InitTool Usability Poll
InitTool Usability Poll
**InitTool Usability Poll**
Do you feel InitTool’s interface is easy and straight forward or do you find it a bit complicated and confusing? I am doing a poll so we can get an idea how the community feels when behind the wheel of InitTool.
As always, our goal is to make the best tools money can buy!
Wait! We do this for free, don’t we?
After your vote, please tell us how you felt or feel when using the tool. All your voices help us make our tools the best around!
Thank you,
Dorpond
Do you feel InitTool’s interface is easy and straight forward or do you find it a bit complicated and confusing? I am doing a poll so we can get an idea how the community feels when behind the wheel of InitTool.
As always, our goal is to make the best tools money can buy!
Wait! We do this for free, don’t we?
After your vote, please tell us how you felt or feel when using the tool. All your voices help us make our tools the best around!
Thank you,
Dorpond
One point of confusion for me, or maybe it's frustration, is adding to an encounter. The Add Creatures menu item isn't immediately intuitive that it means add any entity to the encounter, but only monsters/creatures.
Next, the Add Creatures dialog isn't intuitive to me. I always have to experiment to get the basics. Is the "Initiative" box meant to be their current initiative total? Initiative Modifier? And the Syntax lable can be confusing as well. Why not make multiple fields instead of just the command-line syntax?
Personally I think a table layout would be better, where the entire encounter could be added right at this screen.
For example, with a table layout, I can add all my PCs and NPCs at the same time. One line per PC, and then say 10 Stormtroopers on one line as well, with each column in the table equating to the command-line fields.
Display a default number of rows and as the rows fill up a new blank one could be added at the bottom, like in most HTML editors do when editing WYSIWYG tables, tab on the last row adds a new row.
Overall, though, InitTool works better for me than the combat tracker in DM Genie.
Next, the Add Creatures dialog isn't intuitive to me. I always have to experiment to get the basics. Is the "Initiative" box meant to be their current initiative total? Initiative Modifier? And the Syntax lable can be confusing as well. Why not make multiple fields instead of just the command-line syntax?
Personally I think a table layout would be better, where the entire encounter could be added right at this screen.
For example, with a table layout, I can add all my PCs and NPCs at the same time. One line per PC, and then say 10 Stormtroopers on one line as well, with each column in the table equating to the command-line fields.
Display a default number of rows and as the rows fill up a new blank one could be added at the bottom, like in most HTML editors do when editing WYSIWYG tables, tab on the last row adds a new row.
Overall, though, InitTool works better for me than the combat tracker in DM Genie.
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- Cave Troll
- Posts: 25
- Joined: Sat Jul 01, 2006 3:04 pm
I had issues with the custom fields and such. When I was filling them out it was helpful in some ways to have the field populate with the number I put in for the last monster (for hit points or AC or whatever) but once the encounter started when I would go to the field to change their hit points or whatever it would keep putting in the last number I entered and that would mess me up at times. It would be nice if you could enter a custom field that would make calculations based on two other fields or something (ie have one field for HP and one for damage or something then a third for remaining hit points)
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- Cave Troll
- Posts: 25
- Joined: Sat Jul 01, 2006 3:04 pm
My thoughts are this:
I want to see what is going on at all times. If I cast a Buff spell that 3 players have, I want to see that. When the Monks turn is up in Initiative, I want to be able to see his current conditions and time remaining for each of those conditions all on the same screen.
I guess I am just used to Index Cards. When I would flip a card to the next player, I could quickly see everything that was buffing the character and ailing him. I know that I need to roll damage for Melf's Acid arrow and do another poison damage roll. It is all there on the one card.
I would like to see InitTool be layed out like this - an index card with data right in my face. Also have a field where I can type in notes on this card. Sometimes we need to write down things that the program might not allow - a field for notes would be awesome.
I don't like having to click on all kinds of buttons and go into all kinds of screens to view character data - it all need to be in one place. A GM needs info quickly.
Hope this helps, Jay!
I want to see what is going on at all times. If I cast a Buff spell that 3 players have, I want to see that. When the Monks turn is up in Initiative, I want to be able to see his current conditions and time remaining for each of those conditions all on the same screen.
I guess I am just used to Index Cards. When I would flip a card to the next player, I could quickly see everything that was buffing the character and ailing him. I know that I need to roll damage for Melf's Acid arrow and do another poison damage roll. It is all there on the one card.
I would like to see InitTool be layed out like this - an index card with data right in my face. Also have a field where I can type in notes on this card. Sometimes we need to write down things that the program might not allow - a field for notes would be awesome.
