I hope this is the right place to post this. I am making an Artificer Armorer and noticed something that I think is a bug. At 9th level the Armorer gets the feature:
Armor Modifications
9th-level Armorer feature
You learn how to use your artificer infusions to specially modify the armor enhanced by your Power Armor feature. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, bracers, and a weapon.
If I understand that correctly then I should be able to take for example, Boots of the Winding Path infusion and enchant the boots of my armor with it. The problem that I see is that when I click that infusion, my armor boots are not an option and I have to add a pair of boots to my inventory. I should also be able to infuse the Thunder Gauntlets. I cannot select them for the Enhanced Weapon infusion. I cant modify the to hit and damage myself but thought you would want to know.
When DDB originally made this website, they were told by WotC that they could only include basic equipment that was listed in official sources. Since WotC never listed basic items like Helmets or Gauntlets in any official source, DDB couldn’t include them.
While common sense dictates that your armor probably includes a pair of boots, the system has no actual idea what “boots” are unless the string of 1s and 0s doesn’t register that information. Until E:RftLW, there was never a need to include that info before. Now that DDB has gotten permission from WotC to allow users to make homebrewed basic equipment, hopefully things will change on that front.
When DDB originally made this website, they were told by WotC that they could only include basic equipment that was listed in official sources. Since WotC never listed basic items like Helmets or Gauntlets in any official source, DDB couldn’t include them.
While common sense dictates that your armor probably includes a pair of boots, the system has no actual idea what “boots” are unless the string of 1s and 0s doesn’t register that information. Until E:RftLW, there was never a need to include that info before. Now that DDB has gotten permission from WotC to allow users to make homebrewed basic equipment, hopefully things will change on that front.
That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, bracers, and a weapon. That is the sentence that I was going off of. Unearthed arcana is playtest content but it is official since it is made by WOTC and on their website. You can buy just regular boots so they exsist in DND Beyond. It is not a huge deal. It is just odd that they cannot add this feature which is kinda one of the biggest features of this subclass. DND Beyond is still awesome and the best online set of tools in my mind and no other site comes close.
When DDB originally made this website, they were told by WotC that they could only include basic equipment that was listed in official sources. Since WotC never listed basic items like Helmets or Gauntlets in any official source, DDB couldn’t include them.
While common sense dictates that your armor probably includes a pair of boots, the system has no actual idea what “boots” are unless the string of 1s and 0s doesn’t register that information. Until E:RftLW, there was never a need to include that info before. Now that DDB has gotten permission from WotC to allow users to make homebrewed basic equipment, hopefully things will change on that front.
That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, bracers, and a weapon. That is the sentence that I was going off of. Unearthed arcana is playtest content but it is official since it is made by WOTC and on their website. You can buy just regular boots so they exsist in DND Beyond. It is not a huge deal. It is just odd that they cannot add this feature which is kinda one of the biggest features of this subclass. DND Beyond is still awesome and the best online set of tools in my mind and no other site comes close.
*I understood exactly to what you were referring. What I was attempting to explain was why “they cannot add this feature which is kinda one of the biggest features of this subclass” as you put it.
When I wrote the first paragraph I was explaining that a lot of those lists got metaphorically set in stone around 3 years ago because they contractually had to conform to WotC wishes about certainty things and WotC didn’t have the foresight to realize that their wishes would basically make adding anything new from future books (2017-present) exceedingly difficult to implement unless the new stuff only ever did the same things that the old stuff could already do.
Basically, WotC restrictive requests led to the creation of an immutable system that would forever be stuck in 2017. In 2017, not a single instance of any of those mundane items appeared in any Equipment List appearing in official publications. Technically there shouldn’t even be any nonmagical ^Boots in the equipment list at, just like there is no listing nonmagical Bracers, Helmet, Gauntlets, or “Chestpiece” listed as equipment either.
