I used the homebrew workaround and suddlenly its not working anymore. can some1 share a spell with the correct settings, maybe i can see if something is off.
This is the worst kind of bug... one that forces me to do math to work around it. How dare you!
Not only do math to work around it but also work my memory that the spell is wrong in my character sheet when I cast heal spells and then do the math. It's really lame that they haven't deigned to fix it for 3 years. We get dice rolling with a click now on our character sheet but they roll incorrectly for Life Cleric healing. That's lame upon lame.
> Gold Medal for "Outstanding Book of the Year" in 2012 Independent Publisher Book Awards > National Indie Excellence Book Award finalist > A Greater Monster named a "Top 10 Book of 2012" by Common Ills blog > Listed in "10 Hot Chicago Reads for Chilly Nights" on Refinery29.com
Hilariously, I note that using the Beyond20 browser plugin to interface D&D Beyond with Roll20 addresses this problem.
Though it is has been 2+ years and D&D Beyond still cannot realize I have Disciple of Life and adjust my healing bonus, it was not too hard for the ONE PERSON working on this browser plugin. When I click CAST, the plugin rolls the correct dice for the cast level, and then specifically checks to see if I'm a Life Cleric, and adds the correct bonus based on the level the spell was cast at before sending that data to Roll20. SWEET.
Hilariously, I note that using the Beyond20 browser plugin to interface D&D Beyond with Roll20 addresses this problem.
Though it is has been 2+ years and D&D Beyond still cannot realize I have Disciple of Life and adjust my healing bonus, it was not too hard for the ONE PERSON working on this browser plugin. When I click CAST, the plugin rolls the correct dice for the cast level, and then specifically checks to see if I'm a Life Cleric, and adds the correct bonus based on the level the spell was cast at before sending that data to Roll20. SWEET.
Nice. We are now on Roll20 also, but no longer playing a life cleric in our campaign. Too bad. How ironic that a plug-in for another site is able to correct for a D&D Beyond defect.
> Gold Medal for "Outstanding Book of the Year" in 2012 Independent Publisher Book Awards > National Indie Excellence Book Award finalist > A Greater Monster named a "Top 10 Book of 2012" by Common Ills blog > Listed in "10 Hot Chicago Reads for Chilly Nights" on Refinery29.com
Hilariously, I note that using the Beyond20 browser plugin to interface D&D Beyond with Roll20 addresses this problem.
Though it is has been 2+ years and D&D Beyond still cannot realize I have Disciple of Life and adjust my healing bonus, it was not too hard for the ONE PERSON working on this browser plugin. When I click CAST, the plugin rolls the correct dice for the cast level, and then specifically checks to see if I'm a Life Cleric, and adds the correct bonus based on the level the spell was cast at before sending that data to Roll20. SWEET.
It just goes to show that it’s not nearly as difficult a fix as we’ve been lead to believe. The problem isn’t that it’s difficult or time consuming or expensive. It’s that they just don’t care. Wishing I had realized this before I spent so much money buying content. I would have taken my money elsewhere. I’m done spending money here. It’s clear neither the customers opinion, nor pride in the product they deliver are important to them. Sad because the site has tons of potential. After literally years of waiting for a fix it just shows their level of apathy.
Ok, new guy here, and I dont claim to be a great programmer, I just created a character up and noticed something, a bit of coding which I am most certain they could apply the same way to the spells involved.
The character I created is of the Loxodon Race, their Base AC revolves around Con, instead of Dex. So tell me, if they can get that formula correct, why not the Life Cleric. When I look at the char, which has Con 20, they have it as 10 Armor(None) +7 Unarmored Bonus(Natural Armor) in there.. That means they have it set with a fixed +2 within the coding. Why cant that be done on the Life Domain side. Add the +2 in the background, and point it to level of spell like they do with dice.
Basically the formula for it within the coding would be like this, XD8+Y+2+Z where X = Level, Y = Spellcasting Modifier, Z=Spell Level
Spells like Mass Cure Wounds only changes the number of dice, so the formula wouldnt have to change there.
