astral just fell and everyone called it the roll20 killer... Yet nobody left roll20. Foundry requires a server on your end and about 12 plugins for it to work remotely close to what you need. Yet everyone just goes to that. So i think you need to develop the most confusing vtt for it to ever be used.
VTT i dont need you.
Oh and roll20 and foundry both have options i never asked for. So yeah... Same reguardless of the company you are looking at.
Rollback Post to RevisionRollBack
DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
So if I understand well, it was not a priority for DDB to implement homebrew classes in 2018 when the post (this post but probably not the first post about it) was publish. Almost 4 years later they still have something better/more important to do? They never had time to think about it, try anything, give us a little something? Over 4k poeple asked here for homebrew classes but still not a priority...
So if I understand well, it was not a priority for DDB to implement homebrew classes in 2018 when the post (this post but probably not the first post about it) was publish. Almost 4 years later they still have something better/more important to do? They never had time to think about it, try anything, give us a little something? Over 4k poeple asked here for homebrew classes but still not a priority...
The short answer is that Beyond lacks manpower. We are still waiting for feats-like system to be implemented (epic boons, piety, dark gifts, etc.), optional DMG rules (Spell points, rests, etc.), and various other things. Homebrew will have to take a back seat in the mean time, especially homebrew classes.
So if I understand well, it was not a priority for DDB to implement homebrew classes in 2018 when the post (this post but probably not the first post about it) was publish. Almost 4 years later they still have something better/more important to do? They never had time to think about it, try anything, give us a little something? Over 4k poeple asked here for homebrew classes but still not a priority...
The short answer is that Beyond lacks manpower. We are still waiting for feats-like system to be implemented (epic boons, piety, dark gifts, etc.), optional DMG rules (Spell points, rests, etc.), and various other things. Homebrew will have to take a back seat in the mean time, especially homebrew classes.
I have made a very simple suggestion for a homebrew workaround. Allow classes to be renamed in the character sheet, add a hide toggle for class features so that you can take fighter but hide all of their stuff in the character sheet, then you can make homebrew feats that would resemble your class features and just add them as necessary through your levels. That will literally be the easiest thing for them since they already have a hide toggle in place for things like the unarmed strike on the character sheet.
If you read the thread, you'll see that we've been making simple change suggestions like this for years. Unfortunately, it falls on deaf ear due to the prioritization of features that we probably won't end up using (vtt, etc...)
I totally understand that the DnD Beyond Dev team is lacking man power, focus on other things, but I hope they can find time eventually for this since they recently got bought be WotC.
Also if WotC end up adding a new class in that works uniquely, I personally would think it might be easier to make a homebrew class feature and end up using that to make the classes from. Now I understand they have some implications in making new classes with the blood hunter and Artificer, both having there unique own features in infusions and Blood curses, so I am sure there can end up being some sort of starting point when they end up getting to this. So for the time being I will just wait patently, as the current changlog seem they working on extra actions for monsters.
My DM finally okayed a class I've been wanting to try for a year and when I hopped on to make my character sheet, I got very confused when I realized you can only make custom subclasses and not classes. After my reading of multiple forum posts (that I spent way too long on), I'm getting the sense we're not getting homebrew classes, but my little heart still wants to hope. Gonna post so that I can get updates on this thread and hopefully keep the train rolling. One day I will be able to play my Arcane Pastry Chef (or perhaps Battle Chef) on DDB. That day just probably won't happen for at least another few years :')
I have to believe in you DDB! Please give me a way to convince my group to move away from roll20 and its cursed dice roller!
I would really love to do the same. I've been trying to adapt Farscape RPG to D&D Beyond, but it's just way too frelling hard. I've found that when you adapt science fiction to D&D, you have to start by recreating all of the equipment first, then recreate the backgrounds, then recreate the spells and powers and feats, all before you even consider creating new subclasses.
(I don't have Rick & Morty, but I imagine that's as close as you can get.)
Homered classes? Homegrown skills? Not fracking likely, unfortunately.
