My group just started a 2014 campaign. Many of us are struggling creating a character in DNDB with 2014-only rules. I've noticed a discrepancy and I'm hoping someone knows the answer...
I have a Hill-Dwarf with battleaxe proficiency. Another player is an Elf with Light Crossbow proficiency. My character sheet does not show the new "Mastery" icon, but the other player's does: https://imgur.com/a/RSGTw5G
There isn't a 'Legacy' version of the Battleaxe that I selected. It even lists 'Topple' in the weapon's notes. Despite this, I don't see Topple listed under Actions in the same way the other player's Slow ability is.
I want to understand what is happening so I can advise the other player on how to change that.
That icon is only shown when the character has a feature that lets them select a Weapon Mastery and has selected that weapon. The character on the right must be using a 2024 feature; perhaps they selected the wrong Rogue class.
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Still have this happen and can't find an answer for it and I don't quite understand the answer here with selected weapon mastery. It does not matter which class I create under the newest rules, only the Rogue shows those stars like in the screenshot and has those special properties listed under the Actions which is pretty helpful for newer players. But on every other class, it does not matter what I select, those mastery stars are not shown. It's just as described and shown by JStrior. The property is listed with the weapon but nowhere else.
Is there still a bug? Is there help? Or a more eloborate answer perhaps? Cause if you click the item there is also no customization for "mastery" that we could toggle to activate that manually to show.
The character is of a class that gets access to the Weapon Mastery trait (Barbarian, Fighter, Paladin, Ranger, Rogue) or the character has taken the Weapon Master feat
As part of the Weapon Mastery trait or Weapon Master feat the character has selected an appropriate weapon for that feature to unlock the Mastery trait of
The character has the corresponding weapon equipped.
For example this Barbarian character has the Weapon Mastery trait with the following weapons selected:
Greataxe (Cleave)
Handaxe (Vex)
However, they have the following weapons equipped:
Greataxe
Handaxe
Dagger
The dagger doesn't display the weapon mastery star because the character hasn't selected that weapon as part of the Weapon Mastery trait
Context: Character builder was set strictly to 2014 rules with 2024/5.5e appearing, even when toggled off/disabled.
Please keep in mind that the checkboxes you're referring to are just filters for the various drop-downs of character options. They only affect which classes, subclasses, spells, items, etc. appear to be selected in the character builder. They are not a "toggle" for which ruleset to use.
Because there's only one instance of each type of weapon (not separate 2014/2024 ones) the weapons will have all the information for the weapon mastery features listed on them. This can just be ignored if you're playing under the 2014 rules, since these features can't actually be used in that context.
Behavior: Rapier, equipped, able to see the Vex property, (though when testing, I wasn't able to find the executioners great axe)
When you say "able to see the Vex property", are you talking that you have an Action for Vex, or that the property of the weapon includes Vex in it's listing. The second is an unavoidable effect of the same non-magical weapon existing for 5e and 5.5e as the same thing. Just ignore the property in the description.
I'm not going to just ignore it, because its a function/tag that shouldn't be popping up under 5.5e being turned off. Its the whole point of it being under bug/support because I shouldn't have to course correct new players every time the system/site has to be burped.
I'm not going to just ignore it, because its a function/tag that shouldn't be popping up under 5.5e being turned off. Its the whole point of it being under bug/support because I shouldn't have to course correct new players every time the system/site has to be burped.
To be clear, I agree that they've implemented this in a bad way and those shouldn't appear if you have a 5e class selected. I'm just saying that in practice there is no way to do what you want, and if they've now gone more than a year and a half without changing that, it's extremely unlikely that they're going to change it now.
I'm not going to just ignore it, because its a function/tag that shouldn't be popping up under 5.5e being turned off. Its the whole point of it being under bug/support because I shouldn't have to course correct new players every time the system/site has to be burped.
To be clear, I agree that they've implemented this in a bad way and those shouldn't appear if you have a 5e class selected. I'm just saying that in practice there is no way to do what you want, and if they've now gone more than a year and a half without changing that, it's extremely unlikely that they're going to change it now.
They have said that, due to the way the site is implemented, they have to have only one base object per weapon for magic items to work.