In the second paragraph of that post of mine that you quoted, I was trying to explain another point. While the people that write the UA articles have decided that a Suit of Armor includes: “armor (the chest piece), boots, bracers, and a weapon,” and while you and I as people can understand that concept in a practical manner, the computer program tasked with taking information, manipulate, and redistribute it has absolutely no idea what any of those things mean whatsoever. All that program sees is something that looks like this: “Armor”=https://www.dndbeyond.com/equipment?filter-search=Armor&filter-cost-min=&filter-cost-max=&filter-weight-min=&filter-weight-max=
My point is that explaining to that program that when a character achieves 9th level as an Armorer, it’s supposed to take a string of gobbledegook like that and convert it into four other different strings of gobbledygook may not be hard in theory, it is in practice more challenging than one might think. The challenge starts with the fact that the Armorer can use any one of the four heavy armors to start with. That challenge becomes greater when those four things it has to query return results like: Boots, [Tooltip Not Found], [Tooltip Not Found], [Tooltip Not Found]. Two of those four required strings don’t exist**, and the program has already learned that the fourth string is impossible because it knows weapon=/=armor. It must have been programmed to recognize that distinction in some way because it does. You can see the distinction clear as crystal right on the character sheet. So now the program has to be able to take any one of four strings of gobbledygook and then convert them each into the correct four pieces when 3/4 of them don’t exist. So 12 of the 16 “pieces” needed cannot be found. And then to top all of that off there is yet another issue the current system has no way to handle. Those 4 base armors each have a different AC bonuses: 14, 16, 17, and 18. Three out of the four pieces that comprise each of those "Suits of Armor” makes up some portion of their total AC bonus. What part is what and how does it all work? If a PC only has on the boots and the bracers, what’s that characters AC? Once you figure that out, then you still have to figure out how to program it into a system that still makes mistakes like this: bugs-support/66273-artificers-infusions-not-scaling-with-level, and this:bugs-support/67060-bug-from-observant-feat-in-the-senses-box?comment=3
When I mentioned that this was a nonissue before E:RftLW, I was pointing out that things must clearly be more challenging than they appear. People have already paid money for that product and DDB was still unable to get it working quite correctly for us. You will discover that as soon as you try to infuse anything, even the stuff it can make. It has no way to link the number of available Infusion Slots with the actual Infusions to stop a player from accidentally infusing over their limit. Prior to that it was a nonissue because any Magic Items we as users could create had to be based off of existing Magic Items ore built from scratch. Then here comes this completely new idea that they didn’t account for three years ago for the reasons I already mentioned.
In addition while you are correct that UA material is “official playtest content” that is irrelevant. DDB is under absolutely no obligation to implement anything until it becomes “officially published content” they just do it because they really care about us, the users. That Armorer just like any other UA is just as likely to hit the trash can as any bookshelf, but DDB still spends the time and resources to build them for us the best that they can with what they have to work with. But considering their struggles to implement the E:RftLW Artificer which is “officially published content” it just further proves the point.
That’s part of the reason DDB is in the middle of a massive systemwide update to all the things. They just rolled out the new user interface (character sheet) and next they’re gonna redo the rest of it so that they will be able to implement all of the other system redesigns that need to happen so that they finally can fix stuff like this, and prevent future issues from happening in the first place.
I hope this information has been helpful in answering your question.
*I download every UA the same day it comes out, and the next Monday when DDB makes them accessible I make a character for the subclass I care about (with the spells and feats from those UAs too) and put them in a campaign labeled “Holding” so that when they get archived (because they were either canceled or published) I can still make those characters in future without having to homebrew them by simply cloning that character and then just changing race or whatever.
^My personal theory about why mundane Boots exist is that either someone tasked with the initial data entry thought they needed mundane items to make magic ones and they got as far as the late Bs before someone stopped them, or else somebody felt bad for characters with only common clothes and kindly threw in an option for them to get some sensible footwear.
I hope this is the right place to post this. I am making an Artificer Armorer and noticed something that I think is a bug. At 9th level the Armorer gets the feature:
Armor Modifications
9th-level Armorer feature
You learn how to use your artificer infusions to specially modify the armor enhanced by your Power Armor feature. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, bracers, and a weapon.
If I understand that correctly then I should be able to take for example, Boots of the Winding Path infusion and enchant the boots of my armor with it. The problem that I see is that when I click that infusion, my armor boots are not an option and I have to add a pair of boots to my inventory. I should also be able to infuse the Thunder Gauntlets. I cannot select them for the Enhanced Weapon infusion. I cant modify the to hit and damage myself but thought you would want to know.
When DDB originally made this website, they were told by WotC that they could only include basic equipment that was listed in official sources. Since WotC never listed basic items like Helmets or Gauntlets in any official source, DDB couldn’t include them.
While common sense dictates that your armor probably includes a pair of boots, the system has no actual idea what “boots” are unless the string of 1s and 0s doesn’t register that information. Until E:RftLW, there was never a need to include that info before. Now that DDB has gotten permission from WotC to allow users to make homebrewed basic equipment, hopefully things will change on that front.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, bracers, and a weapon. That is the sentence that I was going off of. Unearthed arcana is playtest content but it is official since it is made by WOTC and on their website. You can buy just regular boots so they exsist in DND Beyond. It is not a huge deal. It is just odd that they cannot add this feature which is kinda one of the biggest features of this subclass. DND Beyond is still awesome and the best online set of tools in my mind and no other site comes close.
*I understood exactly to what you were referring. What I was attempting to explain was why “they cannot add this feature which is kinda one of the biggest features of this subclass” as you put it.
