I have attempted to replace the damage for a handaxe titled "the axe of nethys." I have added a "replace damage type" modifier for slashing (which is defaulted to 1d6) to make it 1d8. As you can tell below, the replaced value is not appearing. So the only other alternative I'm seeing is to add a new damage modifier and tell my players to use that value. Any ideas?
I'm struggling with this currently, any update on the status of this fix? It's properly replacing the damage TYPE, however the damage DICE I set for the item (as part of the "Replace Damage Type" modifier) are still being ignored in favor of the damage dice of the base weapon. It's fine if this fix is still in progress, I just want to make sure I'm not missing it if there's another way to replace the damage dice...
2 years without a fix. You guys still working on this, or releasing more paid content instead? Doesn't seem worth it to sub to a broken builder when an excel sheet is out-performing this.
2 years without a fix. You guys still working on this, or releasing more paid content instead? Doesn't seem worth it to sub to a broken builder when an excel sheet is out-performing this.
As above, the "Replace Damage Type" modifier has one function - it changes the damage type of the weapon.
i.e. It can changes a longsword from slashing to necrotic damage.
It doesn't provide a mechanism for changing the quantity (die) of damage a weapon delivers.
The ability to change the base damage of a weapon (and thereby homebrew mundane weapons) is planned for the future.
I think the big confusion is that the tool allows you to enter a die value for the "Replace Damage Type" modifier... it would be a *huge* usability improvement to the homebrew tool if it disabled/hid fields that aren't used by that particular modifier. The "Replace Damage Type" modifier is clearly not doing anything with the the "Dice Count" and "Die Type" fields, if you could add an internal flag to each modifier based on which fields it used, and then disabled those filed on the editor, it would prevent a ton of headaches with the tool.
I mean, you've just said that there isn't currently a way to define the quantity of die in a modifier, but there are several modifiers which seem like they *might* work to adjust the damage die:
"Replace Damage Type"
"Damage"
"Natural Weapon"
"Melee Weapon Attack"
"Ranged Weapon Attack"
All of these seem like reasonable modifiers that might be able to change the damage die/die count, and all of them will allow you to put values into those fields, but apparently none of them work. And currently the only way to know none of them work is to try putting a value in that field and then checking if it actually affected anything.
This would be awesome. Currently I get lost in the sub-menus and have to guess what each modifier does. Tool tips would be really great as well, since all we know about each of these modifiers is that they exist and not what they do.
We fully realise that the current homebrew tools are not very user-friendly and a full overhaul is planned.
It's perhaps worth a bit of history around homebrew on D&D Beyond - when the site was first created, prior to being available, the content entry team needed a way to enter content (monsters, magic items etc) that wasn't just entering data directly into the database. The dev team created a set of forms for this purpose. The modifiers and other systems were all designed to support entering official/published D&D content. Once the D&D Beyond site was in public beta, we received a lot of feedback from people saying they needed the ability to create and publish homebrew content on the site. At the time, the best way to manage this was to take the forms created for internal use, secure them and make them available to everyone - that's how we got the current homebrew solution.
tl;dr - the current homebrew system wasn't really designed to allow the flexibility needed for homebrew. The new homebrew system will be significantly better and allow much, much more flexibility.
It's perhaps worth a bit of history around homebrew on D&D Beyond -
This actually makes me feel better about the whole situation. I understand some might complain about being "paying to test content", but you guys actually put in effort to give us tools we were pushing for.
I want to say "hurry up and give us the finished tool", but I also don't want you to rush and give us a bum product.
Even though tools aren't in place yet, it's nice to know the community's feedback is being acknowledged and responded to in a clear and concise manner. I appreciate your honesty and look forward to seeing what you have in store for us.
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I have attempted to replace the damage for a handaxe titled "the axe of nethys." I have added a "replace damage type" modifier for slashing (which is defaulted to 1d6) to make it 1d8. As you can tell below, the replaced value is not appearing. So the only other alternative I'm seeing is to add a new damage modifier and tell my players to use that value. Any ideas?
