Forgive me if this has been mentioned previously (I am sure it has), but when creating a custom attack/weapon I can't seem to find the "to hit" modifier box (i.e. add +5 to hit) in the managing custom actions tab. I am fairly sure it used to be there... Am I blind? Is it called something different now? Or has it disappeared??
The Revamp is nice for the App/Mobile users. But as a Player on PC using multiple screens it would be really nice to have the option of selecting the classic character sheet which worked a lot better for me on mouse and keyboard.
Forgive me if this has been mentioned previously (I am sure it has), but when creating a custom attack/weapon I can't seem to find the "to hit" modifier box (i.e. add +5 to hit) in the managing custom actions tab. I am fairly sure it used to be there... Am I blind? Is it called something different now? Or has it disappeared??
It has disappeared. I am unsure when that happened.
There is a FUNDEMENTAL OMISSION in the Rouge Character creation that can be easily corrected. All Rouges are given the fundamental option to select Thieves Tools proficiency +/- expertise at 1st level. This is COMPLETELY MISSING and I think anyone would agree is absolutely fundamental to a Rouge, and although a player that specializes as a Rouge is able customize his proficiencies to include Thieves Tools; and to a lesser extent Disguise Kits and Forgery Kits, inexperienced players (and DM's) may encounter confusion on how to handle Lock Picking or Trap Deactivation Actions. The correct action, in accordance with the Player's Manual, is (provided a player has Thieves Tools) is to make a twenty sided roll against the Thieves Tools Proficiency. Rouges, who pick Proficiency, and then Expertise, in this proficiency are then exceptionally good at such actions, again provided they have the Thieves Tools to even attempt it. For more clarification, please feel free to examine a Halfling Rouge Thief that I created in Discord with these features added: ddb.ac/characters/23857379/IXGizr.
There is a FUNDEMENTAL OMISSION in the Rouge Character creation that can be easily corrected. All Rouges are given the fundamental option to select Thieves Tools proficiency +/- expertise at 1st level. This is COMPLETELY MISSING and I think anyone would agree is absolutely fundamental to a Rouge, and although a player that specializes as a Rouge is able customize his proficiencies to include Thieves Tools; and to a lesser extent Disguise Kits and Forgery Kits, inexperienced players (and DM's) may encounter confusion on how to handle Lock Picking or Trap Deactivation Actions. The correct action, in accordance with the Player's Manual, is (provided a player has Thieves Tools) is to make a twenty sided roll against the Thieves Tools Proficiency. Rouges, who pick Proficiency, and then Expertise, in this proficiency are then exceptionally good at such actions, again provided they have the Thieves Tools to even attempt it. For more clarification, please feel free to examine a Halfling Rouge Thief that I created in Discord with these features added: ddb.ac/characters/23857379/IXGizr.
That's weird.
When I create a new Rogue character, the Thieves' Tools proficiency is added correctly (as it is a given tool proficiency and not an optional choice) and I can select it immediately for Expertise. Nothing missing there. (Also not sure you had to go off explaining us how the tool proficiency works in a thread about the character sheet, but okay.)
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--[ Natural 20 - that's how I roll! ]-- We've stopped this OGL madness, but stay vigilant, they tried it once, they can try it again.
There is a FUNDEMENTAL OMISSION in the Rouge Character creation that can be easily corrected. All Rouges are given the fundamental option to select Thieves Tools proficiency +/- expertise at 1st level. This is COMPLETELY MISSING and I think anyone would agree is absolutely fundamental to a Rouge, and although a player that specializes as a Rouge is able customize his proficiencies to include Thieves Tools; and to a lesser extent Disguise Kits and Forgery Kits, inexperienced players (and DM's) may encounter confusion on how to handle Lock Picking or Trap Deactivation Actions. The correct action, in accordance with the Player's Manual, is (provided a player has Thieves Tools) is to make a twenty sided roll against the Thieves Tools Proficiency. Rouges, who pick Proficiency, and then Expertise, in this proficiency are then exceptionally good at such actions, again provided they have the Thieves Tools to even attempt it. For more clarification, please feel free to examine a Halfling Rouge Thief that I created in Discord with these features added: ddb.ac/characters/23857379/IXGizr.
It's
ROGUE
Sorry, it's a brain-itching pet peeve. Drives me barmy.
The rest of your incorrect/irrelevant rant has been covered by Edem.
As you were.
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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.
