I have created a cursed magic item that is supposed to set a characters strength score to 6. Her base is 8 and when the item is equipped and attuned to, the score remains at 8.
Maybe I'm setting it up wrong but I assumed I could set it up like a belt of strength but just put the set value to 6 instead of something high.
Is there something I'm missing here, or is this a bug?
The modifier "Set" with subtype of a specific stat has an interaction that means that the BEST stat is taken, so as an example if a character had 20 strength and equipped some Gauntlets of Ogre Power, the character would still have 20 strength.
You can use the modifier "Bonus" with the subtype of "Strength Score" and then set the fixed field to a negative number such as "-4" which would reduce the strength stat.
The modifier "Set" with subtype of a specific stat has an interaction that means that the BEST stat is taken, so as an example if a character had 20 strength and equipped some Gauntlets of Ogre Power, the character would still have 20 strength.
You can use the modifier "Bonus" with the subtype of "Strength Score" and then set the fixed field to a negative number such as "-4" which would reduce the strength stat.
I did consider this. But I'm not looking for a modifier of -4. I'm specifically looking for a raw score of 6. I want any character to have 6 strength total regardless of their current stat value. I appreciate the reply though.
I just wanted to bump this. If "Set" is working as intended, then could you create an "Override" modifier that sets the character's ability score? I have some homebrew items that will make any player dumb, regardless of their natural powers. And I don't want to have to do math or alter the items as my players level up to make sure the items reduce the player's ability score to the right level. Also, I'd have to make multiple copies of the item if different players wanted to use the item because they have different ability scores, but the item should reduce them all to the same level (6) regardless of their initial score.
I have created a cursed magic item that is supposed to set a characters strength score to 6. Her base is 8 and when the item is equipped and attuned to, the score remains at 8.
Maybe I'm setting it up wrong but I assumed I could set it up like a belt of strength but just put the set value to 6 instead of something high.
Is there something I'm missing here, or is this a bug?
Thanks for your help.
The modifier "Set" with subtype of a specific stat has an interaction that means that the BEST stat is taken, so as an example if a character had 20 strength and equipped some Gauntlets of Ogre Power, the character would still have 20 strength.
You can use the modifier "Bonus" with the subtype of "Strength Score" and then set the fixed field to a negative number such as "-4" which would reduce the strength stat.
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I did consider this. But I'm not looking for a modifier of -4. I'm specifically looking for a raw score of 6. I want any character to have 6 strength total regardless of their current stat value. I appreciate the reply though.
I also recently tried "Bonus - Ability Score Maximum" and set that to 6, but that also seemed to not work.
I just wanted to bump this. If "Set" is working as intended, then could you create an "Override" modifier that sets the character's ability score? I have some homebrew items that will make any player dumb, regardless of their natural powers. And I don't want to have to do math or alter the items as my players level up to make sure the items reduce the player's ability score to the right level. Also, I'd have to make multiple copies of the item if different players wanted to use the item because they have different ability scores, but the item should reduce them all to the same level (6) regardless of their initial score.
The way to do it should be:
Modifier: Bonus->Subtype: Ability Score Maximum->Ability Score: Int->Fixed Value: -14
That will make it so that the highest Int they can possibly have is a 6. That should work unless the PC’s Int is already lower than that.
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Thanks for the help IamSposta! That seemed to work :)