There is a massive back-end revision supposedly in the works, which might change this behavior, but it's not going to change any time soon.
This describes a limitation of the current implementation, not a technical limitation, and it should be easily fixable. The rules selection options function as toggles in practice. The site already filters classes, subclasses, spells, and other options by ruleset, so conditional visibility clearly exists.
Weapon Mastery appearing under 2014 rules is (or most likely) a tagging/display issue; inconsistent behavior within the existing tagging system, which is why this is a bug report. I've talked to people in the past about this, where they thought I was trying to suggest a duplicate library, one 5.5e, one 5e, I don't think that is needed to fix this.
When 2014 rules (and not 2024) are selected, 2024 content is already hidden. That demonstrates the system can conditionally suppress ruleset-specific material, so hiding mastery tags under those same conditions should be achievable without changing the underlying weapon entries.
This describes a limitation of the current implementation, not a technical limitation, and it should be easily fixable. The rules selection options function as toggles in practice. The site already filters classes, subclasses, spells, and other options by ruleset, so conditional visibility clearly exists.
Weapon Mastery appearing under 2014 rules is (or most likely) a tagging/display issue; inconsistent behavior within the existing tagging system, which is why this is a bug report. I've talked to people in the past about this, where they thought I was trying to suggest a duplicate library, one 5.5e, one 5e, I don't think that is needed to fix this.
When 2014 rules (and not 2024) are selected, 2024 content is already hidden. That demonstrates the system can conditionally suppress ruleset-specific material, so hiding mastery tags under those same conditions should be achievable without changing the underlying weapon entries.
All I can tell you is that, based on what the developers have said, most of what you've said here is incorrect, and it's not possible for them to fix this without a major overhaul.
This describes a limitation of the current implementation, not a technical limitation, and it should be easily fixable. The rules selection options function as toggles in practice. The site already filters classes, subclasses, spells, and other options by ruleset, so conditional visibility clearly exists.
Weapon Mastery appearing under 2014 rules is (or most likely) a tagging/display issue; inconsistent behavior within the existing tagging system, which is why this is a bug report. I've talked to people in the past about this, where they thought I was trying to suggest a duplicate library, one 5.5e, one 5e, I don't think that is needed to fix this.
When 2014 rules (and not 2024) are selected, 2024 content is already hidden. That demonstrates the system can conditionally suppress ruleset-specific material, so hiding mastery tags under those same conditions should be achievable without changing the underlying weapon entries.
All I can tell you is that, based on what the developers have said, most of what you've said here is incorrect, and it's not possible for them to fix this without a major overhaul.
In particular, there are no rules toggles. All there is is filters. And the basic equipment isn't on a filter. And the access-control mechanisms are some of the most finicky parts of the site. People losing access to stuff they're supposed to have is so common a problem that there's a button right there in your account settings to make the site recalculate it all. Adding a whole new class of game object to filter just to solve the weapon mastery thing is definitely a nontrivial operation, and if it had been "easily fixable", they would've done it in the first place.
And that's not even getting into the magic weapons, which are all templated off the base weapons in some manner. (Probably a rickety one.) If you have 5e base off, and 5.5 base turned on, and try to add a magic weapon from Xanathar's, it's going to try to pull a base template that isn't there, and bad things will happen. (Also, the Xanathar's weapon won't have mastery properties.)
Also, a "limitation of the current implementation" is a "technical limitation".
Developers have been saying that since they took over the system. A true technical limitation would mean the system can’t support it, but ruleset selection already changes what content appears during character creation, so ruleset-based visibility clearly exists.
Whether you call them filters or toggles is largely semantic; functionally, they separate rulesets during character creation. If they didn’t, there would be no reason to distinguish between 2014 and 2024 rules at all.
The Xanathar’s templating issue is valid but separate issue. This report is about inconsistent behavior for 2024 rules (the weapon master tag) popping up when 2024 rules have been excluded.
I’d just ask that we not downplay the issue or encourage people to ignore it, especially when it's in a new function under a process that the current developers put in thenselves, so they shouldn't be pulling the "we got bad code from the last guys".
