Firstly having already made it clear I understand what you are saying, but disagree with your interpretation. I don't think continuing with the "you just don't understand", and "you should just do it yourself" lines are helpful. Calling out something that doesn't work in a way that is logical or in keeping with the rest of the content shouldn't be something that is discouraged.
Secondly I am a developer, and telling me it's going to take weeks to put a switch in to do that is laughable. It's a simple string, and you already have similar functions.
Having spells selectable and rules specific to some circumstances enforced at the DMs discretion is how the rest of the content already works. It's not homebrew for other wizards, or even other classes to learn the spells, as with the show it literally just takes the wizard finding a scroll as per the text, but it gives examples on how a cleric could learn the spells. So even with this arbitrary limitation it isn't in keeping with the rules in the book.
You not being willing, or able to make the changes is enough of a response. You don't need to cover it with with falsehoods about it being correct, or in keeping with any other limitations.
"Firstly having already made it clear I understand what you are saying, but disagree with your interpretation. I don't think continuing with the "you just don't understand", and "you should just do it yourself" lines are helpful. Calling out something that doesn't work in a way that is logical or in keeping with the rest of the content shouldn't be something that is discouraged. "
Please read what you reply to more carefully. I am saying it doesn't matter in the slightest if you disagree with our interpretation, ours is the correct one as confirmed by the people who wrote the book.
"Secondly I am a developer, and telling me it's going to take weeks to put a switch in to do that is laughable. It's a simple string, and you already have similar functions. "
Then as a developer you know timelines rely wholly on the existing architecture of the system and how it is set up when determining the inclusion of new features and validation. The system has no similar functions for toggling individual "spells per subclass" validations and inclusion will require some rewriting of how spells and subclasses are currently handled to introduce this feature without breaking other processes that are also tied in. The feature works entirely different from the all-or-nothing sourcebook toggles you may be thinking of. None of these features are a single string of code. As a developer you should know the longest part of adding features isn't the code but the testing involved afterwards.
You may claim to be a developer but I question that. You're ignoring the basics, fail to understand the architecture being used, incorrectly claim this feature is a simple line when it clearly isn't, and failed to account for testing which no developer would do as it's the largest portion of their job.
"Having spells selectable and rules specific to some circumstances enforced at the DMs discretion is how the rest of the content already works. It's not homebrew for other wizards, or even other classes to learn the spells, as with the show it literally just takes the wizard finding a scroll as per the text, but it gives examples on how a cleric could learn the spells. So even with this arbitrary limitation it isn't in keeping with the rules in the book. "
Some content has validation and some does not. I covered this when explaining the campaign setting. And yes, it is homebrew for other wizards. Dunamancy is meant only for those subclasses and DMs can make exceptions, they are homebrew decisions. Yes, the Critical Role show has a non-dunamancer wizard learn a dunamancy spell - which was a homebrew decision Matt decided. You can do the same in your campaign. Also note that while the book is "based" on the Critical Role's second campaign, it is not the same. Some things have been changed in the book, and there may be things in one that aren't in the other. For two examples: Fortune's Favour is different, in the book the material components are consumed but in the show they are not. In the show there is a dunamancy spell to create an echo of yourself but this isn't in the book. When making the book some things were revisited for balancing among other decisions, and this has led to inconsistencies between book and show - basically put, the book is intended for you to play in a similar campaign style to the show but the show itself does not actually play from the book. What happens in the show is irrelevant, D&D Beyond is concerned only with the book and the book does say Dunamancy, in the campaign setting, is exclusive to these subclasses as confirmed by the writers.
"You not being willing, or able to make the changes is enough of a response. You don't need to cover it with with falsehoods about it being correct, or in keeping with any other limitations."
They're not falsehoods. Do remember, D&D Beyond has a direct line to WotC (the publishers), and the writers (especially James Haeck and Matt Mercer). They know more than you do about what the writers intend. These details have also been confirmed by these same people over social media and interviews. You're basically saying the writers are being false about what they have written - which is absurd. So, no, these are not falsehoods. If you don't like them or they're written then take it up with the writers.
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
All you need to do is copy they spells you want as homebrew and add then to the class spell list you want them on as in WIZARD and not restricted by subclass
All you need to do is copy they spells you want as homebrew and add then to the class spell list you want them on as in WIZARD and not restricted by subclass
This sounds so simple but all I want add the spells for all my castors. I understand the logic behind it from Mercer and the Dnd Beyond developers. I can not figure out how to add all the spells to their spell lists, without making them Automatically Prepared.
There does not seem to be a guide for homebrew content on dnd beyond. I've looked at the two Dunamancy wizard classes and they dont seem to have any options for me to copy over.
A simple guide would be very helpful in create a feat or subclass for this.
Extremely late to this, but I have something to add that I think explains the confusion: every dunamancy spell, whether chronurgy or graviturgy, has both classes listed at the bottom. This would lead one to assume that wizards of both arcane traditions should be able to learn these spells. If a spell can only be accessed by one subclass, then only that subclass should be listed. If, in the app, you go to the listings page, and add the “chronurgy” tag to the filter, then graviturgy spells appear.
