Hi there, so i'm making a magic item and one of its multiple effects is a bonus to saves, however for this paticular effect to be active, the PC must be wielding another paticular magic item. Is there a way to be able to easily turn one effect in modifiers off and on or link to an item prerequisite to be active, should the PC should not have the other required item ready?
thanks, but I fear that may take years though, they havnt even added the option to make HB ammunition yet, despite it being something they could implement effortlessly.
thanks, but I fear that may take years though, they havnt even added the option to make HB ammunition yet, despite it being something they could implement effortlessly.
As a codehead, no it is not effortless, the homebew tools are complicated and not designed to accommodate ammo in this way. Core components of the tools would need to be completely recoded and re-organised.
There is a way they let you add homebrew ammo outside of the homebrew tools, by using the character sheet ad-hoc customising options. Create custom item in inventory and create custom attack in the attacks section will cover almost all ammo requirements. So, technically, homebrew ammo is here and working, just not in the way you expect.
The homebrew tools are being revamped and it will take a long time. What you specifically require is beyond the scope of the current homebrew tools so I just recommend having a third item that grants the "extra" benefits or just making use of note fields.
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Okay, my apologises, just seems silly that you can have perfectly working official ammunition, yet not create a specific HB item for Ammo. If you dont mind me asking, is there a paticular core mechanic in the site you wish had been coded differently before it was implemented and released as it caused furthur unexpected issues down the road?
Okay, my apologises, just seems silly that you can have perfectly working official ammunition, yet not create a specific HB item for Ammo. If you dont mind me asking, is there a paticular core mechanic in the site you wish had been coded differently before it was implemented and released as it caused furthur unexpected issues down the road?
I would have preferred if the site and features were more modular, making it easier to make changes to something without messing up something else. Though, I'm not a coder (I can sort of read some of it, but that's it), and my idea for infrastructure would have taken more space and had higher latency.
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Hi there, so i'm making a magic item and one of its multiple effects is a bonus to saves, however for this paticular effect to be active, the PC must be wielding another paticular magic item. Is there a way to be able to easily turn one effect in modifiers off and on or link to an item prerequisite to be active, should the PC should not have the other required item ready?
There isn't a way to make circumstantial modifiers, and toggleable modifiers are planned, but not added yet.
With saves I think you can make notes like "against charm" so you can put "if [item] is equipped."
thanks, but I fear that may take years though, they havnt even added the option to make HB ammunition yet, despite it being something they could implement effortlessly.
As a codehead, no it is not effortless, the homebew tools are complicated and not designed to accommodate ammo in this way. Core components of the tools would need to be completely recoded and re-organised.
There is a way they let you add homebrew ammo outside of the homebrew tools, by using the character sheet ad-hoc customising options. Create custom item in inventory and create custom attack in the attacks section will cover almost all ammo requirements. So, technically, homebrew ammo is here and working, just not in the way you expect.
The homebrew tools are being revamped and it will take a long time. What you specifically require is beyond the scope of the current homebrew tools so I just recommend having a third item that grants the "extra" benefits or just making use of note fields.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Okay, my apologises, just seems silly that you can have perfectly working official ammunition, yet not create a specific HB item for Ammo. If you dont mind me asking, is there a paticular core mechanic in the site you wish had been coded differently before it was implemented and released as it caused furthur unexpected issues down the road?
I would have preferred if the site and features were more modular, making it easier to make changes to something without messing up something else. Though, I'm not a coder (I can sort of read some of it, but that's it), and my idea for infrastructure would have taken more space and had higher latency.