So, in the past few days, I've been doing a lot of homebrewing stuff, mostly for personal use though I published one or two things of the large list of stuff I published. Now I realise that the homebrew revamp is a thing that is going to happen, so I'm not saying "Please execute these changes now," but rather "when you do the revamp, please consider this sort of stuff."
First of all. Documentation. Dear gods please give us some documentation. There's several ways to modify unarmoured AC at present, and the only way to see how they actually affect AC is to make a character with them or to make a copy of a thing that uses it and copy that (or reference old work). It's also a hassle to find the correct modifier type for certain modifiers, so an easily navigable documentation sheet (not something where you have to go to a seperate page for Bonus and Set and Advantage and Twice Proficiency and Expertise) would be wonderful.
Secondly, and I subtly touched on it above, please remove redundant stuff - why is there both Twice Proficiency and Expertise in the Modifier types? They're functionally identical. Also, please remove Modifier type/subtype combos that don't work (such as Proficiency/Initiative, for this I needed Bonus/Initiative - Additional Bonus Types(Proficiency bonus)). The last example of redundancy I have is the Natural Weapon type, when it does nothing and we must use Actions to do this sort of stuff now.
Thirdly, more power with Choice. For some modifiers, there are some options such as Choose a language or Choose from Dex, Con, Wis. Please give us a way to construct our own lists of choices without having to make an option (especially since we can't have sub-options). E.g. Choose [List], and then a way to modify [List] to be (Celestial, Draconic, Gith) or (Alchemist's Supplies, Arcana).
Fourth, I've noticed that sometimes, some modifiers aren't available inside Options. I can't recall specifically, but I recall trying to make an option that granted expertise (or twice proficiency, I imagine I tried both) in a skill or tool when selected, but I could not, even though I could add such a modifier to the option's parent trait.
Fifth, and I see this as the most unlikely, given you've stated the homebrew system is what you use to port official content into DDB, I'd like to see an optional "code-like" implementation system for people who dislike having to jump pages. Others might find that they need to or want to write a race while offline, or find the idea "coding" a race appealing (want to work offline and find the idea appealing). For example, here's a way one might implement a human (I'll get more into specifics in the comments):
name: "Human"; version: 1; size: medium; speed: 30; shortDesc: "TBD"; description: "TBD"; raceGroup: "Human"; traitIntro: "It’s hard to make generalizations about humans, but your human character has these traits." subraces: false; traits: { traits[0] { name: "Ability Score Increase"; snippet: ""; description: "Your ability scores each increase by 1."; modifiers: { bonus(scoreStrength, 1), bonus(scoreDexterity, 1), bonus(scoreConstitution, 1), bonus(scoreIntelligence, 1), bonus(scoreWisdom, 1), bonus(scoreCharisma, 1); }; builder: false; sheet: false; }; traits[1] { name: "Age"; snippet: ""; description: "Humans reach adulthood in their late teens and live less than a century."; builder: false; sheet: false; }; // You get the idea, I hope }
Sixth, allow weapon properties and different damage types/dice on Actions for races (a la toll the dead's different damage dice or meteor swarm's two damage types, or chromatic orb's pick one of x damage types). Ideally, tie it in with point three, allowing the option to allow players to pick a damage type from a list at character creation, rather than making the race author create options with those actions in them.
Last but not least, seventh. Currently, if we are using a homebrew spell we wrote in a homebrew subclass or race/subrace, we are unable to publish it. Instead, please let us publish the dependant with its dependency as a bundle (or even let us build our own homebrew bundles) that, if a user adds it to their collection, adds all contents of the bundle. E.g. I have a dwarf subrace that uses my homebrew spell obscuring mist. If I could bundle the dwarf subrace and the spell, and publish that, it'd be nice (it'd also be nice if non-dependant parts of the bundle could be grabbed on their own for people who only want those (obscuring mist in my example just now) can grab just those items).
Rollback Post to RevisionRollBack
Do you have difficulty fitting everything you want into your signature? Then check out the Extended Signature thread!
Some points regarding point 5, the "coding" homebrew items;
Probably not an existing programming scripting language? Maybe JSON, but just a format/syntax that the system can parse into functional stuff.