As someone said, it sounds like they have forgotten about it.
Ok, new guy here, and I dont claim to be a great programmer, I just created a character up and noticed something, a bit of coding which I am most certain they could apply the same way to the spells involved.
The character I created is of the Loxodon Race, their Base AC revolves around Con, instead of Dex. So tell me, if they can get that formula correct, why not the Life Cleric. When I look at the char, which has Con 20, they have it as 10 Armor(None) +7 Unarmored Bonus(Natural Armor) in there.. That means they have it set with a fixed +2 within the coding. Why cant that be done on the Life Domain side. Add the +2 in the background, and point it to level of spell like they do with dice.
Basically the formula for it within the coding would be like this, XD8+Y+2+Z where X = Level, Y = Spellcasting Modifier, Z=Spell Level
Spells like Mass Cure Wounds only changes the number of dice, so the formula wouldnt have to change there.
As someone said, it sounds like they have forgotten about it.
The AC calculation doesn’t require coding/marking a batch of spells. That’s part of the issue with the Life Cleric: the sheet has to recognize every sing existing and potential future healing spell and apply the bonus correctly, which meant marking those spells up to make that possible. When they built the spell system, they didn’t account for that. I don’t know if it was a design flaw/oversight or a limitation of the infrastructure they were using at the time. I do know that the recently completed character sheet backend rewrite was a necessary prerequisite, and the Badeye has said fixing the Life Cleric issue is high on the list of “quality of life” improvements they want to make.
When it looks up modifiers its looking at it from a table point over view, or even a formula. I used Loxodon because it makes a great point of that because for the base AC it looks at the Wis and not Dex modifier, there isnt a +2 there since 20 is a +5 mod. Their Base AC is 12, not 10 which is what you would normally go out, so it has to get that +2 already from someplace to place it under Unarmored Bonus to put it as +7 instead of it just reading the Wis modifier. Which normally would be reading the Dex Modifier for such, so some coding has had that changed for that to happen.
To be honest it looks like its both a flaw and an oversight. Oversight in the fact that one of the rudimentary rolls has been overlooked within the game when it comes to Clerics, and a flaw that the system cant be corrected for that. And when it comes down to RPGs, such coding always goes on a table of numbers it can reference back to. Cure Wounds already has a base number in there of 1D8+SAM, the SAM coming from the table, otherwise you are using the standard calculation for all AMs of Ability Score minus 10 dividing by the total by 2 rounded down.
Even when you are customizing an action, you are able to give it a Fixed Value along with Dice Count and Dice Type. If you then select a Stat from the drop down, that Stat's AM is added to that fixed value. So it has to be referencing the AM from a Stat in table form, or caluclation. Spells such as Command and Bless have the Target # goes up by 1 for each level past 1st.
To me however it is something that I just have to add the level to since I have added the +2 in the customization side. Simple Note makes sure I dont forget that lol
But that assumes that healing amounts/dice are in a separate column from damage amounts/dice, or that there’s another field that tells the system if the calculation/dice/amount is healing or damage. Early on when this was raised, they explained that there wasn’t a way for the system to know which spells to apply the bonus to, and sorting that out wasn’t trivial. Was it a mistake not to build it that way from the beginning? Yes. Has it taken too long to fix? Yes. Is it as easy as an AC calculation? Everything I’ve seen and been told tells me no.
But that assumes that healing amounts/dice are in a separate column from damage amounts/dice, or that there’s another field that tells the system if the calculation/dice/amount is healing or damage. Early on when this was raised, they explained that there wasn’t a way for the system to know which spells to apply the bonus to, and sorting that out wasn’t trivial. Was it a mistake not to build it that way from the beginning? Yes. Has it taken too long to fix? Yes. Is it as easy as an AC calculation? Everything I’ve seen and been told tells me no.
Except that the plug-in for Roll20 calculates it correctly, so it can't be that hard to fix. The required data has to be there somewhere. Either the healing spells are already marked in some way, or the plug-in was easily able to encode it. Maybe it's not as easy as an AC calculation, but clearly the entire system doesn't need to be rebuilt to fix the issue. It's just an excuse.
dnd beyond uses a specific system to implement these calculations.
