So for a while I’ve been fiddling with a feat/magic item/weapon for an npc champion of Bahamut. Its been a real hassle trying to create a pretty simple concept because none of the modifiers are incredibly clear or consistent. For some things it seems like there’s just a master list and you can choose them even though they won’t do anything( especially prevalent with feats).
So I’ve relatively given up on feats doing the job even though they are the most sensible option and have focused on a weapon. The goal as far as what I need dndbeyond to be able to display is bonus damage and attack modifiers. So I have managed to get my 2d6 bonus radiant damage by replicating the set up on Flametongue, fine( wish I could get this effect to replicate on a feat, but oh well). Now I just need to get my bonuses on the damage and attack rolls. So replicate a +1 weapon. For some reason you choose bonus Magic? Not damage. Nothing to do with weapon attacks, just magic, like “magic” is particularliy descriptive of bonus damage to a weapon. Ok fine. But I want the bonus to be scaled of the characters strength not a fixed number. Good thing there is a modifier selector. Except it doesn’t work. Nothing changes if you select strength, bonus magic only cares about fixed number for some reason?
But if you use bonus melee weapon attack strength modifier it adds your strength to the roll. But not to the damage. They use the same screen why in the forgotten realms would the exact same set up not work even similarly. I get that clearly there is a difference between the two options or you wouldn’t have both but the only difference is one should only effect the roll and magic for whatever reason should effect both. But they should both be able to add fixed or modifier based number. Why in the seven hells is it like this. Why are there so many options that feel like they’re the same thing and don’t seem to do anything?
Is this an error? Is it intentional ? I just want it to make sense.
I don’t use do dndbeyond to not have to double check bonus and modifiers. This is an incredibly simple item as far as what I need to have handled by the character sheet why is it such a chore?
Simply put, the homebrew tools were not designed to be homebrew tools. These are the same tools the devs use to input official player options. Some new ones were added randomly as needed or had their functionality moved to a different modifier as needed.
Anytime you have an idea for a homebrew that has not been done before, you are probably going to have a hard time.
In this case, I think you are trying to make an NPC as a character when it would be much, much easier to make the NPC as a monster (monsters don't need modifiers becauae all their numbers and abilities are clearly laid out on their sheet when created).
Some things just don’t show up, like dark vision or blindsight. You can add it to the modifiers they just don’t show on the sheets unless I’m doing something wrong.
Some things just don’t show up, like dark vision or blindsight. You can add it to the modifiers they just don’t show on the sheets unless I’m doing something wrong.
The modifier is sense. Also, make sure you set the range with fixed value.
So the npc’s is a pc from earlier in the story who is now a level 20 npc, the important element is that the blessing he has my players could get. But stil if these are the dev tools why not allow it to operate at all consistently. How would the devs even know what the tools can and cannot do?
Some things just don’t show up, like dark vision or blindsight. You can add it to the modifiers they just don’t show on the sheets unless I’m doing something wrong.
The modifier is sense. Also, make sure you set the range with fixed value.
Thanks! that totally worked. my issue was i was putting the feet under restriction and not 'fixed value'.
So the npc’s is a pc from earlier in the story who is now a level 20 npc, the important element is that the blessing he has my players could get. But stil if these are the dev tools why not allow it to operate at all consistently. How would the devs even know what the tools can and cannot do?
Unfortunately, the tools are limited in a lot of ways. If you explain the effects of the blessing that the players could get, we might be able to work out how to set it up.
The devs know what the tools can do, because they made the tools. When they need them to do something they can't, they add a new modifier.
The devs plan to rework the homebrew tools. There is an update coming that will suport divine boons.
So the npc’s is a pc from earlier in the story who is now a level 20 npc, the important element is that the blessing he has my players could get. But stil if these are the dev tools why not allow it to operate at all consistently. How would the devs even know what the tools can and cannot do?
Unfortunately, the tools are limited in a lot of ways. If you explain the effects of the blessing that the players could get, we might be able to work out how to set it up.
The devs know what the tools can do, because they made the tools. When they need them to do something they can't, they add a new modifier.
The devs plan to rework the homebrew tools. There is an update coming that will suport divine boons.
Glad to hear it cause I love home brewing items abut I hate the idea of passing hardcopy paper to them when I’ve asked them to use dndbeyond for convenience.
as far as the item/feat
the idea is that every time this person touches any sword. It either gains these effects or transforms into the divine blade( not sure my preference on flavour)
the effect are as follows
You can add double your Strength modifier to attack and damage rolls made with a sword.
While holding a drawn sword you automatically detect evil creatures and their relative positions within a radius of 200 ft.
- Damage dealt with a sword does an additional 2d6 Radiant damage.
- Healing done while holding a sword does an additional 2d6 of healing.
Cursed to always maintain the law and seek justice.
