Oh knock on thought just to clarify.
So the UI for radial management/ordering doesn't need to be the same as the UI for actually using the radials when playing, otherwise they'd basically just be re-making a hotbar for radial selection, which would be redundant hehe. Instead the idea is to make it easier to manage all the radials together, with that survey glance, so we can quickly add/remove/lock reposition the individual radials. This should be the sort of thing we only have to manage occasionally, like at lvl up say, rather than constantly needing to make adjustments on the fly. The purpose behind going smaller with a thumbnail view to survey is just to make that process more expedient.
It could be handled from an entirely self contained radial management screen. Instead of showing everything every time you tap the radial button, it could also have it's own sub-menu within the main menu, similar to the inventory or spellbook screens, that allows for stuff like renaming of the radials or binding to particular keys/padmap combinations. I think right now the Game assumes the Console players will be overwhelmed by too much information at once, so what they did was to isolate and break stuff apart into separate windows/wheels. But once you know what's going on those breaks/cycles become unnecessarily tedious and click intensive, especially as you progress further along in the game.
The most important thing for me would be that, once the organization is set and the icons are in the desired order for quick use, this shouldn't change randomly unless the player signs off on that. In practice, I don't want the icons moving around unless I'm moving them with a purpose. Main hand attack should always be in the same place I put it, weapons specials shouldn't suddenly go from say 12 o'clock to 6 o'clock just cause I unequipped something. Gaps shouldn't appear unless I unlock the radial to re-organize stuff, and when I do, then that needs to be saved somehow etc. To be perfectly honest, I'm not even sure why a radial scheme is even necessary at all. I'd be perfectly happy using the thumbstick to navigate something more like the standard PC hotbar if that was an option, but I know they're going for something a bit more console oriented for that, or perhaps just to be novel for novelty's sake.
I think on the PC what I'd want right now (until it's improved) is a way to completely separate the Radial organization from the Hotbar organization (not have them key off one another when switching). That's a stopgap. The endgoal ideally would be to provide a very intuitive auto-organization, but the latter is hard, because abilities/actions are added as we go sorta chrono-organized if you never try to adjust anything. So it'd be different for each character. If we have to do a little radial Tetris, then the sorts of things I'd like would be like...
A Radial for standard exploration movement, maybe actions at the top bonus actions on the bottom for things like dash, jump, misty step, feather fall etc. Could be split top/bottom between actions/bonus or 2 separate radials depending on how many you have going. If you split the clock in 4 quads you might have say actions coming from items 9 o'clock, from class at 3 o'clock.
For spells you might use similar divisions of the radial between Concentration spells vs Non-Concentration spells. Or Buffs vs De-buffs. Dailies till long rest, vs short rest etc.
Same deal for equipment and consumables for the quick switch. Things of that sort.
Either doing an up/down split or a left/right split for a given radial in terms of how those icons are presented, again depending on how many icons the characters needs for all this stuff. Clearly spellcasters have a lot more noodling to do for all this right? But even for martials, a way to separate Standard attacks from Special Attacks, within that wheel. And then to put all the various wheels in whatever sequence makes the most sense for the player character.
I think a visual for a sub-menu to manage all this would be cool if framed out as the Tetractys.
So your top most used Radial would be the top of the Pyramid, and it branches as it goes down. Or middle out if you prefer that sort of conceptualization. Again, not the way it has to display when in-use during combat or whatever, but rather the display for organizing how these radials are ordered and assigned, customized initially etc. Then when you pull 'em up with the trigger or button tap you get a branch from the center, middle out. Or if the player wants to they could set a Left to Right (or inverted order) from there. Basically trying to get an organization that allows radials to be selected by clicking up and down as well as cycling forwards and backwards if that makes sense. Like making the full use of the thumbstick for the quick selection, instead of the tap tap cycler. To borrow from character creation, something like what they did for those cosmetic previews to help the player quickly gather the key information and find what they're after at a glance.
Triangles play well with Circles as a design motif though, so you could basically do 2 triangles within a circle that way.
Basically the inverted pyramid selection if you click up, regular if you click down for the branching. Assuming there are like 20 radials to be managed by the time you hit the level cap.
![[Linked Image from i.ibb.co]](https://i.ibb.co/bbWS6zT/tetractys.jpg)
Like then we could just keep adding to it as we go along, cause you can repeat that motif indefinitely and it kinda recalls the D20 right?
Key idea is to call up radials using up/down inputs as well as cycling forwards/backwards or with Light/Right taps, so we can quickly navigate and map the various radials using the thumbstick, in much the same way we call up icons within the individual radials currently. Using that same sort of wheel-around, but taking advantage of the full range of the stick.
I think we need a quick toggle for meta-magic or switching from melee to range weapons for opportunity attacks too. Melee weapon should perhaps just be auto-selected, or having the weapon select built into the reaction when it happens as just like a free action, so you don't get hosed on that from switching to a controller. Stuff like that might form an outer ring around the selected radial, which displays simultaneously.
ps. the current radial has 12 positions, which to me recalls a standard clock, but it I'm not sure that's the best. The Hotbar display has 16 positions per row currently. If it has to be a clock, then 24 would be better, but I'm not sure it really needs to be a clock. The natural division of the thumbstick into 12 positions, or as an octogon probably right, but that's not really sufficient. I think a Hotbar with 20 positions per row would work nicely and be right around what I'm looking for. Like the extra 4x4 slots to stretch that heads up grid, which I think the PC hotbar could fit easily. Because then you could label the icons within the radial and also the various radials themselves by using the Num Pad and a shift-click, or any hold-click for that, to get 20. Like if switching between the Radial display and the standard PC Hotbar, to have all those slots match up somehow that way. Just an idea