Roll20, that one browser plugin, etc. use a different system. It is easy to add "2 + spell level" to a value. It is not as easy to make a specific system that is not designed for that to do the same.
The idea of "just check if class = life cleric and add it" is a horrible hack from a programming perspective. I, for one, honestly hope this team doesn't stoop to that. It should really be more like "the class ability building sub-system should be able to interact with spells in the spell building sub-system by tag or other classification with an option to impose a constant or a variable modifier, one of the variables being the spell's level"...then this feature is consistent with others, and this and similar effects can be added easily by the content managers, with the bonus of allowing homebrew creations to add the same type of effect.
...That is a much more complicated change, however. The way spells are made here, the "add a constant or variable modifier" part is not trivial... Even if you say add it to a dice roll... Which dice roll? Dice rolls in the spell sub-system are modifiers. Do you add it to _all_ modifiers? Do you introduce a tag system to _modifiers_ instead? This quickly devolves into a mess, design wise.
Still, though... It not being done in the past 2 years means it's pretty low on the priority list. Maybe now that there's also the revenue generating new dice rolling feature affected by this missing feature, it could get a bump on the priority list?
dnd beyond uses a specific system to implement these calculations.
Roll20, that one browser plugin, etc. use a different system. It is easy to add "2 + spell level" to a value. It is not as easy to make a specific system that is not designed for that to do the same.
The idea of "just check if class = life cleric and add it" is a horrible hack from a programming perspective. I, for one, honestly hope this team doesn't stoop to that. It should really be more like "the class ability building sub-system should be able to interact with spells in the spell building sub-system by tag or other classification with an option to impose a constant or a variable modifier, one of the variables being the spell's level"...then this feature is consistent with others, and this and similar effects can be added easily by the content managers, with the bonus of allowing homebrew creations to add the same type of effect.
...That is a much more complicated change, however. The way spells are made here, the "add a constant or variable modifier" part is not trivial... Even if you say add it to a dice roll... Which dice roll? Dice rolls in the spell sub-system are modifiers. Do you add it to _all_ modifiers? Do you introduce a tag system to _modifiers_ instead? This quickly devolves into a mess, design wise.
Still, though... It not being done in the past 2 years means it's pretty low on the priority list. Maybe now that there's also the revenue generating new dice rolling feature affected by this missing feature, it could get a bump on the priority list?
Hate to tell you that the "just check if class = life cleric" already is in use with EVERYTHING else that comes into play with such things. Such as a Shadow Monk with its shadow related spells being put into place. Everything has to be referenced from someplace. Much like VLOOKUP within a spread sheet, which if anyone has used Forged Anvil's Excel sheet for such char generation does.
It has to get the information from someplace before it can be used. Same with programming, it has to look somewhere to get that information. Its a variable as you said. However it isnt that complicated and the dice roll information is already in place, what you are wanting is it to add to the total when rolled by the dice.
As I said, I dont claim to be a programmer, however I have done basic programming for a mirc bot, that works on %var command, which means you have to have the %var already set in there. The Life Cleric is only looking at one %var for its additional number being added. That being the level of the spell, nothing else. The 2 is already a fixed constant, so can be added without too much hassle. They already have it set for such within for Cure Wounds to be looking at the Level of the spell when being cast for the number of dice.
dnd beyond uses a specific system to implement these calculations.
Roll20, that one browser plugin, etc. use a different system. It is easy to add "2 + spell level" to a value. It is not as easy to make a specific system that is not designed for that to do the same.
The idea of "just check if class = life cleric and add it" is a horrible hack from a programming perspective. I, for one, honestly hope this team doesn't stoop to that. It should really be more like "the class ability building sub-system should be able to interact with spells in the spell building sub-system by tag or other classification with an option to impose a constant or a variable modifier, one of the variables being the spell's level"...then this feature is consistent with others, and this and similar effects can be added easily by the content managers, with the bonus of allowing homebrew creations to add the same type of effect.