If you can think of a way to get the most relevant stats into the character sheet i’d be excited but I think I’ve tested all the realistic options
In this case, I think it would be best to make an item that represents what the swords turn into.
The +STR should be bonus - magic, but you said you tried that. Did you try setting the fixed value to 0? (IDK)
The radiant damage should work with damage - radiant. It won't be visible on character sheet except in sidebar (limit of character sheet, not items).
Detecting evil doesn't need a modifier. And there is no modifier for healing (not even sure if you are refering to giving or receiving, but either way).
In this case, I think it would be best to make an item that represents what the swords turn into.
The +STR should be bonus - magic, but you said you tried that. Did you try setting the fixed value to 0? (IDK)
The radiant damage should work with damage - radiant. It won't be visible on character sheet except in sidebar (limit of character sheet, not items).
Detecting evil doesn't need a modifier. And there is no modifier for healing (not even sure if you are refering to giving or receiving, but either way).
The only thing I really expected to get on it were the strength bonus on both the roll and damage and the radiant damage. While I’d love a way for it to be noted on every healing effect the additional 2d6 I knew that wasn’t going to happen. Its incredibly corner case.
But having all affect that add numbers like magic it seems ridiculous to not let it be able to check off of modifier when the option is present on the same screen and seems so incredibly logical.
In this case, I think it would be best to make an item that represents what the swords turn into.
The +STR should be bonus - magic, but you said you tried that. Did you try setting the fixed value to 0? (IDK)
The radiant damage should work with damage - radiant. It won't be visible on character sheet except in sidebar (limit of character sheet, not items).
Detecting evil doesn't need a modifier. And there is no modifier for healing (not even sure if you are refering to giving or receiving, but either way).
The only thing I really expected to get on it were the strength bonus on both the roll and damage and the radiant damage. While I’d love a way for it to be noted on every healing effect the additional 2d6 I knew that wasn’t going to happen. Its incredibly corner case.
But having all affect that add numbers like magic it seems ridiculous to not let it be able to check off of modifier when the option is present on the same screen and seems so incredibly logical.
It is one of those cases where it makes sense to be able to do it, but no official content has ever needed it, so it isn't set up to be able to do it.
In this case, I think it would be best to make an item that represents what the swords turn into.
The +STR should be bonus - magic, but you said you tried that. Did you try setting the fixed value to 0? (IDK)
The radiant damage should work with damage - radiant. It won't be visible on character sheet except in sidebar (limit of character sheet, not items).
Detecting evil doesn't need a modifier. And there is no modifier for healing (not even sure if you are refering to giving or receiving, but either way).
The only thing I really expected to get on it were the strength bonus on both the roll and damage and the radiant damage. While I’d love a way for it to be noted on every healing effect the additional 2d6 I knew that wasn’t going to happen. Its incredibly corner case.
But having all affect that add numbers like magic it seems ridiculous to not let it be able to check off of modifier when the option is present on the same screen and seems so incredibly logical.
The way those are usually laid out in FEATS or for a sub-class they just put those under the description
In this case, I think it would be best to make an item that represents what the swords turn into.
The +STR should be bonus - magic, but you said you tried that. Did you try setting the fixed value to 0? (IDK)
The radiant damage should work with damage - radiant. It won't be visible on character sheet except in sidebar (limit of character sheet, not items).
Detecting evil doesn't need a modifier. And there is no modifier for healing (not even sure if you are refering to giving or receiving, but either way).
The only thing I really expected to get on it were the strength bonus on both the roll and damage and the radiant damage. While I’d love a way for it to be noted on every healing effect the additional 2d6 I knew that wasn’t going to happen. Its incredibly corner case.
But having all affect that add numbers like magic it seems ridiculous to not let it be able to check off of modifier when the option is present on the same screen and seems so incredibly logical.
The way those are usually laid out in FEATS or for a sub-class they just put those under the description
I’d compare it to the hexblade and pact of the blade where it automatically adds the bonus dame and bonus’s to rolls.
But having all affect that add numbers like magic it seems ridiculous to not let it be able to check off of modifier when the option is present on the same screen and seems so incredibly logical.
The way those are usually laid out in FEATS or for a sub-class they just put those under the description
I’d compare it to the hexblade and pact of the blade where it automatically adds the bonus dame and bonus’s to rolls.
Those were hard coded in as a sort of exception to normal modifiers.
I could see it working in the UI like green flame blade where it adds it in the corner by the damage. Maybe you could modify a feat like kensei weapon, which adds to that weapons damage. But you need to create a sub-class that starts with kensei.
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So for a while I’ve been fiddling with a feat/magic item/weapon for an npc champion of Bahamut. Its been a real hassle trying to create a pretty simple concept because none of the modifiers are incredibly clear or consistent. For some things it seems like there’s just a master list and you can choose them even though they won’t do anything( especially prevalent with feats).
