Your carrying capacity is the limit you can *carry*. You cannot *carry* more than your capacity, ifyou try to move a total weight over your capacity, then you have to *push* or *drag* it. And that's when the next section takes over saying if you are dragging or pushing, then your speed becomes 5. So of your carry capacity is 50lbs, your equipment is 45lbs, and you found a 20lbs stone you want to have with you, you will have to push or drag the stone, and your speed drops to 5.
I mean if you think logically, it would be a very useless rule that says "your limit is x, if you go over the limit, nothing happens".
Dragging and pushing is not what comes after one has reached the carrying capacity limit. You can drag, push or lift anything even if you are way below your carrying capacity. The two things are almost unrelated, two different set of rules.
Moreover, the sheet can't decide currently what you are carrying and what you are dragging. It assumes that all you have in the inventory is being carried and warns you accordingly.
I'll bring this to the staff attention and see their feedback is and what they decide.
Ok, then let me not skip trivial details and explain it more explicitly:
If you reach your carry limit, you cannot carry more. If you still want to keep items in your vicinity / possession / reach, you have to use some other methods of transportation, because you cannot carry any more, because you have reached your limit.
Fortunately you can decide to keep items in your vicinity / possession / reach even if the total weight exceeds your carry limit, because you can decide to push or drag some or all of them if it's convenient. You can either decide to just shove everything in a big bag and drag everything, or you can just shove the items exceeding your carry limit and drag that amount. Either way, since you do carry / drag items with you, your current speed is reduced to 5 feet. It does not matter how much is being dragged. So if your carry limit is 50lbs (and your lift/push/drag capacity is 100lbs), you can either drag/push 100lbs OR carry 25lbs and drag another 45lbs, OR carry 50lbs and push another 5lbs - you are pushing/dragging something, so your speed limit is 5.
Now we don't need tracking of what is being pushed and what is carried just to decide that you went over your limit, and you have to push/drag some of it. It does not matter, your speed limit should still apply.
I hope that clears up for you.
I just chime in to tell that this has been my interpretation. After my character cant carries something she or he has to pull or push the rest of it. If I wanted something that emulates real life where it drops in stages I would use the variant that is doing this already. I just know that the small red text that informs you that you are over your capacity isn't enough. Players just do not see it. It is way too small.
But at least I know now that I have to look at it when playing and was just interested why it was taken out.
Your carrying capacity is the limit you can *carry*. You cannot *carry* more than your capacity, ifyou try to move a total weight over your capacity, then you have to *push* or *drag* it. And that's when the next section takes over saying if you are dragging or pushing, then your speed becomes 5. So of your carry capacity is 50lbs, your equipment is 45lbs, and you found a 20lbs stone you want to have with you, you will have to push or drag the stone, and your speed drops to 5.
I mean if you think logically, it would be a very useless rule that says "your limit is x, if you go over the limit, nothing happens".
Dragging and pushing is not what comes after one has reached the carrying capacity limit. You can drag, push or lift anything even if you are way below your carrying capacity. The two things are almost unrelated, two different set of rules.
Moreover, the sheet can't decide currently what you are carrying and what you are dragging. It assumes that all you have in the inventory is being carried and warns you accordingly.
I'll bring this to the staff attention and see their feedback is and what they decide.
Ok, then let me not skip trivial details and explain it more explicitly:
If you reach your carry limit, you cannot carry more. If you still want to keep items in your vicinity / possession / reach, you have to use some other methods of transportation, because you cannot carry any more, because you have reached your limit.
Fortunately you can decide to keep items in your vicinity / possession / reach even if the total weight exceeds your carry limit, because you can decide to push or drag some or all of them if it's convenient. You can either decide to just shove everything in a big bag and drag everything, or you can just shove the items exceeding your carry limit and drag that amount. Either way, since you do carry / drag items with you, your current speed is reduced to 5 feet. It does not matter how much is being dragged. So if your carry limit is 50lbs (and your lift/push/drag capacity is 100lbs), you can either drag/push 100lbs OR carry 25lbs and drag another 45lbs, OR carry 50lbs and push another 5lbs - you are pushing/dragging something, so your speed limit is 5.
Now we don't need tracking of what is being pushed and what is carried just to decide that you went over your limit, and you have to push/drag some of it. It does not matter, your speed limit should still apply.
I hope that clears up for you.
I just chime in to tell that this has been my interpretation. After my character cant carries something she or he has to pull or push the rest of it. If I wanted something that emulates real life where it drops in stages I would use the variant that is doing this already. I just know that the small red text that informs you that you are over your capacity isn't enough. Players just do not see it. It is way too small.
But at least I know now that I have to look at it when playing and was just interested why it was taken out.
What’s wrong with speed dropping to 5 if you’re over encumbered, and dropping to zero if you’re past your drag capacity? I also wish speed would drop when you’re exhausted.