It's not a Rant. Its a Remark. It's feedback. Thank you for your attention. I tried to give a detailed description of the improvement I would like to see, and nevertheless,
I had to manually add Thieves Tools (and Forgery, and Disguise) as a skill so it shows up on my character sheet. It's true you can pick it during your skill selection Eden, you are absolutely correct, but if doesn't show up on your players sheet as a skill, it may then be forgotten or overlooked. It's not a special custom add on skill, like cooking would be, but a skill that is rather fundamental to being a Rouge so I believe it would be an improvement if it showed up on the player character skills with the expertience modifier, rather than manually having to add it.
I appreciate your time in looking over this problem improvement.
It's not a Rant. Its a Remark. It's feedback. Thank you for your attention. I tried to give a detailed description of the improvement I would like to see, and nevertheless,
I had to manually add Thieves Tools (and Forgery, and Disguise) as a skill so it shows up on my character sheet. It's true you can pick it during your skill selection Eden, you are absolutely correct, but if doesn't show up on your players sheet as a skill, it may then be forgotten or overlooked. It's not a special custom add on skill, like cooking would be, but a skill that is rather fundamental to being a Rouge so I believe it would be an improvement if it showed up on the player character skills with the expertience modifier, rather than manually having to add it.
I appreciate your time in looking over this problem improvement.
It is on your sheet. Under Tool Proficiencies.
It's not added to skills because it is not actually a skill. It's a tool. And may use different Ability Scores based on circumstances, like most tools. A complicated lock may be Int based rather than dex based. Another might have heavy springs you need to use Strength for. This is why tools are not listed like skills: because the ability score to use is much more variable.
So you saying it's not on your sheet is a complete blatant lie.
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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.
I just created a new thief.... all the way to the end. To the PDF
Please look into this with sufficient diligence,. As it turned out the thieves tools did not show up in inventory or as a skill. No thieves tools, no ability to perform this action, and no idea of your expertience bonus unless you manually calculate it and edit the player sheet.
Let me put it (not so simply), it would be like making a fighter without automatically adding a weapon on the character sheet. Then requiring a player to add that weapon manually, and manually calculate and modify the player sheet to show the hit/damage adjustments on the character sheet . Would this be considered that a good build? Quite acceptable for the overlooked Rouge?
I just created a new thief.... all the way to the end. To the PDF
Please look into this with sufficient diligence,. As it turned out the thieves tools did not show up in inventory or as a skill. No thieves tools, no ability to perform this action, and no idea of your expertience bonus unless you manually calculate it and edit the player sheet.
Let me put it (not so simply), it would be like making a fighter without automatically adding a weapon on the character sheet. Then requiring a player to add that weapon manually, and manually calculate and modify the player sheet to show the hit/damage adjustments on the character sheet . Would this be considered that a good build? Quite acceptable for the overlooked Rouge?
As for the skill: Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. ( PHB / Basic Rules ). So they cannot give you one single number; they would have to add at least 6 different numbers (one for each attribute). Are you trying to pick a mechanical lock? Dexterity + Thieves' Tools. Are you trying to decide whether a certain lock is safe enough against simple thieves? Intelligence + Thieves' Tools. Are you trying to figure out how to avoid a trap without actually disarming it? Wisdom + Thieves' Tools. The only reliable thing to show is that you have proficiency with it.
As for the inventory: have you selected starting equipment? In that case you would have one in your inventory. Did you choose starting gold instead? That means you have to choose your equipment yourself. Or maybe overlooked the point that you do need to choose either, in which case DnD Beyond will not try to guess for you, cause it could be that your character should have started without any gear and money. All according to the game rules - and DnD Beyond is here to implement these for you, and not to change or alter them.
As for the fighter with no weapons: if you choose to start without weapons (like a pugilist, for example), why would DnD Beyond force you to have any?
As for Thieves' Tools being the most fundamental part of the Rogue, I beg to differ. Anyone can pick up a set of thieves' tools and use it (in fact there's at least one background that provides that for anyone); and if you think of Rogues as bipedal lockpicks, you should reconsider it. There's so much about rogues, both mechanically (sneak attacks, mobility, utility, skill versatility just to name a few without going into subclasses) and thematically (are you a vagabond, a highwayman, a scoundrel, a gentleman thief, an unscrupulous scout or maybe an explorer with a heart of gold?) that a full article would not be enough to discuss it.
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--[ Natural 20 - that's how I roll! ]-- We've stopped this OGL madness, but stay vigilant, they tried it once, they can try it again.
Eden, go all the way to the end (PDF) on your test rouge.
You tell me: What's your expertience skill bonus for Thieves Tools? Where is it?
The most fundamental thing about being a Rouge, and you have to add it as a Custom Skill?
Thieves Tools aren't listed like a skill for reasons already stated multiple times. To know the proficiency bonus, check your proficiency bonus.