...That is a much more complicated change, however. The way spells are made here, the "add a constant or variable modifier" part is not trivial... Even if you say add it to a dice roll... Which dice roll? Dice rolls in the spell sub-system are modifiers. Do you add it to _all_ modifiers? Do you introduce a tag system to _modifiers_ instead? This quickly devolves into a mess, design wise.
Still, though... It not being done in the past 2 years means it's pretty low on the priority list. Maybe now that there's also the revenue generating new dice rolling feature affected by this missing feature, it could get a bump on the priority list?
An even worse hack from a programming perspective is selling a product that doesn’t work. Whether they do it in your ideal manner or use a “hack “ to get it done doesn’t really matter to me. What matters is that the product I’m paying for works. I don’t understand why people post excuses for them about why it’s too hard or why it’s taking so long to fix. If you’re paying for it and it’s not working, why aren’t you upset at them, and not the people asking for it to be fixed? Dice roller or not, they were generating revenue from me (and everyone else paying for content and subscriptions) before.
Hate to tell you that the "just check if class = life cleric" already is in use with EVERYTHING else that comes into play with such things. Such as a Shadow Monk with its shadow related spells being put into place. Everything has to be referenced from someplace. Much like VLOOKUP within a spread sheet, which if anyone has used Forged Anvil's Excel sheet for such char generation does.
In other systems, perhaps. Heq, maybe this is done even in this very system somewhere, for all I know. However, I have a suspicion the same tools given to us for homebrewing are used to create non-homebrew content. Said content is then entered not by the programmers, but by some content creator/manager role, as in any CMS.
Look at the homebrew tools we have here. We can create an item or a spell that has flat or variable modifiers, but none of them say "affects items/spells of type x by adjusting their modifiers of type y by the following number/formula". That's what I mean by a simple class-specific lookup would be a hack--it does not fit the rest of the design and at best serves as a single use bandaid for just this issue, affecting a so far small minority of the user base. Hence the low priority, I guess.
EDIT: to clarify, the fact we can't do the same life cleric-like stuff in homebrew creations is precisely why I said I hope they don't settle for the hack and actually properly implement it as part of the system's design. That way we could make our own life cleric like features. I, for one, would like my hexblade's cool winged spear to add a +(PC's level / 2) to any spell that is beak themed...
An even worse hack from a programming perspective is selling a product that doesn’t work. Whether they do it in your ideal manner or use a “hack “ to get it done doesn’t really matter to me. What matters is that the product I’m paying for works. I don’t understand why people post excuses for them about why it’s too hard or why it’s taking so long to fix. If you’re paying for it and it’s not working, why aren’t you upset at them, and not the people asking for it to be fixed? Dice roller or not, they were generating revenue from me (and everyone else paying for content and subscriptions) before.
Nah, from a professional software development perspective, selling a product that is incomplete is just business as usual for at least the last 20-30 years. It doesn't matter to you if they hack a band-aid for now, when you only want a life cleric to work and nothing else. But next time the lack of the same feature would slightly inconvenience another subclass, new race, background, or even item... won't you come right back and claim it was not fixed correctly?
That being said, given how long it's taking them, I'm assuming they filed the bug (or likely a change request/improvement) in some tracking system... then they got distracted by 100+ other higher priority bugs and eventually closed it as "save for later" or some such... Which is why I, for one, hope both this resurgence in the comments and the fact that the newly marketed and pushed dice roller feature is affected by this missing feature will result in this ticket being re-opened and actually looked at...
Or maybe we're wrong and it was actually planned for the next release, who knows. It's all speculation at this point :D
I am not paying for this system to add an extra +3 when I play as a life cleric. I am paying for 1000+ different tiny features put into one, hopefully including that one. That one feature not being there? Something to point out to them and occasionally nag at them, hoping more life cleric players join in... But this is hardly a deal breaker, lets face it.