Again, submitting bug reports is the intended process for identifying inconsistencies so they can be reviewed and, ideally, corrected over time.
Developers have been saying that since they took over the system. A true technical limitation would mean the system can’t support it, but ruleset selection already changes what content appears during character creation, so ruleset-based visibility clearly exists.
Whether you call them filters or toggles is largely semantic; functionally, they separate rulesets during character creation. If they didn’t, there would be no reason to distinguish between 2014 and 2024 rules at all.
I don't know how else to tell you that there is no "ruleset selection". There are simply several categories of books, each of which you can turn on or off independently. Some of these categories contain books intended for 5e, some contain books intended for 5.5e, and some contain both. Turning them on or off controls whether the character options (such as classes, subclasses, spells, and feats) appear to be selected in the character builder or not. That is all they do.
Should a "ruleset selection" feature like the one you're describing exist? Absolutely, and it should've been there since the day the 5.5e core books were released. But it doesn't exist, and the developers have said that it can't until they overhaul everything, which they've said they are doing.
Again, submitting bug reports is the intended process for identifying inconsistencies so they can be reviewed and, ideally, corrected over time.
No one is saying otherwise. If you report a bug, and people say "that bug cannot be fixed right now", those people are not telling you not to report bugs.
I'm at a loss, what you’re describing, turning books on or off to change which classes, spells, and options appear, is functionally a ruleset toggle. Players wouldn't ask "dm, what ruleset are we using for this game so I know what to filter." if the system wasn't able to do so. I think maybe we are talking past each other, but I feel like you are def talking past me.
> Until the overhaul everything
They have been saying that for 4 years, I don't think they are going too, especially when they are building on to the core base.
They have been saying that for 4 years, I don't think they are going too, especially when they are building on to the core base.
Again, they have said that a complete rebuilding of the character builder is currently in progress and will allow them to get rid of a lot of these issues that they've said can't be fixed without doing exactly that thing. There have been various announcements about this, most recently here.
They have been saying that for 4 years, I don't think they are going too, especially when they are building on to the core base.
Again, they have said that a complete rebuilding of the character builder is currently in progress and will allow them to get rid of a lot of these issues that they've said can't be fixed without doing exactly that thing. There have been various announcements about this, most
>will allow them to get rid of a lot of these issues.
I wouldn't share that around in support of providing any updates. That statement looks like it says the exact opposite, or confused, in 3 different ways, from the very beginning.
1. Quality-of-life improvements and bug fixes are not included. The roadmap will focus on larger features and projects.
2. Priorities and scope can change, and sometimes a planned feature may never launch at all. Software development is a winding road, not often a linear path.
3. We reserve the right to surprise and delight you sometimes.
This is a taunting public statement, joking at providing transparent service while broadly saying "we aren't telling you what we are planning, so you won't hold us to it."
If they don't know what they are going to, or are capable of, providing, they should just say that, not this "teehee" message.
>will allow them to get rid of a lot of these issues.
I wouldn't share that around in support of providing any updates. That statement looks like it says the exact opposite, or confused, in 3 different ways, from the very beginning.
1. Quality-of-life improvements and bug fixes are not included. The roadmap will focus on larger features and projects.
2. Priorities and scope can change, and sometimes a planned feature may never launch at all. Software development is a winding road, not often a linear path.
3. We reserve the right to surprise and delight you sometimes.
This is a taunting public statement, joking at providing transparent service while broadly saying "we aren't telling you what we are planning, so you won't hold us to it."
If they don't know what they are going to, or are capable of, providing, they should just say that, not this "teehee" message.
I do totally understand the skepticism. But if you're determined not to believe them when they say they're working on something that'll fix the problem you're reporting, then why bother reporting it at all?
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pronouns: he/she/they
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My group just started a 2014 campaign. Many of us are struggling creating a character in DNDB with 2014-only rules. I've noticed a discrepancy and I'm hoping someone knows the answer...
I have a Hill-Dwarf with battleaxe proficiency. Another player is an Elf with Light Crossbow proficiency. My character sheet does not show the new "Mastery" icon, but the other player's does: https://imgur.com/a/RSGTw5G
There isn't a 'Legacy' version of the Battleaxe that I selected. It even lists 'Topple' in the weapon's notes. Despite this, I don't see Topple listed under Actions in the same way the other player's Slow ability is.