On Digital Sheet it looks like this:
On the PDF it looks like:
========
The tool cannot be shown like a skill due to the variable nature as already explained. So you build the roll using the correct ability score modifier and your proficiency bonus. If you have expertise, add your proficiency bonus a second time.
This is a level of math taught to 6 year olds. I'm sure you can manage.
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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.
Wrong... it's Character SHEET revamp feedback. It's about the online character sheet. And it is meant to follow the 5e rules, not your preferences; so discussing what the rules say are in fact are relevant to the situation.
The rules do NOT assign a single bonus to any tool proficiency. Your request to present one n the PDF version of the sheet is not only in the wrong topic, it's also a customisation against the 5e rules, and moreover an impossible one.
is this too complicated for me
or for you?
We all have our answers here, but I think yours differ from the one we have.
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--[ Natural 20 - that's how I roll! ]-- We've stopped this OGL madness, but stay vigilant, they tried it once, they can try it again.
The custom action fixed (damage) value should allow negative numbers, also there should be a fixed (to hit) value, which should also allow negative values.
p.s. checking "duel wield" should remove attribute bonus from damage
p.s. checking "duel wield" should remove attribute bonus from damage
Only for the off-hand weapon, if you didn't take the two weapon fighting style...
That is the implication, because there is no "off-hand" checkbox when equipping weapons, and if you have the feat then don't check the box. Also that is what that box does when equipping a weapon, it should behave the same for custom actions.
Forgive me if this has been mentioned previously (I am sure it has), but when creating a custom attack/weapon I can't seem to find the "to hit" modifier box (i.e. add +5 to hit) in the managing custom actions tab. I am fairly sure it used to be there... Am I blind? Is it called something different now? Or has it disappeared??
The Revamp is nice for the App/Mobile users. But as a Player on PC using multiple screens it would be really nice to have the option of selecting the classic character sheet which worked a lot better for me on mouse and keyboard.
It has disappeared. I am unsure when that happened.
The hit point manager is very confusing and hard to use.
If you increase your constitution ability score, it retroactively applies that to all the past levels and that shouldn't happen.
The retroactive behaviour is correct. According to PHB or Basic Rules:
--[ Natural 20 - that's how I roll! ]--
We've stopped this OGL madness, but stay vigilant, they tried it once, they can try it again.
There is a FUNDEMENTAL OMISSION in the Rouge Character creation that can be easily corrected. All Rouges are given the fundamental option to select Thieves Tools proficiency +/- expertise at 1st level. This is COMPLETELY MISSING and I think anyone would agree is absolutely fundamental to a Rouge, and although a player that specializes as a Rouge is able customize his proficiencies to include Thieves Tools; and to a lesser extent Disguise Kits and Forgery Kits, inexperienced players (and DM's) may encounter confusion on how to handle Lock Picking or Trap Deactivation Actions. The correct action, in accordance with the Player's Manual, is (provided a player has Thieves Tools) is to make a twenty sided roll against the Thieves Tools Proficiency. Rouges, who pick Proficiency, and then Expertise, in this proficiency are then exceptionally good at such actions, again provided they have the Thieves Tools to even attempt it. For more clarification, please feel free to examine a Halfling Rouge Thief that I created in Discord with these features added: ddb.ac/characters/23857379/IXGizr.
That's weird.
When I create a new Rogue character, the Thieves' Tools proficiency is added correctly (as it is a given tool proficiency and not an optional choice) and I can select it immediately for Expertise. Nothing missing there. (Also not sure you had to go off explaining us how the tool proficiency works in a thread about the character sheet, but okay.)
--[ Natural 20 - that's how I roll! ]--
We've stopped this OGL madness, but stay vigilant, they tried it once, they can try it again.
It's
ROGUE
Sorry, it's a brain-itching pet peeve. Drives me barmy.
The rest of your incorrect/irrelevant rant has been covered by Edem.
As you were.
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.
It's not a Rant. Its a Remark. It's feedback. Thank you for your attention. I tried to give a detailed description of the improvement I would like to see, and nevertheless,
I had to manually add Thieves Tools (and Forgery, and Disguise) as a skill so it shows up on my character sheet. It's true you can pick it during your skill selection Eden, you are absolutely correct, but if doesn't show up on your players sheet as a skill, it may then be forgotten or overlooked. It's not a special custom add on skill, like cooking would be, but a skill that is rather fundamental to being a Rouge so I believe it would be an improvement if it showed up on the player character skills with the expertience modifier, rather than manually having to add it.