We used to be able to fix it using the homebrew tools, which is a large part of why I believe this wasn't fixed earlier. But then at some point after this latest character sheet update, the fix stopped working. The homebrewed spells that used to work correctly now only increase by a die, not a die plus a fixed amount, even though the programming hasn't changed on our end. So they haven't fixed the problem and they broke our workaround. Months ago.
We used to be able to fix it using the homebrew tools, which is a large part of why I believe this wasn't fixed earlier. But then at some point after this latest character sheet update, the fix stopped working. The homebrewed spells that used to work correctly now only increase by a die, not a die plus a fixed amount, even though the programming hasn't changed on our end. So they haven't fixed the problem and they broke our workaround. Months ago.
Well, all of DDB’s ongoing upgrades are at least in part to finally fix stuff exactly like this. The Homebrew creator may not have appeared to have changed, but that doesn’t mean things aren’t changing behind the scenes. I swear the last homebrew I created the other day had fewer than the usually expected number of finicky glitches.
Bumping this so it gets fixed. I've played my dndbeyond life cleric for like 2 years now and still don't have this feature fixed
I used the homebrew workaround and suddlenly its not working anymore. can some1 share a spell with the correct settings, maybe i can see if something is off.
The issue has been reported in this thread, no response so far from mods or devs.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Thank you, and LOL they unfixed our homebrew fix. wow.
This is the worst kind of bug... one that forces me to do math to work around it. How dare you!
Not only do math to work around it but also work my memory that the spell is wrong in my character sheet when I cast heal spells and then do the math. It's really lame that they haven't deigned to fix it for 3 years. We get dice rolling with a click now on our character sheet but they roll incorrectly for Life Cleric healing. That's lame upon lame.
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> Listed in "10 Hot Chicago Reads for Chilly Nights" on Refinery29.com
Hilariously, I note that using the Beyond20 browser plugin to interface D&D Beyond with Roll20 addresses this problem.

Though it is has been 2+ years and D&D Beyond still cannot realize I have Disciple of Life and adjust my healing bonus, it was not too hard for the ONE PERSON working on this browser plugin. When I click CAST, the plugin rolls the correct dice for the cast level, and then specifically checks to see if I'm a Life Cleric, and adds the correct bonus based on the level the spell was cast at before sending that data to Roll20. SWEET.
Nice. We are now on Roll20 also, but no longer playing a life cleric in our campaign. Too bad. How ironic that a plug-in for another site is able to correct for a D&D Beyond defect.
Join my homebrew campaign!
A Greater Monster, The Kickstarter Letters & Death by Zamboni
daviddavid.net
My art store on Etsy
> National Indie Excellence Book Award finalist
> A Greater Monster named a "Top 10 Book of 2012" by Common Ills blog
> Listed in "10 Hot Chicago Reads for Chilly Nights" on Refinery29.com
It just goes to show that it’s not nearly as difficult a fix as we’ve been lead to believe. The problem isn’t that it’s difficult or time consuming or expensive. It’s that they just don’t care. Wishing I had realized this before I spent so much money buying content. I would have taken my money elsewhere. I’m done spending money here. It’s clear neither the customers opinion, nor pride in the product they deliver are important to them. Sad because the site has tons of potential. After literally years of waiting for a fix it just shows their level of apathy.
Ok, new guy here, and I dont claim to be a great programmer, I just created a character up and noticed something, a bit of coding which I am most certain they could apply the same way to the spells involved.
The character I created is of the Loxodon Race, their Base AC revolves around Con, instead of Dex. So tell me, if they can get that formula correct, why not the Life Cleric. When I look at the char, which has Con 20, they have it as 10 Armor(None) +7 Unarmored Bonus(Natural Armor) in there.. That means they have it set with a fixed +2 within the coding. Why cant that be done on the Life Domain side. Add the +2 in the background, and point it to level of spell like they do with dice.
Basically the formula for it within the coding would be like this, XD8+Y+2+Z where X = Level, Y = Spellcasting Modifier, Z=Spell Level
Spells like Mass Cure Wounds only changes the number of dice, so the formula wouldnt have to change there.
As someone said, it sounds like they have forgotten about it.
