/monster name to open a new window (character management?) apply healing, use healing surges, use action points, etc. Put these in a separate window. With the extra space you could break the character actions dropdown out and actually put up radio buttons for the actions. Please also add "lose healing surge" and "gain an action point" here.
4e: (see what I did there?

click on conditions/effects area for conditions, ongoing, bonus/pen, resist, end conditions. Again, a separate window limited to these items. You should keep the Attacker/origin selector, but it should be out of the way, as most of the time it autopopulates properly (that was a nice touch, btw).
Inside the new c/e window, I would do layout like this:
Attacker/origin box (this will end up being "out of the way", see below)
Bonus/Penalty stuff next
Resist/Vul on a line of its own
Ongoing section (also a line of its own).
Conditions dropdown AND custom condition/effect box beside it.
End Condition
When the window opens, put focus on the conditions dropdown immediately.
Here's why:
- you group the dropdown and custom conditions boxes
- you put focus on the most commonly used box
- you allow the user to shift-tab back up to the ongoing, which is probably 2nd most common
- you allow a single tab to the custom conditions box
- you follow with a tab into the end condition and then tab/enter to hit OK.
Example:
I want a character dazed until the start of the origin's next turn:
>click c/e area on target
>"d" - tab - "s" - tab - enter
I want a +2 against undead until end of target's next turn:
>click c/e area on target
>tab - "+2 vs undead" - tab - e - e - e - tab - enter
Summary:
To me, this would be a huge improvement. Having a separate box for character mgmt issues like healing surges and action points would make that much easier to find and understand. Streamlining the c/e window would save me from bogging down on input time.
OK, thanks for taking the time to read all of this. I hope it's clear that I really appreciate the program and only want to help. I would never take this much time to analyze and write to you if I didn't think you had something really cool here.
cheers,
Mike