I appreciate your time in looking over this
problemimprovement.It is on your sheet. Under Tool Proficiencies.
It's not added to skills because it is not actually a skill. It's a tool. And may use different Ability Scores based on circumstances, like most tools. A complicated lock may be Int based rather than dex based. Another might have heavy springs you need to use Strength for. This is why tools are not listed like skills: because the ability score to use is much more variable.
So you saying it's not on your sheet is a complete blatant lie.
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.
I just created a new thief.... all the way to the end. To the PDF
Please look into this with sufficient diligence,. As it turned out the thieves tools did not show up in inventory or as a skill. No thieves tools, no ability to perform this action, and no idea of your expertience bonus unless you manually calculate it and edit the player sheet.
Let me put it (not so simply), it would be like making a fighter without automatically adding a weapon on the character sheet. Then requiring a player to add that weapon manually, and manually calculate and modify the player sheet to show the hit/damage adjustments on the character sheet . Would this be considered that a good build? Quite acceptable for the overlooked Rouge?
Eden, go all the way to the end (PDF) on your test rouge.
You tell me: What's your expertience skill bonus for Thieves Tools? Where is it?
The most fundamental thing about being a Rouge, and you have to add it as a Custom Skill?
Right, you are talking about the PDF Export - you just forgot to mention that very important detail.
The skills are added to the character; what is missing is exporting them to the PDF.
--[ Natural 20 - that's how I roll! ]--
We've stopped this OGL madness, but stay vigilant, they tried it once, they can try it again.
As for the skill: Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. ( PHB / Basic Rules ). So they cannot give you one single number; they would have to add at least 6 different numbers (one for each attribute). Are you trying to pick a mechanical lock? Dexterity + Thieves' Tools. Are you trying to decide whether a certain lock is safe enough against simple thieves? Intelligence + Thieves' Tools. Are you trying to figure out how to avoid a trap without actually disarming it? Wisdom + Thieves' Tools. The only reliable thing to show is that you have proficiency with it.
As for the inventory: have you selected starting equipment? In that case you would have one in your inventory. Did you choose starting gold instead? That means you have to choose your equipment yourself. Or maybe overlooked the point that you do need to choose either, in which case DnD Beyond will not try to guess for you, cause it could be that your character should have started without any gear and money. All according to the game rules - and DnD Beyond is here to implement these for you, and not to change or alter them.
As for the fighter with no weapons: if you choose to start without weapons (like a pugilist, for example), why would DnD Beyond force you to have any?
As for Thieves' Tools being the most fundamental part of the Rogue, I beg to differ. Anyone can pick up a set of thieves' tools and use it (in fact there's at least one background that provides that for anyone); and if you think of Rogues as bipedal lockpicks, you should reconsider it. There's so much about rogues, both mechanically (sneak attacks, mobility, utility, skill versatility just to name a few without going into subclasses) and thematically (are you a vagabond, a highwayman, a scoundrel, a gentleman thief, an unscrupulous scout or maybe an explorer with a heart of gold?) that a full article would not be enough to discuss it.
--[ Natural 20 - that's how I roll! ]--
We've stopped this OGL madness, but stay vigilant, they tried it once, they can try it again.
"The only reliable thing to show is that you have proficiency with it."
but the Character Sheet doesn't even show that.
<EOM>
Are you sure about that?
** Checks digital character sheet **
Are you REALLY sure about that?
** Checks the PDF exported character sheet **
===
Thieves Tools aren't listed like a skill for reasons already stated multiple times. To know the proficiency bonus, check your proficiency bonus.
On Digital Sheet it looks like this:
On the PDF it looks like:
========
The tool cannot be shown like a skill due to the variable nature as already explained. So you build the roll using the correct ability score modifier and your proficiency bonus. If you have expertise, add your proficiency bonus a second time.
This is a level of math taught to 6 year olds. I'm sure you can manage.
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.
We all have our answers here, but I think yours differ from the one we have.
--[ Natural 20 - that's how I roll! ]--
We've stopped this OGL madness, but stay vigilant, they tried it once, they can try it again.
The custom action fixed (damage) value should allow negative numbers, also there should be a fixed (to hit) value, which should also allow negative values.
p.s. checking "duel wield" should remove attribute bonus from damage
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
Only for the off-hand weapon, if you didn't take the two weapon fighting style...
--[ Natural 20 - that's how I roll! ]--
We've stopped this OGL madness, but stay vigilant, they tried it once, they can try it again.
That is the implication, because there is no "off-hand" checkbox when equipping weapons, and if you have the feat then don't check the box. Also that is what that box does when equipping a weapon, it should behave the same for custom actions.
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.