The AC calculation doesn’t require coding/marking a batch of spells. That’s part of the issue with the Life Cleric: the sheet has to recognize every sing existing and potential future healing spell and apply the bonus correctly, which meant marking those spells up to make that possible. When they built the spell system, they didn’t account for that. I don’t know if it was a design flaw/oversight or a limitation of the infrastructure they were using at the time. I do know that the recently completed character sheet backend rewrite was a necessary prerequisite, and the Badeye has said fixing the Life Cleric issue is high on the list of “quality of life” improvements they want to make.
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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When it looks up modifiers its looking at it from a table point over view, or even a formula. I used Loxodon because it makes a great point of that because for the base AC it looks at the Wis and not Dex modifier, there isnt a +2 there since 20 is a +5 mod. Their Base AC is 12, not 10 which is what you would normally go out, so it has to get that +2 already from someplace to place it under Unarmored Bonus to put it as +7 instead of it just reading the Wis modifier. Which normally would be reading the Dex Modifier for such, so some coding has had that changed for that to happen.
To be honest it looks like its both a flaw and an oversight. Oversight in the fact that one of the rudimentary rolls has been overlooked within the game when it comes to Clerics, and a flaw that the system cant be corrected for that. And when it comes down to RPGs, such coding always goes on a table of numbers it can reference back to. Cure Wounds already has a base number in there of 1D8+SAM, the SAM coming from the table, otherwise you are using the standard calculation for all AMs of Ability Score minus 10 dividing by the total by 2 rounded down.
Even when you are customizing an action, you are able to give it a Fixed Value along with Dice Count and Dice Type. If you then select a Stat from the drop down, that Stat's AM is added to that fixed value. So it has to be referencing the AM from a Stat in table form, or caluclation. Spells such as Command and Bless have the Target # goes up by 1 for each level past 1st.
To me however it is something that I just have to add the level to since I have added the +2 in the customization side. Simple Note makes sure I dont forget that lol
But that assumes that healing amounts/dice are in a separate column from damage amounts/dice, or that there’s another field that tells the system if the calculation/dice/amount is healing or damage. Early on when this was raised, they explained that there wasn’t a way for the system to know which spells to apply the bonus to, and sorting that out wasn’t trivial. Was it a mistake not to build it that way from the beginning? Yes. Has it taken too long to fix? Yes. Is it as easy as an AC calculation? Everything I’ve seen and been told tells me no.
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;
Check your entitlements here. | Support Ticket LInk
Except that the plug-in for Roll20 calculates it correctly, so it can't be that hard to fix. The required data has to be there somewhere. Either the healing spells are already marked in some way, or the plug-in was easily able to encode it. Maybe it's not as easy as an AC calculation, but clearly the entire system doesn't need to be rebuilt to fix the issue. It's just an excuse.
dnd beyond uses a specific system to implement these calculations.
Roll20, that one browser plugin, etc. use a different system. It is easy to add "2 + spell level" to a value. It is not as easy to make a specific system that is not designed for that to do the same.
The idea of "just check if class = life cleric and add it" is a horrible hack from a programming perspective. I, for one, honestly hope this team doesn't stoop to that. It should really be more like "the class ability building sub-system should be able to interact with spells in the spell building sub-system by tag or other classification with an option to impose a constant or a variable modifier, one of the variables being the spell's level"...then this feature is consistent with others, and this and similar effects can be added easily by the content managers, with the bonus of allowing homebrew creations to add the same type of effect.
...That is a much more complicated change, however. The way spells are made here, the "add a constant or variable modifier" part is not trivial... Even if you say add it to a dice roll... Which dice roll? Dice rolls in the spell sub-system are modifiers. Do you add it to _all_ modifiers? Do you introduce a tag system to _modifiers_ instead? This quickly devolves into a mess, design wise.
Still, though... It not being done in the past 2 years means it's pretty low on the priority list. Maybe now that there's also the revenue generating new dice rolling feature affected by this missing feature, it could get a bump on the priority list?
