I just was curious, would anyone else here absolutely love the idea of being able to create homebrew optional/variant features? It's already been implemented into homebrew subclasses, why not make it so you can change base class features in that subclass?
Obviously some are gonna be harder than others, but this seems like a relatively simple fix, no? Instead of having to have an entirely new homebrew section for features, why not make it available when making homebrew subclasses? Make a copy of the subclass you wanna change, then change the features as you wish!
Does this idea seem like in the realm of possibilities in the future of homebrew for D&D Beyond? I would love to be able to implement homebrew Pact Boons and other class features!
To do so would require homebrew classes; class features cannot be edited/modified n the subclass homebrew editor, and I'm quite sure that changing it so they could would be quite complicated. Initially, DDB said they had no plans to ever develop the option to homebrew classes. There was enough clamor for it that they eventually started saying it was something they would at least consider in the future. One of the challenges with homebrew classes is that it is a wide open field: folks can dream up any kind of mechanics they want. There's no way DDB can imagine, let along code, all the permutations. Database structures, while very good at calculations, filtering, etc., are by nature rigid and literal, making accommodating the range of human imagination very challenging. That and they have a whole lot of other features they want to add that are higher priority.
I would love to see the ability to homebrew class variant features, invocations, and the like. But realistically it is likely to be a long time before that becomes and option. That said, thank you for voicing your interest: hearing from their customers helps DDB assess their priorities.
To do so would require homebrew classes; class features cannot be edited/modified n the subclass homebrew editor, and I'm quite sure that changing it so they could would be quite complicated. Initially, DDB said they had no plans to ever develop the option to homebrew classes. There was enough clamor for it that they eventually started saying it was something they would at least consider in the future. One of the challenges with homebrew classes is that it is a wide open field: folks can dream up any kind of mechanics they want. There's no way DDB can imagine, let along code, all the permutations. Database structures, while very good at calculations, filtering, etc., are by nature rigid and literal, making accommodating the range of human imagination very challenging. That and they have a whole lot of other features they want to add that are higher priority.
I would love to see the ability to homebrew class variant features, invocations, and the like. But realistically it is likely to be a long time before that becomes and option. That said, thank you for voicing your interest: hearing from their customers helps DDB assess their priorities.
I hear this argument to explain the delay in homebrew classes a lot. The issue though is that it is a logical fallacy. The devs don't have to program every conceivable mechanic. Far from it. Most people would be more than happy just having access to the existing class framework, with no new special mechanics. Just being able to have your classes listed alongside the official stuff would be more than enough for most people, and anything special can just be explained in text.
Heck, what i think they should do is what this post says, and just have a blank class (not too different to the Customizing your Origins race they added). Let the community do the rest with homebrew subclass tools that we already have. Yet even this seems to not be an option, despite how simple and effective an idea it is?
Optional features are applied to the game object they affect; optional subclass features must be added to the subclass, optional race features must be added to the race. So in order to add optional class features, you'd need to add them to the class.
You cannot edit existing game objects (for obvious reasons), you instead must make homebrew copies and then apply your changes to that. Thus to make your own optional class features, you'd first need to be able to make a homebrew copy of base classes. Base classes cannot be homebrewed at this time, thus optional class features cannot be homebrewed.
Optional features are applied to the game object they affect; optional subclass features must be added to the subclass, optional race features must be added to the race. So in order to add optional class features, you'd need to add them to the class.
You cannot edit existing game objects (for obvious reasons), you instead must make homebrew copies and then apply your changes to that. Thus to make your own optional class features, you'd first need to be able to make a homebrew copy of base classes. Base classes cannot be homebrewed at this time, thus optional class features cannot be homebrewed.
This is what i was afraid was the case....
I would like to stress that it would be better to have a new, independent tool to make variants for features in official classes, races, and subclasses. Simply waiting for the Homebrew Classes to be added to DDB, and allowing DMs to duplicate official classes and make variants for them that way, will clutter the character builder UI, and make it a worse experience for players (especially new or casual ones). I feel it is important that this feature be implemented in a way so as to target the official listings of the classes and subclasses, not require you to duplicate them and edit the copies. So if that could be considered, i and many other DMs would appreciate that.
Optional features are applied to the game object they affect; optional subclass features must be added to the subclass, optional race features must be added to the race. So in order to add optional class features, you'd need to add them to the class.
You cannot edit existing game objects (for obvious reasons), you instead must make homebrew copies and then apply your changes to that. Thus to make your own optional class features, you'd first need to be able to make a homebrew copy of base classes. Base classes cannot be homebrewed at this time, thus optional class features cannot be homebrewed.
This is what i was afraid was the case....