So I’ve relatively given up on feats doing the job even though they are the most sensible option and have focused on a weapon. The goal as far as what I need dndbeyond to be able to display is bonus damage and attack modifiers. So I have managed to get my 2d6 bonus radiant damage by replicating the set up on Flametongue, fine( wish I could get this effect to replicate on a feat, but oh well). Now I just need to get my bonuses on the damage and attack rolls. So replicate a +1 weapon. For some reason you choose bonus Magic? Not damage. Nothing to do with weapon attacks, just magic, like “magic” is particularliy descriptive of bonus damage to a weapon. Ok fine. But I want the bonus to be scaled of the characters strength not a fixed number. Good thing there is a modifier selector. Except it doesn’t work. Nothing changes if you select strength, bonus magic only cares about fixed number for some reason?
But if you use bonus melee weapon attack strength modifier it adds your strength to the roll. But not to the damage. They use the same screen why in the forgotten realms would the exact same set up not work even similarly. I get that clearly there is a difference between the two options or you wouldn’t have both but the only difference is one should only effect the roll and magic for whatever reason should effect both. But they should both be able to add fixed or modifier based number. Why in the seven hells is it like this. Why are there so many options that feel like they’re the same thing and don’t seem to do anything?
Is this an error? Is it intentional ? I just want it to make sense.
I don’t use do dndbeyond to not have to double check bonus and modifiers. This is an incredibly simple item as far as what I need to have handled by the character sheet why is it such a chore?
Simply put, the homebrew tools were not designed to be homebrew tools. These are the same tools the devs use to input official player options. Some new ones were added randomly as needed or had their functionality moved to a different modifier as needed.
Anytime you have an idea for a homebrew that has not been done before, you are probably going to have a hard time.
In this case, I think you are trying to make an NPC as a character when it would be much, much easier to make the NPC as a monster (monsters don't need modifiers becauae all their numbers and abilities are clearly laid out on their sheet when created).
Some things just don’t show up, like dark vision or blindsight. You can add it to the modifiers they just don’t show on the sheets unless I’m doing something wrong.
The modifier is sense. Also, make sure you set the range with fixed value.
So the npc’s is a pc from earlier in the story who is now a level 20 npc, the important element is that the blessing he has my players could get. But stil if these are the dev tools why not allow it to operate at all consistently. How would the devs even know what the tools can and cannot do?
Thanks! that totally worked. my issue was i was putting the feet under restriction and not 'fixed value'.
Unfortunately, the tools are limited in a lot of ways. If you explain the effects of the blessing that the players could get, we might be able to work out how to set it up.
The devs know what the tools can do, because they made the tools. When they need them to do something they can't, they add a new modifier.
The devs plan to rework the homebrew tools. There is an update coming that will suport divine boons.
Glad to hear it cause I love home brewing items abut I hate the idea of passing hardcopy paper to them when I’ve asked them to use dndbeyond for convenience.
as far as the item/feat
the idea is that every time this person touches any sword. It either gains these effects or transforms into the divine blade( not sure my preference on flavour)
the effect are as follows
You can add double your Strength modifier to attack and damage rolls made with a sword.
While holding a drawn sword you automatically detect evil creatures and their relative positions within a radius of 200 ft.
- Damage dealt with a sword does an additional 2d6 Radiant damage.
- Healing done while holding a sword does an additional 2d6 of healing.
Cursed to always maintain the law and seek justice.
If you can think of a way to get the most relevant stats into the character sheet i’d be excited but I think I’ve tested all the realistic options
In this case, I think it would be best to make an item that represents what the swords turn into.
The +STR should be bonus - magic, but you said you tried that. Did you try setting the fixed value to 0? (IDK)
The radiant damage should work with damage - radiant. It won't be visible on character sheet except in sidebar (limit of character sheet, not items).
Detecting evil doesn't need a modifier. And there is no modifier for healing (not even sure if you are refering to giving or receiving, but either way).
The only thing I really expected to get on it were the strength bonus on both the roll and damage and the radiant damage. While I’d love a way for it to be noted on every healing effect the additional 2d6 I knew that wasn’t going to happen. Its incredibly corner case.
But having all affect that add numbers like magic it seems ridiculous to not let it be able to check off of modifier when the option is present on the same screen and seems so incredibly logical.
It is one of those cases where it makes sense to be able to do it, but no official content has ever needed it, so it isn't set up to be able to do it.
The way those are usually laid out in FEATS or for a sub-class they just put those under the description
I’d compare it to the hexblade and pact of the blade where it automatically adds the bonus dame and bonus’s to rolls.
Those were hard coded in as a sort of exception to normal modifiers.
I could see it working in the UI like green flame blade where it adds it in the corner by the damage. Maybe you could modify a feat like kensei weapon, which adds to that weapons damage. But you need to create a sub-class that starts with kensei.