One of my players has encountered a problem with his new character for our Eberron campaign. He can't add any equipment to the character I have tried on my system with his character sheet but it won't let me do anything either.
Any ideas, I have attached the character for reference.
Your carrying capacity is the limit you can *carry*. You cannot *carry* more than your capacity, ifyou try to move a total weight over your capacity, then you have to *push* or *drag* it. And that's when the next section takes over saying if you are dragging or pushing, then your speed becomes 5. So of your carry capacity is 50lbs, your equipment is 45lbs, and you found a 20lbs stone you want to have with you, you will have to push or drag the stone, and your speed drops to 5.
I mean if you think logically, it would be a very useless rule that says "your limit is x, if you go over the limit, nothing happens".
Dragging and pushing is not what comes after one has reached the carrying capacity limit. You can drag, push or lift anything even if you are way below your carrying capacity. The two things are almost unrelated, two different set of rules.
Moreover, the sheet can't decide currently what you are carrying and what you are dragging. It assumes that all you have in the inventory is being carried and warns you accordingly.
I'll bring this to the staff attention and see their feedback is and what they decide.
Ok, then let me not skip trivial details and explain it more explicitly:
If you reach your carry limit, you cannot carry more. If you still want to keep items in your vicinity / possession / reach, you have to use some other methods of transportation, because you cannot carry any more, because you have reached your limit.
Fortunately you can decide to keep items in your vicinity / possession / reach even if the total weight exceeds your carry limit, because you can decide to push or drag some or all of them if it's convenient. You can either decide to just shove everything in a big bag and drag everything, or you can just shove the items exceeding your carry limit and drag that amount. Either way, since you do carry / drag items with you, your current speed is reduced to 5 feet. It does not matter how much is being dragged. So if your carry limit is 50lbs (and your lift/push/drag capacity is 100lbs), you can either drag/push 100lbs OR carry 25lbs and drag another 45lbs, OR carry 50lbs and push another 5lbs - you are pushing/dragging something, so your speed limit is 5.
Now we don't need tracking of what is being pushed and what is carried just to decide that you went over your limit, and you have to push/drag some of it. It does not matter, your speed limit should still apply.
I hope that clears up for you.
I just chime in to tell that this has been my interpretation. After my character cant carries something she or he has to pull or push the rest of it. If I wanted something that emulates real life where it drops in stages I would use the variant that is doing this already. I just know that the small red text that informs you that you are over your capacity isn't enough. Players just do not see it. It is way too small.
But at least I know now that I have to look at it when playing and was just interested why it was taken out.
What’s wrong with speed dropping to 5 if you’re over encumbered, and dropping to zero if you’re past your drag capacity? I also wish speed would drop when you’re exhausted.
I didn't mean it would be a problem. I actually meant that I agree that it should work as you say. But I do understand the idea behind their logic. At least someway.
I noticed today that the +1 bonuses from Rod of the Pact Keeper are not applying to the "bonus cantrips" Light and Sacred Flame granted by the Celestial patron (which normally are NOT warlock spells, but for the purposes of the patron are considered warlock spells). Character sheet for reference: https://www.dndbeyond.com/profile/Lyle4277/characters/6032631
The product manager in me feels compelled to point out that I did not confirm if this was unique to this item/sub-class combination or if it was also applicable to other similar situations that granted spells from other class lists. :-)
I also noticed that the ability to "regain 1 warlock spell slot as an action" didn't show up under my actions. I added it as a custom action, but would be nice to have something "official" that also includes the checkbox for 1/long rest usage.
The manage spell feature on the character sheet no longer scrolls through the spell options in its menu making it only possible to view a small selection of the total spells available. This is the same problem on my mobile phones web browser has always had.
Forest Gnome wizards who take the School of Illusion are still not granted an additional cantrip. Being a forest gnome grants Minor Illusion as a racial ability. The school of illusion grants "Minor Illusion" as part of the Improved Minor Illusion feature, which says that if you already know Minor Illusion, you can choose a different cantrip instead. In total, my level 4 gnome illusionist should know six cantrips (3 for being a wizard, 1 for being a forest gnome, 1 for being level 4, and 1 for the school of illusion.)
Possibly related: Minor Illusion appears in my spell list twice: once as Minor Illusion and again as Improved Minor Illusion. (This doesn't even qualify as an annoyance-level problem, but I mention it in case it's related to forest gnome illusionists not being granted all their cantrips.)
The forest gnome illusion cantrip issue is long standing. I hope they get around to fixing it one of these days. In the meantime, you can create a magic item of feat that gives the player an additional cantrip.