Should not be the mandatory or default way to make homebrew. I expect people who would want this to probably me in the minority, not the majority.
Ideally, fields that are not mandatory, such as flying speed or snippets should be able to be absent and stuff will still work.
When submitting the code, if parsing fails, point out specific line errors.
When typing it in-browser, autofill would be nice.
Even more pipe-dream than actually getting this proposed "coding" method. An offline tool with autofill/error detection or a package for notepad++ to recognise it as a language for syntax and autofill.
I'm happy to elaborate on any points in my ideas or answer any questions regarding them.
Rollback Post to RevisionRollBack
Do you have difficulty fitting everything you want into your signature? Then check out the Extended Signature thread!
So, in the past few days, I've been doing a lot of homebrewing stuff, mostly for personal use though I published one or two things of the large list of stuff I published. Now I realise that the homebrew revamp is a thing that is going to happen, so I'm not saying "Please execute these changes now," but rather "when you do the revamp, please consider this sort of stuff."
First of all. Documentation. Dear gods please give us some documentation. There's several ways to modify unarmoured AC at present, and the only way to see how they actually affect AC is to make a character with them or to make a copy of a thing that uses it and copy that (or reference old work). It's also a hassle to find the correct modifier type for certain modifiers, so an easily navigable documentation sheet (not something where you have to go to a seperate page for Bonus and Set and Advantage and Twice Proficiency and Expertise) would be wonderful.
Secondly, and I subtly touched on it above, please remove redundant stuff - why is there both Twice Proficiency and Expertise in the Modifier types? They're functionally identical. Also, please remove Modifier type/subtype combos that don't work (such as Proficiency/Initiative, for this I needed Bonus/Initiative - Additional Bonus Types(Proficiency bonus)). The last example of redundancy I have is the Natural Weapon type, when it does nothing and we must use Actions to do this sort of stuff now.
Thirdly, more power with Choice. For some modifiers, there are some options such as Choose a language or Choose from Dex, Con, Wis. Please give us a way to construct our own lists of choices without having to make an option (especially since we can't have sub-options). E.g. Choose [List], and then a way to modify [List] to be (Celestial, Draconic, Gith) or (Alchemist's Supplies, Arcana).
Fourth, I've noticed that sometimes, some modifiers aren't available inside Options. I can't recall specifically, but I recall trying to make an option that granted expertise (or twice proficiency, I imagine I tried both) in a skill or tool when selected, but I could not, even though I could add such a modifier to the option's parent trait.
Fifth, and I see this as the most unlikely, given you've stated the homebrew system is what you use to port official content into DDB, I'd like to see an optional "code-like" implementation system for people who dislike having to jump pages. Others might find that they need to or want to write a race while offline, or find the idea "coding" a race appealing (want to work offline and find the idea appealing). For example, here's a way one might implement a human (I'll get more into specifics in the comments):
Sixth, allow weapon properties and different damage types/dice on Actions for races (a la toll the dead's different damage dice or meteor swarm's two damage types, or chromatic orb's pick one of x damage types). Ideally, tie it in with point three, allowing the option to allow players to pick a damage type from a list at character creation, rather than making the race author create options with those actions in them.
Last but not least, seventh. Currently, if we are using a homebrew spell we wrote in a homebrew subclass or race/subrace, we are unable to publish it. Instead, please let us publish the dependant with its dependency as a bundle (or even let us build our own homebrew bundles) that, if a user adds it to their collection, adds all contents of the bundle. E.g. I have a dwarf subrace that uses my homebrew spell obscuring mist. If I could bundle the dwarf subrace and the spell, and publish that, it'd be nice (it'd also be nice if non-dependant parts of the bundle could be grabbed on their own for people who only want those (obscuring mist in my example just now) can grab just those items).
Do you have difficulty fitting everything you want into your signature? Then check out the Extended Signature thread!
Here's my Extended Signature!
Some points regarding point 5, the "coding" homebrew items;
I'm happy to elaborate on any points in my ideas or answer any questions regarding them.
Do you have difficulty fitting everything you want into your signature? Then check out the Extended Signature thread!
Here's my Extended Signature!