I don't like having to click on all kinds of buttons and go into all kinds of screens to view character data - it all need to be in one place. A GM needs info quickly.
Hope this helps, Jay!
I think what bothers me the most about InitTool is that all the condition timers are on the top of the list.
If conditions were layed out like a subdirectory under the players in the list, it might be easier.
Example:
Dorpond
-Bless 4
-Poison 1
-Melf's Acid Arrow 5
Jay
-Bless 4
Trevor
-God Mode 100056
Giliath
-Bulls Strength 304
-Rage 5
Mr. Ice
-Mage Armor 39
Troll
Ogre
-Rage 3
if you are worried about the length of the list, make the conditions expandable
+Troll
+Trevor
+Dorpond
-Mr. Ice
--Mage Armor 49
etc..
Of course all in pretty GUI fashion.
If conditions were layed out like a subdirectory under the players in the list, it might be easier.
Example:
Dorpond
-Bless 4
-Poison 1
-Melf's Acid Arrow 5
Jay
-Bless 4
Trevor
-God Mode 100056
Giliath
-Bulls Strength 304
-Rage 5
Mr. Ice
-Mage Armor 39
Troll
Ogre
-Rage 3
if you are worried about the length of the list, make the conditions expandable
+Troll
+Trevor
+Dorpond
-Mr. Ice
--Mage Armor 49
etc..
Of course all in pretty GUI fashion.
I could add something like the current edit item dialog pretty easily. I'll add a tracker for this.dorpond wrote:I guess I am just used to Index Cards. When I would flip a card to the next player, I could quickly see everything that was buffing the character and ailing him. I know that I need to roll damage for Melf's Acid arrow and do another poison damage roll. It is all there on the one card.
I would like to see InitTool be layed out like this - an index card with data right in my face.
Very good idea, I'll add a tracker.dorpond wrote:Also have a field where I can type in notes on this card. Sometimes we need to write down things that the program might not allow - a field for notes would be awesome.
Thanks!dorpond wrote:Hope this helps, Jay!
Actually all timers are shown in order of initiative. They work this way so that the GM can apply effects to creatures as needed. Take Melfs Acid arrow for instance, you need to apply the damage to the affected creature every round. But even if the caster or the target delay in some later round, the acid damage still gets applied at the same point in the initiative. So I've set it up so that timers show up just above the current creature (if nothing else is selected) at the same initiative. When the next round occurs, the GM knows exactly when to apply the damage.dorpond wrote:I think what bothers me the most about InitTool is that all the condition timers are on the top of the list.
Sometimes the GM doesn't need to know when the item shows up in the initiative. The bless spell is a perfect example, you apply the bonuses from it when it is cast and then forget about it until the bonuses expire. That is why there is a 'Reminder' timer type. It doesn't normally show up in the encounter until the spell's duration expires. When it pop's up, the GM can tell everybody they are no longer blessed.
The point I am trying to make is that timers actually become a part of the encounter, not just attached to creatures in the encounter. They have an initiative that can be different from their caster's and their targets' initiatives.
I understand what you are saying about a tree structure, but wouldn't this info be shown in the index card idea that you told me about above? If so, then you wouldn't really need the tree at all, would you? Or am I misunderstanding what the problem is?dorpond wrote:If conditions were layed out like a subdirectory under the players in the list, it might be easier.
It was just another option in case the index style was too much to take on.jay wrote:I understand what you are saying about a tree structure, but wouldn't this info be shown in the index card idea that you told me about above? If so, then you wouldn't really need the tree at all, would you? Or am I misunderstanding what the problem is?dorpond wrote:If conditions were layed out like a subdirectory under the players in the list, it might be easier.
I think this is the root of all confusion.jay wrote: So I've set it up so that timers show up just above the current creature (if nothing else is selected) at the same initiative. When the next round occurs, the GM knows exactly when to apply the damage.
When Dorpond casts a Melf's Acid Arrow and the damage needs to be rolled for X amount of rounds it should be under Dorpond. If dorpond casts something harmful at someone and I need to visually represent that, the mind automatically thinks it should go under the player that owns it. That player owns it. When it is put above the character, the mind visually thinks the person above him owns it.
I think this is what is the most confusing. I understand your theory in that a spell or condition is a seperate entity with its own initiative but visually I think we expect it to go under the player that owns it; not above.
Now, Maybe you can place the timer under the player but still have it go in the proper order (timer first, then player); I am not certain.
But yeah, this is where I get confused the most. Like in a directory, things I create and cause are owned by me thus they belong in my sub-directory. Know what I mean?