Ignore everything below, I thought it was working but it is not.
I'm trying to make a magic item that I will slowly edit throughout the campaign as a homebrew power progression. When I try to add permanent HP, it only seems to work if I choose a primary stat, and set the hit die to 0d4(or whatever die), but this isn't perfect because I don't want their modifiers to affect the increase. The solution here seems as simple as making the --- for both primary stat and hit die represent 0'S so that only the fixed value is added.
A work around is to calculate the chosen attribute's bonus into the bonus hp and then make the fixed value equal to the desired outcome minus their bonus. Or if they have a 0 in any stat, use that as the primary stat of the item.
A little thread necro, but how did you do this? I grant my player maximum hit points to 3rd level, at which time each magical healing from 0 gives one level of exhaustion to minimize yo-yo reviving. But I can't figure out how to get a feat (haven't tried an item yet) to give max hit points per level for levels 2 and 3.
Any help is welcome! Thanks.
EDIT: Same with me. I was apparently totally over thinking the problem. I was using the Override Max HP, when what I should have been doing is simply adding the 4 extra hp for levels 2 and then 3 to the Bonus Hit Points drop down. And of course add the 5 extra hp I get from our cleric when she casts Aid (at first level, ofc!).
I do not understand how this isnt possible after two years. What is the development team even doing? New dice come out every week but new features are rare. The Tough feat works, so why cant HP maximum work. This is just a simple coding issue that they are refusing to look at.
Still doesn't seem to work. I've tried creating an item to give bonus HP and Temp HP, neither work. However, an item that gives bonus HP per level does work.
Also trying to do this. Rolled hp on a character for a few levels and then switched to taking fixed value. Having to adjust the rolled hp every level up is getting annoying when I feel like it could be solved by this nicely.
But, afaik these "transient buffs" are planned for quite soon. So we can but hope!
I do not understand how this isnt possible after two years. What is the development team even doing? New dice come out every week but new features are rare. The Tough feat works, so why cant HP maximum work. This is just a simple coding issue that they are refusing to look at.
I could be wrong, but I don't think the art team works on implementing new features and mechanics.
Regarding what the dev team is doing, probably bug-fixes and rebuilding everything after Tasha's flipped everything on its head rather than spending time on multiple different fringe cases that can easily be taken care of by the player with a few clicks on the players' end. Just about every post in this thread would require a separate implementation. Some of them are asking for a static max HP boost. Some are looking for a temp hp boost. For the temp hp, when are those added? At attunement? At dawn? After a rest (short? long?)? After expending a charge?
I found this thread to see if there was a way to make a feat that automatically tacked on 10 temp hp to my players after taking a long rest as a workaround to the obviously impractical without adding any some "dawn" button for the Blessing of the Morning Lord from IDRotF.
The problem with having the player apply bonus max hp or override max hp is that both these get reset when you take a long rest. So the player now has to remember to apply those each time for a "permanent" change made by a magic item or boon. Temp hp are different because they change during combat and/or have a time limit. That's much more complex that a static permanent change to max hp.
The problem with having the player apply bonus max hp or override max hp is that both these get reset when you take a long rest. So the player now has to remember to apply those each time for a "permanent" change made by a magic item or boon. Temp hp are different because they change during combat and/or have a time limit. That's much more complex that a static permanent change to max hp.
Yes, I agree that making an option for a modifier for max HP would be much easier than the temp HP, but it would also likely be a fair bit of work for a niche use case with some easy and effective work-arounds. Yes, the max HP modifier gets reset on a rest... If the "reset changes to max HP" button is checked. If you don't like in checking that box every long rest, you can just go to the hp section of the character editor and add the modification to the total there. Maybe have a reminder in the feat if you're worried about forgetting.
The problem with having the player apply bonus max hp or override max hp is that both these get reset when you take a long rest. So the player now has to remember to apply those each time for a "permanent" change made by a magic item or boon. Temp hp are different because they change during combat and/or have a time limit. That's much more complex that a static permanent change to max hp.
If you just actually change the Max HP in the builder it doesn’t reset.