When I wrote the first paragraph I was explaining that a lot of those lists got metaphorically set in stone around 3 years ago because they contractually had to conform to WotC wishes about certainty things and WotC didn’t have the foresight to realize that their wishes would basically make adding anything new from future books (2017-present) exceedingly difficult to implement unless the new stuff only ever did the same things that the old stuff could already do.
Basically, WotC restrictive requests led to the creation of an immutable system that would forever be stuck in 2017. In 2017, not a single instance of any of those mundane items appeared in any Equipment List appearing in official publications. Technically there shouldn’t even be any nonmagical ^Boots in the equipment list at, just like there is no listing nonmagical Bracers, Helmet, Gauntlets, or “Chestpiece” listed as equipment either.
In the second paragraph of that post of mine that you quoted, I was trying to explain another point. While the people that write the UA articles have decided that a Suit of Armor includes: “armor (the chest piece), boots, bracers, and a weapon,” and while you and I as people can understand that concept in a practical manner, the computer program tasked with taking information, manipulate, and redistribute it has absolutely no idea what any of those things mean whatsoever. All that program sees is something that looks like this: “Armor”=https://www.dndbeyond.com/equipment?filter-search=Armor&filter-cost-min=&filter-cost-max=&filter-weight-min=&filter-weight-max=
My point is that explaining to that program that when a character achieves 9th level as an Armorer, it’s supposed to take a string of gobbledegook like that and convert it into four other different strings of gobbledygook may not be hard in theory, it is in practice more challenging than one might think. The challenge starts with the fact that the Armorer can use any one of the four heavy armors to start with. That challenge becomes greater when those four things it has to query return results like: Boots, [Tooltip Not Found], [Tooltip Not Found], [Tooltip Not Found]. Two of those four required strings don’t exist**, and the program has already learned that the fourth string is impossible because it knows weapon=/=armor. It must have been programmed to recognize that distinction in some way because it does. You can see the distinction clear as crystal right on the character sheet. So now the program has to be able to take any one of four strings of gobbledygook and then convert them each into the correct four pieces when 3/4 of them don’t exist. So 12 of the 16 “pieces” needed cannot be found. And then to top all of that off there is yet another issue the current system has no way to handle. Those 4 base armors each have a different AC bonuses: 14, 16, 17, and 18. Three out of the four pieces that comprise each of those "Suits of Armor” makes up some portion of their total AC bonus. What part is what and how does it all work? If a PC only has on the boots and the bracers, what’s that characters AC? Once you figure that out, then you still have to figure out how to program it into a system that still makes mistakes like this: bugs-support/66273-artificers-infusions-not-scaling-with-level, and this:bugs-support/67060-bug-from-observant-feat-in-the-senses-box?comment=3
When I mentioned that this was a nonissue before E:RftLW, I was pointing out that things must clearly be more challenging than they appear. People have already paid money for that product and DDB was still unable to get it working quite correctly for us. You will discover that as soon as you try to infuse anything, even the stuff it can make. It has no way to link the number of available Infusion Slots with the actual Infusions to stop a player from accidentally infusing over their limit. Prior to that it was a nonissue because any Magic Items we as users could create had to be based off of existing Magic Items ore built from scratch. Then here comes this completely new idea that they didn’t account for three years ago for the reasons I already mentioned.
In addition while you are correct that UA material is “official playtest content” that is irrelevant. DDB is under absolutely no obligation to implement anything until it becomes “officially published content” they just do it because they really care about us, the users. That Armorer just like any other UA is just as likely to hit the trash can as any bookshelf, but DDB still spends the time and resources to build them for us the best that they can with what they have to work with. But considering their struggles to implement the E:RftLW Artificer which is “officially published content” it just further proves the point.
That’s part of the reason DDB is in the middle of a massive systemwide update to all the things. They just rolled out the new user interface (character sheet) and next they’re gonna redo the rest of it so that they will be able to implement all of the other system redesigns that need to happen so that they finally can fix stuff like this, and prevent future issues from happening in the first place.
I hope this information has been helpful in answering your question.
*I download every UA the same day it comes out, and the next Monday when DDB makes them accessible I make a character for the subclass I care about (with the spells and feats from those UAs too) and put them in a campaign labeled “Holding” so that when they get archived (because they were either canceled or published) I can still make those characters in future without having to homebrew them by simply cloning that character and then just changing race or whatever.
^My personal theory about why mundane Boots exist is that either someone tasked with the initial data entry thought they needed mundane items to make magic ones and they got as far as the late Bs before someone stopped them, or else somebody felt bad for characters with only common clothes and kindly threw in an option for them to get some sensible footwear.
**And it can also not infuse Thunder Gauntlets because [Tooltip Not Found], nor a Helm of Awareness because [Tooltip Not Found], despite the facts that A) other Magic Helmets exist, and B) it’s functionally very similar to any of the Weapons of Warning.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Surely they could just allow 4 infuses to be applied to the same item?