Hate to tell you that the "just check if class = life cleric" already is in use with EVERYTHING else that comes into play with such things. Such as a Shadow Monk with its shadow related spells being put into place. Everything has to be referenced from someplace. Much like VLOOKUP within a spread sheet, which if anyone has used Forged Anvil's Excel sheet for such char generation does.
It has to get the information from someplace before it can be used. Same with programming, it has to look somewhere to get that information. Its a variable as you said. However it isnt that complicated and the dice roll information is already in place, what you are wanting is it to add to the total when rolled by the dice.
As I said, I dont claim to be a programmer, however I have done basic programming for a mirc bot, that works on %var command, which means you have to have the %var already set in there. The Life Cleric is only looking at one %var for its additional number being added. That being the level of the spell, nothing else. The 2 is already a fixed constant, so can be added without too much hassle. They already have it set for such within for Cure Wounds to be looking at the Level of the spell when being cast for the number of dice.
An even worse hack from a programming perspective is selling a product that doesn’t work. Whether they do it in your ideal manner or use a “hack “ to get it done doesn’t really matter to me. What matters is that the product I’m paying for works. I don’t understand why people post excuses for them about why it’s too hard or why it’s taking so long to fix. If you’re paying for it and it’s not working, why aren’t you upset at them, and not the people asking for it to be fixed? Dice roller or not, they were generating revenue from me (and everyone else paying for content and subscriptions) before.
In other systems, perhaps. Heq, maybe this is done even in this very system somewhere, for all I know. However, I have a suspicion the same tools given to us for homebrewing are used to create non-homebrew content. Said content is then entered not by the programmers, but by some content creator/manager role, as in any CMS.
Look at the homebrew tools we have here. We can create an item or a spell that has flat or variable modifiers, but none of them say "affects items/spells of type x by adjusting their modifiers of type y by the following number/formula". That's what I mean by a simple class-specific lookup would be a hack--it does not fit the rest of the design and at best serves as a single use bandaid for just this issue, affecting a so far small minority of the user base. Hence the low priority, I guess.
EDIT: to clarify, the fact we can't do the same life cleric-like stuff in homebrew creations is precisely why I said I hope they don't settle for the hack and actually properly implement it as part of the system's design. That way we could make our own life cleric like features. I, for one, would like my hexblade's cool winged spear to add a +(PC's level / 2) to any spell that is beak themed...
Nah, from a professional software development perspective, selling a product that is incomplete is just business as usual for at least the last 20-30 years. It doesn't matter to you if they hack a band-aid for now, when you only want a life cleric to work and nothing else. But next time the lack of the same feature would slightly inconvenience another subclass, new race, background, or even item... won't you come right back and claim it was not fixed correctly?
That being said, given how long it's taking them, I'm assuming they filed the bug (or likely a change request/improvement) in some tracking system... then they got distracted by 100+ other higher priority bugs and eventually closed it as "save for later" or some such... Which is why I, for one, hope both this resurgence in the comments and the fact that the newly marketed and pushed dice roller feature is affected by this missing feature will result in this ticket being re-opened and actually looked at...
Or maybe we're wrong and it was actually planned for the next release, who knows. It's all speculation at this point :D
I am not paying for this system to add an extra +3 when I play as a life cleric. I am paying for 1000+ different tiny features put into one, hopefully including that one. That one feature not being there? Something to point out to them and occasionally nag at them, hoping more life cleric players join in... But this is hardly a deal breaker, lets face it.
We used to be able to fix it using the homebrew tools, which is a large part of why I believe this wasn't fixed earlier. But then at some point after this latest character sheet update, the fix stopped working. The homebrewed spells that used to work correctly now only increase by a die, not a die plus a fixed amount, even though the programming hasn't changed on our end. So they haven't fixed the problem and they broke our workaround. Months ago.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Well, all of DDB’s ongoing upgrades are at least in part to finally fix stuff exactly like this. The Homebrew creator may not have appeared to have changed, but that doesn’t mean things aren’t changing behind the scenes. I swear the last homebrew I created the other day had fewer than the usually expected number of finicky glitches.
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