The problem with having the player apply bonus max hp or override max hp is that both these get reset when you take a long rest. So the player now has to remember to apply those each time for a "permanent" change made by a magic item or boon. Temp hp are different because they change during combat and/or have a time limit. That's much more complex that a static permanent change to max hp.
If you just actually change the Max HP in the builder it doesn’t reset.
Just as a little note, I believe you need to change the "rolled HP" for that. There are also fields for bonus max HP and override max HP. I tested adding a bonus via the appropriate field, but it seems to be tied to the same variable as the one on the character sheet and this reset (with the reset box checked) on a rest.
I don't know the actual statistics, but I imagine the vast majority of groups roll their HP, so it literally would not even be a slight convenience for most. For groups that use fixed HP, you would just need to remember to add the fixed amount each level up while you're picking your other level up options... So a pretty minor inconvenience in the worst case scenario.
I think some people are missing the point. This is not a transient effect to adjust Hit Points with an item. It's also a pain to have to adjust your max each time you long rest. Or to need to go in and edit your hit point total each time you equip/unequip the item. Having hit points added by a magic item is useful. Having it tracked properly when the item is equipped/attuned is also useful. Isn't that the whole point of electronic character sheets: to track these things more easily? I find it unusual that AC and Stats are able to be modified, but not Hit Points, especially after such a long time of software development.
Yes, temporary hit points are transient. I can accept having to add them in each time you get them. It seems highly unlikely that you will always have temp hit points. As in you get fresh temps automatically when you loose them.
this isn't a bug that you're seeing - the character sheet doesn't have transient buffs built into it (yet).
So, if you have an item/spell/feat that generates an effect that boosts something like hit points/AC/stats then you need to manually adjust the character for the duration of that temporary effect yourself.
Transient effects will be coming to the character sheet, allowing things like the Barbarian rage to be toggled on and the additional damage shown on the character sheet; a wizard to cast Mage Armor and see the additional AC on their character sheet.
It's crazy that this is still not available 4½ years after being raised. As others have said, it works for AC and other areas.
It's pretty depressing to find an admin reply saying they're going to fix the issue - then realising that the reply was over 4 years old and it's still the same. Well, giving up on that one I guess.
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Worlds within worlds were created, and Jesus wept!
For a company worth more than $100M, I expected a much faster resolution for such a simple bug than 5 years... And no, it's not a bug. The feature to add a HP bonus for a homebrew item is displayed in the interface (without any notice that this is not available). That means it's supposed to 100% work. And it's not working. That's a textbook definition of a bug. Please fix it ASAP.
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sorry
Almost 2.5 years later, and still no fix. But if I'm wrong, someone please let me know what you did.
Ignore everything below, I thought it was working but it is not.
I'm trying to make a magic item that I will slowly edit throughout the campaign as a homebrew power progression. When I try to add permanent HP, it only seems to work if I choose a primary stat, and set the hit die to 0d4(or whatever die), but this isn't perfect because I don't want their modifiers to affect the increase. The solution here seems as simple as making the --- for both primary stat and hit die represent 0'S so that only the fixed value is added.A work around is to calculate the chosen attribute's bonus into the bonus hp and then make the fixed value equal to the desired outcome minus their bonus. Or if they have a 0 in any stat, use that as the primary stat of the item.A little thread necro, but how did you do this? I grant my player maximum hit points to 3rd level, at which time each magical healing from 0 gives one level of exhaustion to minimize yo-yo reviving. But I can't figure out how to get a feat (haven't tried an item yet) to give max hit points per level for levels 2 and 3.Any help is welcome! Thanks.
EDIT: Same with me. I was apparently totally over thinking the problem. I was using the Override Max HP, when what I should have been doing is simply adding the 4 extra hp for levels 2 and then 3 to the Bonus Hit Points drop down. And of course add the 5 extra hp I get from our cleric when she casts Aid (at first level, ofc!).
Cheers All!
This still appears to be an issue. I created a ring with a flat +5 to hp, the hp change does not appear.