At best, I think you would need to make your homebrew class into a subclass based of of one of the core classes and change its abilities. Any new skills you would probably have to just make an ability that says "You may use [X skill] to make skill checks related to [X new skill]". For example, if you wanted to make Quantum Physics into a skill, you'd have to say "You may use Arcana to roll skill checks related to Quantum Physics and Mathematics", or something like that.
I would really love to do the same. I've been trying to adapt Farscape RPG to D&D Beyond, but it's just way too frelling hard. I've found that when you adapt science fiction to D&D, you have to start by recreating all of the equipment first, then recreate the backgrounds, then recreate the spells and powers and feats, all before you even consider creating new subclasses.
(I don't have Rick & Morty, but I imagine that's as close as you can get.)
Homered classes? Homegrown skills? Not fracking likely, unfortunately.
At best, I think you would need to make your homebrew class into a subclass based of of one of the core classes and change its abilities. Any new skills you would probably have to just make an ability that says "You may use [X skill] to make skill checks related to [X new skill]". For example, if you wanted to make Quantum Physics into a skill, you'd have to say "You may use Arcana to roll skill checks related to Quantum Physics and Mathematics", or something like that.
It'll take a lot of work, but I wish you luck.
as i tryed to create a scifi oriented campaign in a more modern setting... aka i redid Shadowrun in D&D5E and i will tell you this much.... i didn't have to recreate stuff or equipment... most of it could just use a name change and call it quit. i did have to redo the stats of vehicules and drones, i did have to create some matrix stuff... but in the end it wasn't that much of a work really. when it came down to classes... i didn't even need to recreate classes... i simply recreated my own subclasses.
as i was trying to create its own classes, i realised... what i wanted wasn't d&d but shadowrun itself. if you have to change the system entirely, then you should find a better system that fits your playstyle, you shouldn't want to change a system more then 50% and even there... i tend to think if i have to change more then 40% of a system, its better for me to find another system instead.
i recreated shadowrun in D&D5E... in the end, if i wanted to play shadowrun... i should be playing shadowrun... not a subpar version of it made for a system thats not designed for it.
of everything i tryed recently... i often find myself asking... do i really need it to be its own class ?
the answer is often no, but i think why people want homebrew classes... is because archetypes aren't well developped... they want more abilities and they want level ups to be more precise. let's check the cleric as an exemple... it has something at level 1, then level 6... then what ? level 18 ! what kind of archetype progression is that ? its like its progression is meaningless and the clerics always feel like they are meaningless. most of the time archetype, who should be defining the class, are just bonus content to the class. so basically you are always playing the same classes because of it.
if i was working in D&D, i would of archetypes much much more compelling. having the basic classes is great, but archetypes should be defining the class, not just barely doing a thing... look at paladin archetype, thats defining. their capstone is based on the archetype itself. they get progression all over the place. i would of kept that for everything.
Rollback Post to RevisionRollBack
DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
homebrewing is the lifeblood of the game. the fact that we still haven't gotten it has bothered me a lot as it should have been added ages ago. they already added custom sub classes and its not that far off just doing a whole class from that. While yes it would take time but it would add a lot to the site.
It's not going to happen at the very earliest before the custom feature system or whatever it's called is done, since that is supposed to overhaul how character features are made and implemented.
Rollback Post to RevisionRollBack
Leaving OGL 1.0(a) untouched and making SRD 5.1 CC-BY-4.0 is a great first step. The next is a promise to do the same for future editions. Here's a discussion thread on that.
ah, welcome to the waiting room aka purgatory let us scream together and hope forever that we will see homebrew classes added someday sometime at some point in the future but not right now.
Thats the spirit in the meantime I have been working on updating 3.5 tomb of battle to 5e. 10 maneuvers down and one class 198 maneuvers and two classes to go. I plan to to turn crusader into a subclass for paladin and just have two new martial classes.
It's actually a lot more than just a "few" players. Especially since there are also a lot of DM's that use their own story content. Seeing it from a beneficial context you could start implementing it on higher subscription levels? In any case, if it were possible to homebrew and beta test classes in large groups, it would give the D&D Beyond community a huge increase in exciting content and fun new combinations.