The "Replace Damage Type" modifier has one function - it changes the damage type of the weapon.
i.e. It can changes a longsword from slashing to necrotic damage.
It doesn't provide a mechanism for changing the quantity (die) of damage a weapon delivers.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
I'm struggling with this currently, any update on the status of this fix? It's properly replacing the damage TYPE, however the damage DICE I set for the item (as part of the "Replace Damage Type" modifier) are still being ignored in favor of the damage dice of the base weapon. It's fine if this fix is still in progress, I just want to make sure I'm not missing it if there's another way to replace the damage dice...
Found this on January 5th, 2019, appears to still be an issue that hasn't been fixed yet. Looking forward to when it's editable!
Also running into this. Looking forward to the fix!
I tried to replace it and the site gave me a beholder.
Still not working as of 3/9/2019-- just wanna make a well-integrated Buster Sword (2d8) by altering the Greatsword (2d6) but I can't.
Still not working as of 28 April 2019 - Why is this taking such a long time to do? Come on. It's a simple fix.
Just ran into this 4th of May, had this issue for a looooong time..
Still a problem. 5/14/19
D&D Dungeon Master, Gaming Enthusiast, & 3D Printer
18/09/19
Still a problem.
When creating weapons, the damage die cannot be altered
I could really use a fix for this bug right now. I need to make some custom items for my players but this is blocking me. Thanks.
2 years without a fix. You guys still working on this, or releasing more paid content instead? Doesn't seem worth it to sub to a broken builder when an excel sheet is out-performing this.
As above, the "Replace Damage Type" modifier has one function - it changes the damage type of the weapon.
i.e. It can changes a longsword from slashing to necrotic damage.
It doesn't provide a mechanism for changing the quantity (die) of damage a weapon delivers.
The ability to change the base damage of a weapon (and thereby homebrew mundane weapons) is planned for the future.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
I think the big confusion is that the tool allows you to enter a die value for the "Replace Damage Type" modifier... it would be a *huge* usability improvement to the homebrew tool if it disabled/hid fields that aren't used by that particular modifier. The "Replace Damage Type" modifier is clearly not doing anything with the the "Dice Count" and "Die Type" fields, if you could add an internal flag to each modifier based on which fields it used, and then disabled those filed on the editor, it would prevent a ton of headaches with the tool.
I mean, you've just said that there isn't currently a way to define the quantity of die in a modifier, but there are several modifiers which seem like they *might* work to adjust the damage die:
All of these seem like reasonable modifiers that might be able to change the damage die/die count, and all of them will allow you to put values into those fields, but apparently none of them work. And currently the only way to know none of them work is to try putting a value in that field and then checking if it actually affected anything.
This would be awesome. Currently I get lost in the sub-menus and have to guess what each modifier does. Tool tips would be really great as well, since all we know about each of these modifiers is that they exist and not what they do.
We fully realise that the current homebrew tools are not very user-friendly and a full overhaul is planned.
It's perhaps worth a bit of history around homebrew on D&D Beyond - when the site was first created, prior to being available, the content entry team needed a way to enter content (monsters, magic items etc) that wasn't just entering data directly into the database. The dev team created a set of forms for this purpose. The modifiers and other systems were all designed to support entering official/published D&D content. Once the D&D Beyond site was in public beta, we received a lot of feedback from people saying they needed the ability to create and publish homebrew content on the site. At the time, the best way to manage this was to take the forms created for internal use, secure them and make them available to everyone - that's how we got the current homebrew solution.
tl;dr - the current homebrew system wasn't really designed to allow the flexibility needed for homebrew. The new homebrew system will be significantly better and allow much, much more flexibility.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
This actually makes me feel better about the whole situation. I understand some might complain about being "paying to test content", but you guys actually put in effort to give us tools we were pushing for.
I want to say "hurry up and give us the finished tool", but I also don't want you to rush and give us a bum product.
I look forward to the polished end product
Thank you so much for this response!
Even though tools aren't in place yet, it's nice to know the community's feedback is being acknowledged and responded to in a clear and concise manner. I appreciate your honesty and look forward to seeing what you have in store for us.