I want to understand what is happening so I can advise the other player on how to change that.
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ModeratorThat icon is only shown when the character has a feature that lets them select a Weapon Mastery and has selected that weapon. The character on the right must be using a 2024 feature; perhaps they selected the wrong Rogue class.
Need help with D&D Beyond? Come ask in the official D&D server on Discord: https://discord.gg/dnd
Still have this happen and can't find an answer for it and I don't quite understand the answer here with selected weapon mastery.
It does not matter which class I create under the newest rules, only the Rogue shows those stars like in the screenshot and has those special properties listed under the Actions which is pretty helpful for newer players.
But on every other class, it does not matter what I select, those mastery stars are not shown. It's just as described and shown by JStrior. The property is listed with the weapon but nowhere else.
Is there still a bug? Is there help? Or a more eloborate answer perhaps?
Cause if you click the item there is also no customization for "mastery" that we could toggle to activate that manually to show.
A weapon will only show the Mastery star if
For example this Barbarian character has the Weapon Mastery trait with the following weapons selected:
However, they have the following weapons equipped:
The dagger doesn't display the weapon mastery star because the character hasn't selected that weapon as part of the Weapon Mastery trait
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I noticed this under two separate instances:
Instance 1:
Character: Level 10 Barbarian (2014/5e pc character sheet, though 2024/5.5e was not disabled in character builder)
Behavior: The character was able to equip the Executioner’s Great axe, with the Cleave property, though unable to use it due to 2014e.
Issue/concept: The system allowed 2024 content to manifest on a 2014-character sheet, probably by design, a backwards compatibility?
Instance 2:
Character: Level 1 Fighter (2014/5e), 2024/5.5e toggled off, no feats
Behavior: Rapier, equipped, able to see the Vex property, (though when testing, I wasn't able to find the executioners great axe)
Context: Character builder was set strictly to 2014 rules with 2024/5.5e appearing, even when toggled off/disabled.
Please keep in mind that the checkboxes you're referring to are just filters for the various drop-downs of character options. They only affect which classes, subclasses, spells, items, etc. appear to be selected in the character builder. They are not a "toggle" for which ruleset to use.
Because there's only one instance of each type of weapon (not separate 2014/2024 ones) the weapons will have all the information for the weapon mastery features listed on them. This can just be ignored if you're playing under the 2014 rules, since these features can't actually be used in that context.
pronouns: he/she/they
When you say "able to see the Vex property", are you talking that you have an Action for Vex, or that the property of the weapon includes Vex in it's listing. The second is an unavoidable effect of the same non-magical weapon existing for 5e and 5.5e as the same thing. Just ignore the property in the description.
I'm not going to just ignore it, because its a function/tag that shouldn't be popping up under 5.5e being turned off. Its the whole point of it being under bug/support because I shouldn't have to course correct new players every time the system/site has to be burped.
To be clear, I agree that they've implemented this in a bad way and those shouldn't appear if you have a 5e class selected. I'm just saying that in practice there is no way to do what you want, and if they've now gone more than a year and a half without changing that, it's extremely unlikely that they're going to change it now.
pronouns: he/she/they
They have said that, due to the way the site is implemented, they have to have only one base object per weapon for magic items to work.
There is a massive back-end revision supposedly in the works, which might change this behavior, but it's not going to change any time soon.
This describes a limitation of the current implementation, not a technical limitation, and it should be easily fixable. The rules selection options function as toggles in practice. The site already filters classes, subclasses, spells, and other options by ruleset, so conditional visibility clearly exists.
Weapon Mastery appearing under 2014 rules is (or most likely) a tagging/display issue; inconsistent behavior within the existing tagging system, which is why this is a bug report. I've talked to people in the past about this, where they thought I was trying to suggest a duplicate library, one 5.5e, one 5e, I don't think that is needed to fix this.