I really hope you can make it possible and then together with the community be able to create new classes faster and more efficient :)
there are many other areas that the team can be developing that are much more beneficial than working on homebrew classes.
Yes, there are a FEW players who want Artificer, Gunslinger or their own class on D&D Beyond, but compared to that, the work on character sheets & campaign management is something that will benefit pretty much everyone.
That's how they prioritise.
99.7% is more than a few. clearly, "priorities" aren't straight
also, as said by Loswaith, we don't really need reviews and comments. just let us have custom classes, we don't need to publish them (yet). like Loswaith said, again, when broken down its not too complex. definitely less complex than other things you ave worked on.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
astral just fell and everyone called it the roll20 killer... Yet nobody left roll20. Foundry requires a server on your end and about 12 plugins for it to work remotely close to what you need. Yet everyone just goes to that. So i think you need to develop the most confusing vtt for it to ever be used.
VTT i dont need you.
Oh and roll20 and foundry both have options i never asked for. So yeah... Same reguardless of the company you are looking at.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
So if I understand well, it was not a priority for DDB to implement homebrew classes in 2018 when the post (this post but probably not the first post about it) was publish. Almost 4 years later they still have something better/more important to do? They never had time to think about it, try anything, give us a little something? Over 4k poeple asked here for homebrew classes but still not a priority...
The short answer is that Beyond lacks manpower. We are still waiting for feats-like system to be implemented (epic boons, piety, dark gifts, etc.), optional DMG rules (Spell points, rests, etc.), and various other things. Homebrew will have to take a back seat in the mean time, especially homebrew classes.
Check Licenses and Resync Entitlements: < https://www.dndbeyond.com/account/licenses >
Running the Game by Matt Colville; Introduction: < https://www.youtube.com/watch?v=e-YZvLUXcR8 >
D&D with High School Students by Bill Allen; Season 1 Episode 1: < https://www.youtube.com/watch?v=52NJTUDokyk&t >
I have made a very simple suggestion for a homebrew workaround. Allow classes to be renamed in the character sheet, add a hide toggle for class features so that you can take fighter but hide all of their stuff in the character sheet, then you can make homebrew feats that would resemble your class features and just add them as necessary through your levels. That will literally be the easiest thing for them since they already have a hide toggle in place for things like the unarmed strike on the character sheet.
Published Subclasses
Excellent suggestion!
If you read the thread, you'll see that we've been making simple change suggestions like this for years. Unfortunately, it falls on deaf ear due to the prioritization of features that we probably won't end up using (vtt, etc...)
I totally understand that the DnD Beyond Dev team is lacking man power, focus on other things, but I hope they can find time eventually for this since they recently got bought be WotC.
Also if WotC end up adding a new class in that works uniquely, I personally would think it might be easier to make a homebrew class feature and end up using that to make the classes from. Now I understand they have some implications in making new classes with the blood hunter and Artificer, both having there unique own features in infusions and Blood curses, so I am sure there can end up being some sort of starting point when they end up getting to this. So for the time being I will just wait patently, as the current changlog seem they working on extra actions for monsters.
My DM finally okayed a class I've been wanting to try for a year and when I hopped on to make my character sheet, I got very confused when I realized you can only make custom subclasses and not classes. After my reading of multiple forum posts (that I spent way too long on), I'm getting the sense we're not getting homebrew classes, but my little heart still wants to hope. Gonna post so that I can get updates on this thread and hopefully keep the train rolling. One day I will be able to play my Arcane Pastry Chef (or perhaps Battle Chef) on DDB. That day just probably won't happen for at least another few years :')
I have to believe in you DDB! Please give me a way to convince my group to move away from roll20 and its cursed dice roller!
Will we gain access to custom classes?
I would really love to do the same. I've been trying to adapt Farscape RPG to D&D Beyond, but it's just way too frelling hard. I've found that when you adapt science fiction to D&D, you have to start by recreating all of the equipment first, then recreate the backgrounds, then recreate the spells and powers and feats, all before you even consider creating new subclasses.
(I don't have Rick & Morty, but I imagine that's as close as you can get.)
