Hi there, I read somewhere on the forms that If I'm DMing a Campaign I can edit the sheets of my players. If this is indeed a feature, would it be possible for Beyond to include entries of magical items that are cursed with other effects without the cursed descriptions that I can edit to my players sheets so they are unable to see the curse of the item when granting them the items.
I guess I could just make a custom magic item that is the item with the curse description removed, but wouldn't it be amazing if all content when purchased came with it like this?
Hi there, I read somewhere on the forms that If I'm DMing a Campaign I can edit the sheets of my players. If this is indeed a feature, would it be possible for Beyond to include entries of magical items that are cursed with other effects without the cursed descriptions that I can edit to my players sheets so they are unable to see the curse of the item when granting them the items.
I guess I could just make a custom magic item that is the item with the curse description removed, but wouldn't it be amazing if all content when purchased came with it like this?
There unfortunately no features yet that allow you to hide aspects of a character sheet to a players
However i do love the idea and think it would be really useful, i have had similar ideas where i like users to have to identify and mess with items before they find out what they do, so hiding stuff on items to a player until they find out about it would be a really cool feature
Would be a great feature to have. Together with hiding stats of unidentified items and hiding stats of not yet attuned items if attunement is a requirement.
Agreed. I would love to be able to hide certain aspects of weapons or even notes, effects etc from players. For example, if a player caught a disease and was unaware yet. I know i can always make my own personal notes, but one of the main reasons I'm switching to Beyond is to make my life easier and keep all my notes in one easy place for viewing. One glance at Bob the Barbarians character sheet, I'd like to know that he has a cursed ax, suffering 1 level of exhaustion from the Sewer Plague, and incurred the wrath of The Warlock Lord. Even if this is all info he doesn't know. (Granted this is a great argument for Player Character knowledge, but I think we all know how difficult that can be to manage)
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"If you wanna hear the DM laugh, tell him your plans"
I've solved this by copying the magic item in question as a homebrew and deleting all the information about the curse, then giving that to my players. It's a fairly quick process.
This would be great even for non-cursed items, being able to put in all of the attributes of an item, and then as the players reach a certain condition, I, as the dm, can reveal more and more.
Since you have to keep track of cursed items and future unlocks anyway, it isn't really that much more work to just give the players the version of the item that they think they have.
For what it's worth, I think the ability to hide a curse on a magic item from a player until that curse is triggered would be a nice addition! ... especially with all the cursed items I tend to have my players find! :-p
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Totally agree. The only solution I have found to date is to ‘homebrew’ a clone of the item without the curse details, and then give the item a different name so that the players are less likely to stumble on the original and meta-learn about the curse that they - as characters - shouldn’t know about.
If the cursed item is a weapon +1 that requires attunement, you can just give them a +1 weapon but tell them that its not +1 until they attune.. the moment they do that, you swap it for teh actual cursed weapon...
That works for basic items, but when it's a more 'exotic' item - say, Flesh Golem Armour, there is no 'non-cursed counterpart', so your only option as a DM that shares this content is to homebrew a version that isn't cursed, until they discover otherwise.
A DM's ability to 'hide away content' would be extra-useful, and it goes beyond cursed items (although that's where we're focusing in this thread). For example, a DM may not want high-level spells or planar-crossing spells due to the nature of their desired story, power-cap of the world they're working in, or readiness for such extremes in play-style. Being able to 'lock off' specific content rather than just have full access to all content from specific modules would be a great feature, for sure. Like 'content-level permissions'.
Hi there, I read somewhere on the forms that If I'm DMing a Campaign I can edit the sheets of my players. If this is indeed a feature, would it be possible for Beyond to include entries of magical items that are cursed with other effects without the cursed descriptions that I can edit to my players sheets so they are unable to see the curse of the item when granting them the items.
I guess I could just make a custom magic item that is the item with the curse description removed, but wouldn't it be amazing if all content when purchased came with it like this?
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I am going to bump this cause this would be an amazing feature!
Agreed! This would also be great with items that "level up" after certain events, as well as items like the four legendary weapons from PotA.
Would be a great feature to have. Together with hiding stats of unidentified items and hiding stats of not yet attuned items if attunement is a requirement.
Oooo I can think of a bunch of great things you could do with this!
"Ignorance is bliss, and you look absolutely miserable."
Agreed. I would love to be able to hide certain aspects of weapons or even notes, effects etc from players. For example, if a player caught a disease and was unaware yet. I know i can always make my own personal notes, but one of the main reasons I'm switching to Beyond is to make my life easier and keep all my notes in one easy place for viewing. One glance at Bob the Barbarians character sheet, I'd like to know that he has a cursed ax, suffering 1 level of exhaustion from the Sewer Plague, and incurred the wrath of The Warlock Lord. Even if this is all info he doesn't know. (Granted this is a great argument for Player Character knowledge, but I think we all know how difficult that can be to manage)
"If you wanna hear the DM laugh, tell him your plans"
Hi, sorry to rez this old topic but just wanted to signal boost that this would be an incredibly welcome feature.
I've solved this by copying the magic item in question as a homebrew and deleting all the information about the curse, then giving that to my players. It's a fairly quick process.
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This would be great even for non-cursed items, being able to put in all of the attributes of an item, and then as the players reach a certain condition, I, as the dm, can reveal more and more.
Since you have to keep track of cursed items and future unlocks anyway, it isn't really that much more work to just give the players the version of the item that they think they have.
I would like this feature as well.
For what it's worth, I think the ability to hide a curse on a magic item from a player until that curse is triggered would be a nice addition! ... especially with all the cursed items I tend to have my players find! :-p
Farmer B. Dice Farmer. -- Game grower. Cardboard cultivator. Polyhedral planter.
Totally agree. The only solution I have found to date is to ‘homebrew’ a clone of the item without the curse details, and then give the item a different name so that the players are less likely to stumble on the original and meta-learn about the curse that they - as characters - shouldn’t know about.
Shocked that this isn't a thing
Bump. Love!!
If the cursed item is a weapon +1 that requires attunement, you can just give them a +1 weapon but tell them that its not +1 until they attune.. the moment they do that, you swap it for teh actual cursed weapon...
That works for basic items, but when it's a more 'exotic' item - say, Flesh Golem Armour, there is no 'non-cursed counterpart', so your only option as a DM that shares this content is to homebrew a version that isn't cursed, until they discover otherwise.
A DM's ability to 'hide away content' would be extra-useful, and it goes beyond cursed items (although that's where we're focusing in this thread). For example, a DM may not want high-level spells or planar-crossing spells due to the nature of their desired story, power-cap of the world they're working in, or readiness for such extremes in play-style. Being able to 'lock off' specific content rather than just have full access to all content from specific modules would be a great feature, for sure. Like 'content-level permissions'.
Bumping because this is still an incredibly good idea and one that should get looked at by the dev team.
Came here about to ask the same thing; did a search and not at all surprised to see someone asked/suggested this.
Here's another bump, hoping the developers can take this into consideration.
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