I would like to stress that it would be better to have a new, independent tool to make variants for features in official classes, races, and subclasses. Simply waiting for the Homebrew Classes to be added to DDB, and allowing DMs to duplicate official classes and make variants for them that way, will clutter the character builder UI, and make it a worse experience for players (especially newer ones). I feel it is important that this feature be implemented in a way so as to target the official listings of the classes and subclasses, not require you to duplicate them and edit the copies. So if that could be considered, i and many other DMs would appreciate that.
If what i have suggested is not possible, then i have a secondary suggestion;
Could you make it so that we can curate exactly what content can and can't be used in our Campaigns? If we have the ability to disable individual pieces of official content and prevent them from appearing in the character builder, we can keep it nice and clean. Then we could do as you said, duplicating the base class and modifying them that way, then removing the official listing for said class.
Adding content moderation tools like this will help everyone, not just homebrew heavy DMs. As some DMs allow and disallow content on a case by case basis, not just a book by book basis. The ability to dictate what content can and can't be used by PCs in our campaigns is a fine addition to the site regardless on how Hombrew Class Feature Variants are handled.
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I just was curious, would anyone else here absolutely love the idea of being able to create homebrew optional/variant features? It's already been implemented into homebrew subclasses, why not make it so you can change base class features in that subclass?
Obviously some are gonna be harder than others, but this seems like a relatively simple fix, no? Instead of having to have an entirely new homebrew section for features, why not make it available when making homebrew subclasses? Make a copy of the subclass you wanna change, then change the features as you wish!
Does this idea seem like in the realm of possibilities in the future of homebrew for D&D Beyond? I would love to be able to implement homebrew Pact Boons and other class features!
To do so would require homebrew classes; class features cannot be edited/modified n the subclass homebrew editor, and I'm quite sure that changing it so they could would be quite complicated. Initially, DDB said they had no plans to ever develop the option to homebrew classes. There was enough clamor for it that they eventually started saying it was something they would at least consider in the future. One of the challenges with homebrew classes is that it is a wide open field: folks can dream up any kind of mechanics they want. There's no way DDB can imagine, let along code, all the permutations. Database structures, while very good at calculations, filtering, etc., are by nature rigid and literal, making accommodating the range of human imagination very challenging. That and they have a whole lot of other features they want to add that are higher priority.
I would love to see the ability to homebrew class variant features, invocations, and the like. But realistically it is likely to be a long time before that becomes and option. That said, thank you for voicing your interest: hearing from their customers helps DDB assess their priorities.
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
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I hear this argument to explain the delay in homebrew classes a lot. The issue though is that it is a logical fallacy. The devs don't have to program every conceivable mechanic. Far from it. Most people would be more than happy just having access to the existing class framework, with no new special mechanics. Just being able to have your classes listed alongside the official stuff would be more than enough for most people, and anything special can just be explained in text.
Heck, what i think they should do is what this post says, and just have a blank class (not too different to the Customizing your Origins race they added). Let the community do the rest with homebrew subclass tools that we already have. Yet even this seems to not be an option, despite how simple and effective an idea it is?
Optional features are applied to the game object they affect; optional subclass features must be added to the subclass, optional race features must be added to the race. So in order to add optional class features, you'd need to add them to the class.
You cannot edit existing game objects (for obvious reasons), you instead must make homebrew copies and then apply your changes to that. Thus to make your own optional class features, you'd first need to be able to make a homebrew copy of base classes. Base classes cannot be homebrewed at this time, thus optional class features cannot be homebrewed.
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This is what i was afraid was the case....
I would like to stress that it would be better to have a new, independent tool to make variants for features in official classes, races, and subclasses. Simply waiting for the Homebrew Classes to be added to DDB, and allowing DMs to duplicate official classes and make variants for them that way, will clutter the character builder UI, and make it a worse experience for players (especially new or casual ones). I feel it is important that this feature be implemented in a way so as to target the official listings of the classes and subclasses, not require you to duplicate them and edit the copies. So if that could be considered, i and many other DMs would appreciate that.
If what i have suggested is not possible, then i have a secondary suggestion;
Could you make it so that we can curate exactly what content can and can't be used in our Campaigns? If we have the ability to disable individual pieces of official content and prevent them from appearing in the character builder, we can keep it nice and clean. Then we could do as you said, duplicating the base class and modifying them that way, then removing the official listing for said class.
Adding content moderation tools like this will help everyone, not just homebrew heavy DMs. As some DMs allow and disallow content on a case by case basis, not just a book by book basis. The ability to dictate what content can and can't be used by PCs in our campaigns is a fine addition to the site regardless on how Hombrew Class Feature Variants are handled.