Homered classes? Homegrown skills? Not fracking likely, unfortunately.
At best, I think you would need to make your homebrew class into a subclass based of of one of the core classes and change its abilities. Any new skills you would probably have to just make an ability that says "You may use [X skill] to make skill checks related to [X new skill]". For example, if you wanted to make Quantum Physics into a skill, you'd have to say "You may use Arcana to roll skill checks related to Quantum Physics and Mathematics", or something like that.
It'll take a lot of work, but I wish you luck.
as i tryed to create a scifi oriented campaign in a more modern setting... aka i redid Shadowrun in D&D5E and i will tell you this much....
i didn't have to recreate stuff or equipment... most of it could just use a name change and call it quit. i did have to redo the stats of vehicules and drones, i did have to create some matrix stuff... but in the end it wasn't that much of a work really. when it came down to classes... i didn't even need to recreate classes... i simply recreated my own subclasses.
as i was trying to create its own classes, i realised... what i wanted wasn't d&d but shadowrun itself.
if you have to change the system entirely, then you should find a better system that fits your playstyle, you shouldn't want to change a system more then 50% and even there... i tend to think if i have to change more then 40% of a system, its better for me to find another system instead.
i recreated shadowrun in D&D5E... in the end, if i wanted to play shadowrun... i should be playing shadowrun... not a subpar version of it made for a system thats not designed for it.
of everything i tryed recently... i often find myself asking...
do i really need it to be its own class ?
the answer is often no, but i think why people want homebrew classes...
is because archetypes aren't well developped... they want more abilities and they want level ups to be more precise.
let's check the cleric as an exemple... it has something at level 1, then level 6... then what ? level 18 ! what kind of archetype progression is that ?
its like its progression is meaningless and the clerics always feel like they are meaningless. most of the time archetype, who should be defining the class, are just bonus content to the class. so basically you are always playing the same classes because of it.
if i was working in D&D, i would of archetypes much much more compelling.
having the basic classes is great, but archetypes should be defining the class, not just barely doing a thing... look at paladin archetype, thats defining. their capstone is based on the archetype itself. they get progression all over the place. i would of kept that for everything.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
homebrewing is the lifeblood of the game. the fact that we still haven't gotten it has bothered me a lot as it should have been added ages ago. they already added custom sub classes and its not that far off just doing a whole class from that. While yes it would take time but it would add a lot to the site.
Not to mention all the 3rd party books out there that already have classes. It'd be nice to be able to port those into DnDBeyond.
Yes please.
Also, homebrew classes really should have happened by now. A long time before now.
It's not going to happen at the very earliest before the custom feature system or whatever it's called is done, since that is supposed to overhaul how character features are made and implemented.
Leaving OGL 1.0(a) untouched and making SRD 5.1 CC-BY-4.0 is a great first step. The next is a promise to do the same for future editions. Here's a discussion thread on that.
#OpenDnD
DDB is great, but it could be better. Here are some things I think could improve DDB
ah, welcome to the waiting room aka purgatory let us scream together and hope forever that we will see homebrew classes added someday sometime at some point in the future but not right now.
Thats the spirit in the meantime I have been working on updating 3.5 tomb of battle to 5e. 10 maneuvers down and one class 198 maneuvers and two classes to go. I plan to to turn crusader into a subclass for paladin and just have two new martial classes.
its ok, I think I've only been in the room for around 2 years now. There are some who have been here even longer....we all scream.
It's actually a lot more than just a "few" players. Especially since there are also a lot of DM's that use their own story content. Seeing it from a beneficial context you could start implementing it on higher subscription levels? In any case, if it were possible to homebrew and beta test classes in large groups, it would give the D&D Beyond community a huge increase in exciting content and fun new combinations.
I really hope you can make it possible and then together with the community be able to create new classes faster and more efficient :)
99.7% is more than a few. clearly, "priorities" aren't straight
also, as said by Loswaith, we don't really need reviews and comments. just let us have custom classes, we don't need to publish them (yet). like Loswaith said, again, when broken down its not too complex. definitely less complex than other things you ave worked on.