When 2014 rules (and not 2024) are selected, 2024 content is already hidden. That demonstrates the system can conditionally suppress ruleset-specific material, so hiding mastery tags under those same conditions should be achievable without changing the underlying weapon entries.
All I can tell you is that, based on what the developers have said, most of what you've said here is incorrect, and it's not possible for them to fix this without a major overhaul.
pronouns: he/she/they
In particular, there are no rules toggles. All there is is filters. And the basic equipment isn't on a filter. And the access-control mechanisms are some of the most finicky parts of the site. People losing access to stuff they're supposed to have is so common a problem that there's a button right there in your account settings to make the site recalculate it all. Adding a whole new class of game object to filter just to solve the weapon mastery thing is definitely a nontrivial operation, and if it had been "easily fixable", they would've done it in the first place.
And that's not even getting into the magic weapons, which are all templated off the base weapons in some manner. (Probably a rickety one.) If you have 5e base off, and 5.5 base turned on, and try to add a magic weapon from Xanathar's, it's going to try to pull a base template that isn't there, and bad things will happen. (Also, the Xanathar's weapon won't have mastery properties.)
Also, a "limitation of the current implementation" is a "technical limitation".
Developers have been saying that since they took over the system. A true technical limitation would mean the system can’t support it, but ruleset selection already changes what content appears during character creation, so ruleset-based visibility clearly exists.
Whether you call them filters or toggles is largely semantic; functionally, they separate rulesets during character creation. If they didn’t, there would be no reason to distinguish between 2014 and 2024 rules at all.
The Xanathar’s templating issue is valid but separate issue. This report is about inconsistent behavior for 2024 rules (the weapon master tag) popping up when 2024 rules have been excluded.
I’d just ask that we not downplay the issue or encourage people to ignore it, especially when it's in a new function under a process that the current developers put in thenselves, so they shouldn't be pulling the "we got bad code from the last guys".
Again, submitting bug reports is the intended process for identifying inconsistencies so they can be reviewed and, ideally, corrected over time.
I don't know how else to tell you that there is no "ruleset selection". There are simply several categories of books, each of which you can turn on or off independently. Some of these categories contain books intended for 5e, some contain books intended for 5.5e, and some contain both. Turning them on or off controls whether the character options (such as classes, subclasses, spells, and feats) appear to be selected in the character builder or not. That is all they do.
Should a "ruleset selection" feature like the one you're describing exist? Absolutely, and it should've been there since the day the 5.5e core books were released. But it doesn't exist, and the developers have said that it can't until they overhaul everything, which they've said they are doing.
No one is saying otherwise. If you report a bug, and people say "that bug cannot be fixed right now", those people are not telling you not to report bugs.
pronouns: he/she/they
I'm at a loss, what you’re describing, turning books on or off to change which classes, spells, and options appear, is functionally a ruleset toggle. Players wouldn't ask "dm, what ruleset are we using for this game so I know what to filter." if the system wasn't able to do so. I think maybe we are talking past each other, but I feel like you are def talking past me.
> Until the overhaul everything
They have been saying that for 4 years, I don't think they are going too, especially when they are building on to the core base.
Thanks for responding though!
Again, they have said that a complete rebuilding of the character builder is currently in progress and will allow them to get rid of a lot of these issues that they've said can't be fixed without doing exactly that thing. There have been various announcements about this, most recently here.
pronouns: he/she/they
>will allow them to get rid of a lot of these issues.
I wouldn't share that around in support of providing any updates. That statement looks like it says the exact opposite, or confused, in 3 different ways, from the very beginning.
1. Quality-of-life improvements and bug fixes are not included. The roadmap will focus on larger features and projects.
2. Priorities and scope can change, and sometimes a planned feature may never launch at all. Software development is a winding road, not often a linear path.
3. We reserve the right to surprise and delight you sometimes.
This is a taunting public statement, joking at providing transparent service while broadly saying "we aren't telling you what we are planning, so you won't hold us to it."
If they don't know what they are going to, or are capable of, providing, they should just say that, not this "teehee" message.
I do totally understand the skepticism. But if you're determined not to believe them when they say they're working on something that'll fix the problem you're reporting, then why bother reporting it at all?
pronouns: he/she/they