Re Shadowchemosh's big post, which I'll link here instead of quoting in its entirety:
http://forums.wolflair.com/showpost.php?p=153889&postcount=46
Firstly, thanks for taking the time to type all this up! We appreciate the feedback, and I'm glad everything went so well at the game.
We're definitely planning to make some improvements to the dice roller, such as critical threats, etc. We may not automate everything to the extent your DM software does, but it's definitely important to show "critical threat" and make sure that people know they need to do whatever manually.
Are any damage dice (from Bane, flaming weapon, sneak attack, etc) multiplied as a result of a critical hit? From what I've read none of them are, but I want to double-check that. If that's the case, that would make it easier to correctly roll crit damage in Hero Lab.
Their was some confusion with subtracting values out of which value was which. Which was the + bonus and what was the rolled Extra Damage.
Sorry, I'm not quite following here - can you give me an example?
Thoughts where that the adjustments on the "Personal" tab should NOT be displayed with the list of adjustments on the front page. Most of these get used as permanent adjustments or DM adjustments so once on a player can forget about these.
Permanent adjustments shouldn't be getting displayed on the front page, and aren't in my tests. If you're experiencing this, can you email me a saved portfolio?
With the new app players would like "more" things that can be turned ON/OFF not less. Many different combat abilities need to be able to be clicked on. In example Barbarian Superstition which applies specific bonus types to saves. The purpose of the software is to do this kind of math and we would like to be able to simply turn these on now in the app. With this the feeling was almost no paper use would be needed at the game.
Superstition gives you situational bonuses, and our prefered method for those is simply to show them as part of the "tap info" for the saving throw. It's likely that a character will often have several conditional bonuses that might apply - isn't it better to show the base score for them and have the user add them up him/herself?
I would think that'd even be quicker than activating an ability from the list, looking at the value, then deactivating it - having to do that also increases the risk that you forget, and end up with a bonus to the save that you shouldn't have.
Thanks again for your feedback!