I do not understand how this isnt possible after two years. What is the development team even doing? New dice come out every week but new features are rare. The Tough feat works, so why cant HP maximum work. This is just a simple coding issue that they are refusing to look at.
Still doesn't seem to work. I've tried creating an item to give bonus HP and Temp HP, neither work. However, an item that gives bonus HP per level does work.
Also trying to do this. Rolled hp on a character for a few levels and then switched to taking fixed value. Having to adjust the rolled hp every level up is getting annoying when I feel like it could be solved by this nicely.
But, afaik these "transient buffs" are planned for quite soon. So we can but hope!
can't believe this is still an issue after almost 4 years (?)
I want to create an object that help to keep track of the Arcane Ward effect. It is still a blind road. sigh.
I could be wrong, but I don't think the art team works on implementing new features and mechanics.
Regarding what the dev team is doing, probably bug-fixes and rebuilding everything after Tasha's flipped everything on its head rather than spending time on multiple different fringe cases that can easily be taken care of by the player with a few clicks on the players' end. Just about every post in this thread would require a separate implementation. Some of them are asking for a static max HP boost. Some are looking for a temp hp boost. For the temp hp, when are those added? At attunement? At dawn? After a rest (short? long?)? After expending a charge?
I found this thread to see if there was a way to make a feat that automatically tacked on 10 temp hp to my players after taking a long rest as a workaround to the obviously impractical without adding any some "dawn" button for the Blessing of the Morning Lord from IDRotF.
The problem with having the player apply bonus max hp or override max hp is that both these get reset when you take a long rest. So the player now has to remember to apply those each time for a "permanent" change made by a magic item or boon. Temp hp are different because they change during combat and/or have a time limit. That's much more complex that a static permanent change to max hp.
How has this not yet been addressed?
Yes, I agree that making an option for a modifier for max HP would be much easier than the temp HP, but it would also likely be a fair bit of work for a niche use case with some easy and effective work-arounds. Yes, the max HP modifier gets reset on a rest... If the "reset changes to max HP" button is checked. If you don't like in checking that box every long rest, you can just go to the hp section of the character editor and add the modification to the total there. Maybe have a reminder in the feat if you're worried about forgetting.
If you just actually change the Max HP in the builder it doesn’t reset.
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Just as a little note, I believe you need to change the "rolled HP" for that. There are also fields for bonus max HP and override max HP. I tested adding a bonus via the appropriate field, but it seems to be tied to the same variable as the one on the character sheet and this reset (with the reset box checked) on a rest.
I don't know the actual statistics, but I imagine the vast majority of groups roll their HP, so it literally would not even be a slight convenience for most. For groups that use fixed HP, you would just need to remember to add the fixed amount each level up while you're picking your other level up options... So a pretty minor inconvenience in the worst case scenario.
The worst part is that it works with other stats such as AC or Ability Scores.
I think some people are missing the point. This is not a transient effect to adjust Hit Points with an item. It's also a pain to have to adjust your max each time you long rest. Or to need to go in and edit your hit point total each time you equip/unequip the item. Having hit points added by a magic item is useful. Having it tracked properly when the item is equipped/attuned is also useful. Isn't that the whole point of electronic character sheets: to track these things more easily? I find it unusual that AC and Stats are able to be modified, but not Hit Points, especially after such a long time of software development.
Yes, temporary hit points are transient. I can accept having to add them in each time you get them. It seems highly unlikely that you will always have temp hit points. As in you get fresh temps automatically when you loose them.
It's crazy that this is still not available 4½ years after being raised. As others have said, it works for AC and other areas.
It's pretty depressing to find an admin reply saying they're going to fix the issue - then realising that the reply was over 4 years old and it's still the same. Well, giving up on that one I guess.
Worlds within worlds were created, and Jesus wept!
For a company worth more than $100M, I expected a much faster resolution for such a simple bug than 5 years... And no, it's not a bug. The feature to add a HP bonus for a homebrew item is displayed in the interface (without any notice that this is not available). That means it's supposed to 100% work. And it's not working. That's a textbook definition of a bug. Please fix it ASAP.