So, I submitted a ticket for a problem with my walking speed. Base, it should be 30 ft. For some reason it keeps dropping it down to 20 ft. Naturally I didn't figure out what the problem was until after I submitted the ticket.
Turns out that the issue here lies with my heavy armor and strength score. My heavy Splint armor has a minimum strength requirement of 15, and mine is 14. In game, I've turned the Splint into Power Armor, which is supposed to negate minimum strength requirements to wear the armor (and some other features, but whatever). However, there's no way for Armorers to tell DNDB's system that the character is using the Power Armor feature on that armor, so it's dropping my speed as a result.
Now I could just easily override my speed to display it correctly, but I'd rather not have to. When I change between Armor Models, one of the models increases my speed by 5ft. DNDB used to calculate this change seamlessly, and it still does, but since the base speed is off I'd still have to override it each time. And I don't wanna. Call me spoiled, but it wasn't an issue before and I just want it to go back to when it was working fine. Alternatively I could try to homebrew armor that is identical but doesn't have the STR requirement, but I shouldn't even have to do that either. (Also I don't know how to make home-brew, but that can be solved with some scotch and free-time.)
What I'd really like to see is a way for me to be able to select "Power Armor" on the armor in my inventory, and doing so automatically adjusts the stats and what-not for that armor. Pact of the Blade Warlocks get an option to select what weapon in their inventory is their Pact Weapon, so a subclass specific option isn't unprecedented. I get that it's a UA class and probably won't get bug fixes or updates until it's officially published, but I'm hoping a Dev will see this and at least consider the issue for if/when it's officially released. (Side note to the Devs as well, at level 9 Armorers get "Armor Modifications" and can apply infusions to different parts of their armor. It's nice, but there's no way for me to select some of the parts since there's no base/non-magical "Helmet" or "Bracers" items in the equipment options. Food for thought.)
Until then, what do you folks recommend I do? Should I just make a homebrew suit of armor that has all the right stats? Do I have this completely wrong and even though I can wear the armor, my speed is still going to be reduced? Should I just go pen and paper for this? If the moon is made of cheese and Eberron has like 30 moons, are they all different kinds of cheese? Which one is brie?
Adding in that I have tried to homebrew some custom armor but it doesn't work because we still can't homebrew non-magic items, so none of my infusions will be able to be applied to my armor.
So it looks like I'm stuck manually changing it until I get lucky and someone finally cares enough to give the Artificer mechanics some decent thought.
Character sheet here for reference: https://www.dndbeyond.com/profile/TokiTheWizard/characters/25897801
Hey folks.
So, I submitted a ticket for a problem with my walking speed. Base, it should be 30 ft. For some reason it keeps dropping it down to 20 ft. Naturally I didn't figure out what the problem was until after I submitted the ticket.
Turns out that the issue here lies with my heavy armor and strength score. My heavy Splint armor has a minimum strength requirement of 15, and mine is 14. In game, I've turned the Splint into Power Armor, which is supposed to negate minimum strength requirements to wear the armor (and some other features, but whatever). However, there's no way for Armorers to tell DNDB's system that the character is using the Power Armor feature on that armor, so it's dropping my speed as a result.
Now I could just easily override my speed to display it correctly, but I'd rather not have to. When I change between Armor Models, one of the models increases my speed by 5ft. DNDB used to calculate this change seamlessly, and it still does, but since the base speed is off I'd still have to override it each time. And I don't wanna. Call me spoiled, but it wasn't an issue before and I just want it to go back to when it was working fine. Alternatively I could try to homebrew armor that is identical but doesn't have the STR requirement, but I shouldn't even have to do that either. (Also I don't know how to make home-brew, but that can be solved with some scotch and free-time.)
What I'd really like to see is a way for me to be able to select "Power Armor" on the armor in my inventory, and doing so automatically adjusts the stats and what-not for that armor. Pact of the Blade Warlocks get an option to select what weapon in their inventory is their Pact Weapon, so a subclass specific option isn't unprecedented. I get that it's a UA class and probably won't get bug fixes or updates until it's officially published, but I'm hoping a Dev will see this and at least consider the issue for if/when it's officially released. (Side note to the Devs as well, at level 9 Armorers get "Armor Modifications" and can apply infusions to different parts of their armor. It's nice, but there's no way for me to select some of the parts since there's no base/non-magical "Helmet" or "Bracers" items in the equipment options. Food for thought.)
Until then, what do you folks recommend I do? Should I just make a homebrew suit of armor that has all the right stats? Do I have this completely wrong and even though I can wear the armor, my speed is still going to be reduced? Should I just go pen and paper for this? If the moon is made of cheese and Eberron has like 30 moons, are they all different kinds of cheese? Which one is brie?
Thanks,
Toki
Adding in that I have tried to homebrew some custom armor but it doesn't work because we still can't homebrew non-magic items, so none of my infusions will be able to be applied to my armor.
So it looks like I'm stuck manually changing it until I get lucky and someone finally cares enough to give the Artificer mechanics some decent thought.
I've just encountered this issue and I love the idea of the Armorer. Too bad it's broken and it's not looking like something we can fix.