For the Battle Master fighter subclass, the class feature 'Maneuvers', 'Parry' option: The snippets for the option, and for the option's Action end in "... superiority die + {{modifier:dex}}". This causes two + signs to appear on the character sheet. Ex "... superiority die + +4"
For the Battle Master fighter subclass, the class feature 'Maneuvers', 'Parry' option: The snippets for the option, and for the option's Action end in "... superiority die + {{modifier:dex}}". This causes two + signs to appear on the character sheet. Ex "... superiority die + +4"
For the Battle Master fighter subclass, the class feature 'Maneuvers', 'Parry' option: The snippets for the option, and for the option's Action end in "... superiority die + {{modifier:dex}}". This causes two + signs to appear on the character sheet. Ex "... superiority die + +4"
This is fixed. Thanks.
The double + is still showing in the Action snippet for Parry
I have a Blood Hunter - Order of the Profane Soul (level 3) who has first-level spells. I made a copy of the character and levelled it up to 7 (to see what my options would be at that level) and its spell slots did not reflect the change in spell level (it only displayed level 1 spells).
Making another Profane Soul Blood Hunter and levelling it up does allow me to see all of its options. I just thought it was weird that this feature doesn't work correctly for a copied character.
I am currently having the same issue with my own Blood Hunter - Order of the Profane Soul. I've checked to ensure that all the levels are attributed to the Blood Hunter class, but it doesn't seem to help. What I have found is that the issue disappears once I switch to Milestone levelling instead of XP-based levelling on the first page of character edit. Means that I can't take advantage of the XP levelling system through dndbeyond, but it seems a quick fix while this issue is addressed? Profane Soul doesn't seem to like XP at the mo'.
I have a Blood Hunter - Order of the Profane Soul (level 3) who has first-level spells. I made a copy of the character and levelled it up to 7 (to see what my options would be at that level) and its spell slots did not reflect the change in spell level (it only displayed level 1 spells).
Making another Profane Soul Blood Hunter and levelling it up does allow me to see all of its options. I just thought it was weird that this feature doesn't work correctly for a copied character.
I am currently having the same issue with my own Blood Hunter - Order of the Profane Soul. I've checked to ensure that all the levels are attributed to the Blood Hunter class, but it doesn't seem to help. What I have found is that the issue disappears once I switch to Milestone levelling instead of XP-based levelling on the first page of character edit. Means that I can't take advantage of the XP levelling system through dndbeyond, but it seems a quick fix while this issue is addressed? Profane Soul doesn't seem to like XP at the mo'.
Did either of you try refreshing the page after leveling, or going to another tab in the builder before returning to the Class page to add spells? There's a known issue that affects all spellcasting classes when leveling that is due to things not refreshing quickly enough. The approaches I suggested usually take care of it.
I've seen multiple people post about the "no level scale data" error in PDFs, but I've seen no response.
Today I exported a rogue, and under sneak attack on the PDF it says "Once per turn, you can deal an extra scalevalue - No level scale data available damage to one creature..."
Any chance we can get some feedback on this? The posts I see about it go back months and months.
Rollback Post to RevisionRollBack
"Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks." MM p245 (original printing) You don't OWN your books on DDB: WotC can change them any time. What do you think will happen when OneD&D comes out?
I've seen multiple people post about the "no level scale data" error in PDFs, but I've seen no response.
Today I exported a rogue, and under sneak attack on the PDF it says "Once per turn, you can deal an extra scalevalue - No level scale data available damage to one creature..."
Any chance we can get some feedback on this? The posts I see about it go back months and months.
As with anything of this sort that is mentioned, we add it to a (large) list and prioritize the backlog. Bug resolution timelines are not determined by the order we receive reports, but by several factors such as effort required to fix and perceived impact. Given that, unfortunately sometimes things will remain on the list for some time.
With this specific case, we saw a couple of other reports last week and decided to prioritize it as part of this week's sprint already, so you should see it addressed any day/ time now.
Thank you, BadEye. I can appreciate that it wasn't a priority. Glad to know that the reports were noticed. Keep up the great work!
Rollback Post to RevisionRollBack
"Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks." MM p245 (original printing) You don't OWN your books on DDB: WotC can change them any time. What do you think will happen when OneD&D comes out?
I just chime in to tell that this has been my interpretation. After my character cant carries something she or he has to pull or push the rest of it. If I wanted something that emulates real life where it drops in stages I would use the variant that is doing this already. I just know that the small red text that informs you that you are over your capacity isn't enough. Players just do not see it. It is way too small.
But at least I know now that I have to look at it when playing and was just interested why it was taken out.
What’s wrong with speed dropping to 5 if you’re over encumbered, and dropping to zero if you’re past your drag capacity? I also wish speed would drop when you’re exhausted.
One of my players has encountered a problem with his new character for our Eberron campaign. He can't add any equipment to the character I have tried on my system with his character sheet but it won't let me do anything either.