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Firstly having already made it clear I understand what you are saying, but disagree with your interpretation. I don't think continuing with the "you just don't understand", and "you should just do it yourself" lines are helpful. Calling out something that doesn't work in a way that is logical or in keeping with the rest of the content shouldn't be something that is discouraged.
Secondly I am a developer, and telling me it's going to take weeks to put a switch in to do that is laughable. It's a simple string, and you already have similar functions.
Having spells selectable and rules specific to some circumstances enforced at the DMs discretion is how the rest of the content already works. It's not homebrew for other wizards, or even other classes to learn the spells, as with the show it literally just takes the wizard finding a scroll as per the text, but it gives examples on how a cleric could learn the spells. So even with this arbitrary limitation it isn't in keeping with the rules in the book.
You not being willing, or able to make the changes is enough of a response. You don't need to cover it with with falsehoods about it being correct, or in keeping with any other limitations.
"Firstly having already made it clear I understand what you are saying, but disagree with your interpretation. I don't think continuing with the "you just don't understand", and "you should just do it yourself" lines are helpful. Calling out something that doesn't work in a way that is logical or in keeping with the rest of the content shouldn't be something that is discouraged. "
Please read what you reply to more carefully. I am saying it doesn't matter in the slightest if you disagree with our interpretation, ours is the correct one as confirmed by the people who wrote the book.
"Secondly I am a developer, and telling me it's going to take weeks to put a switch in to do that is laughable. It's a simple string, and you already have similar functions. "
Then as a developer you know timelines rely wholly on the existing architecture of the system and how it is set up when determining the inclusion of new features and validation. The system has no similar functions for toggling individual "spells per subclass" validations and inclusion will require some rewriting of how spells and subclasses are currently handled to introduce this feature without breaking other processes that are also tied in. The feature works entirely different from the all-or-nothing sourcebook toggles you may be thinking of. None of these features are a single string of code. As a developer you should know the longest part of adding features isn't the code but the testing involved afterwards.
You may claim to be a developer but I question that. You're ignoring the basics, fail to understand the architecture being used, incorrectly claim this feature is a simple line when it clearly isn't, and failed to account for testing which no developer would do as it's the largest portion of their job.
"Having spells selectable and rules specific to some circumstances enforced at the DMs discretion is how the rest of the content already works. It's not homebrew for other wizards, or even other classes to learn the spells, as with the show it literally just takes the wizard finding a scroll as per the text, but it gives examples on how a cleric could learn the spells. So even with this arbitrary limitation it isn't in keeping with the rules in the book. "
Some content has validation and some does not. I covered this when explaining the campaign setting. And yes, it is homebrew for other wizards. Dunamancy is meant only for those subclasses and DMs can make exceptions, they are homebrew decisions. Yes, the Critical Role show has a non-dunamancer wizard learn a dunamancy spell - which was a homebrew decision Matt decided. You can do the same in your campaign. Also note that while the book is "based" on the Critical Role's second campaign, it is not the same. Some things have been changed in the book, and there may be things in one that aren't in the other. For two examples: Fortune's Favour is different, in the book the material components are consumed but in the show they are not. In the show there is a dunamancy spell to create an echo of yourself but this isn't in the book. When making the book some things were revisited for balancing among other decisions, and this has led to inconsistencies between book and show - basically put, the book is intended for you to play in a similar campaign style to the show but the show itself does not actually play from the book. What happens in the show is irrelevant, D&D Beyond is concerned only with the book and the book does say Dunamancy, in the campaign setting, is exclusive to these subclasses as confirmed by the writers.
"You not being willing, or able to make the changes is enough of a response. You don't need to cover it with with falsehoods about it being correct, or in keeping with any other limitations."
They're not falsehoods. Do remember, D&D Beyond has a direct line to WotC (the publishers), and the writers (especially James Haeck and Matt Mercer). They know more than you do about what the writers intend. These details have also been confirmed by these same people over social media and interviews. You're basically saying the writers are being false about what they have written - which is absurd. So, no, these are not falsehoods. If you don't like them or they're written then take it up with the writers.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
All you need to do is copy they spells you want as homebrew and add then to the class spell list you want them on as in WIZARD and not restricted by subclass
This sounds so simple but all I want add the spells for all my castors. I understand the logic behind it from Mercer and the Dnd Beyond developers. I can not figure out how to add all the spells to their spell lists, without making them Automatically Prepared.
There does not seem to be a guide for homebrew content on dnd beyond. I've looked at the two Dunamancy wizard classes and they dont seem to have any options for me to copy over.
A simple guide would be very helpful in create a feat or subclass for this.
Thank you,
Extremely late to this, but I have something to add that I think explains the confusion: every dunamancy spell, whether chronurgy or graviturgy, has both classes listed at the bottom. This would lead one to assume that wizards of both arcane traditions should be able to learn these spells. If a spell can only be accessed by one subclass, then only that subclass should be listed. If, in the app, you go to the listings page, and add the “chronurgy” tag to the filter, then graviturgy spells appear.