Any ideas, I have attached the character for reference.
https://www.dndbeyond.com/characters/7210591/Rsk6iQ?fbclid=IwAR357st_6Mvp_ml_muJUaQ2hvkFDWvbFhqwCjmoIBBQQki-7WdLpEELrurY
I didn't mean it would be a problem. I actually meant that I agree that it should work as you say. But I do understand the idea behind their logic. At least someway.
I noticed that the for the Shadar-kai's "Blessing of the Raven Queen" feature, in it's Actions section it is missing the 'Limited Use Data'.
Additionally, the Horizon Walker's "Ethereal Step" Actions section is missing both the 'Reset Type' and the Limited Use Data.
These issues are now fixed. Thanks.
I noticed today that the +1 bonuses from Rod of the Pact Keeper are not applying to the "bonus cantrips" Light and Sacred Flame granted by the Celestial patron (which normally are NOT warlock spells, but for the purposes of the patron are considered warlock spells). Character sheet for reference: https://www.dndbeyond.com/profile/Lyle4277/characters/6032631
The product manager in me feels compelled to point out that I did not confirm if this was unique to this item/sub-class combination or if it was also applicable to other similar situations that granted spells from other class lists. :-)
I also noticed that the ability to "regain 1 warlock spell slot as an action" didn't show up under my actions. I added it as a custom action, but would be nice to have something "official" that also includes the checkbox for 1/long rest usage.
The manage spell feature on the character sheet no longer scrolls through the spell options in its menu making it only possible to view a small selection of the total spells available. This is the same problem on my mobile phones web browser has always had.
Forest Gnome wizards who take the School of Illusion are still not granted an additional cantrip. Being a forest gnome grants Minor Illusion as a racial ability. The school of illusion grants "Minor Illusion" as part of the Improved Minor Illusion feature, which says that if you already know Minor Illusion, you can choose a different cantrip instead. In total, my level 4 gnome illusionist should know six cantrips (3 for being a wizard, 1 for being a forest gnome, 1 for being level 4, and 1 for the school of illusion.)
Possibly related: Minor Illusion appears in my spell list twice: once as Minor Illusion and again as Improved Minor Illusion. (This doesn't even qualify as an annoyance-level problem, but I mention it in case it's related to forest gnome illusionists not being granted all their cantrips.)
The forest gnome illusion cantrip issue is long standing. I hope they get around to fixing it one of these days. In the meantime, you can create a magic item of feat that gives the player an additional cantrip.
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
For the Battle Master fighter subclass, the class feature 'Maneuvers', 'Parry' option: The snippets for the option, and for the option's Action end in "... superiority die + {{modifier:dex}}". This causes two + signs to appear on the character sheet. Ex "... superiority die + +4"
This is fixed. Thanks.
The double + is still showing in the Action snippet for Parry
I am currently having the same issue with my own Blood Hunter - Order of the Profane Soul. I've checked to ensure that all the levels are attributed to the Blood Hunter class, but it doesn't seem to help. What I have found is that the issue disappears once I switch to Milestone levelling instead of XP-based levelling on the first page of character edit. Means that I can't take advantage of the XP levelling system through dndbeyond, but it seems a quick fix while this issue is addressed? Profane Soul doesn't seem to like XP at the mo'.
Did either of you try refreshing the page after leveling, or going to another tab in the builder before returning to the Class page to add spells? There's a known issue that affects all spellcasting classes when leveling that is due to things not refreshing quickly enough. The approaches I suggested usually take care of it.
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
I've seen multiple people post about the "no level scale data" error in PDFs, but I've seen no response.
Today I exported a rogue, and under sneak attack on the PDF it says "Once per turn, you can deal an extra scalevalue - No level scale data available damage to one creature..."
Any chance we can get some feedback on this? The posts I see about it go back months and months.
"Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks." MM p245 (original printing)
You don't OWN your books on DDB: WotC can change them any time. What do you think will happen when OneD&D comes out?
As with anything of this sort that is mentioned, we add it to a (large) list and prioritize the backlog. Bug resolution timelines are not determined by the order we receive reports, but by several factors such as effort required to fix and perceived impact. Given that, unfortunately sometimes things will remain on the list for some time.
With this specific case, we saw a couple of other reports last week and decided to prioritize it as part of this week's sprint already, so you should see it addressed any day/ time now.
Thanks!
Thank you, BadEye. I can appreciate that it wasn't a priority. Glad to know that the reports were noticed. Keep up the great work!
"Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks." MM p245 (original printing)
You don't OWN your books on DDB: WotC can change them any time. What do you think will happen when OneD&D comes out?
Spell bug/error - Color Spray
The spell description doesn't sem to actually say what effect the spell has (blindness), just how to calculate how targets get effected. :)
The description in Color Spray says what the effect is.