D&D Beyond is a company and the devs work as employees of D&D Beyond. D&D Beyond used to be owned by Curse.
Fandom bought D&D Beyond from Curse, so Curse no longer own it, Fandom do.
But it remains the same D&D Beyond staff and devs.
Curse never provided devs or anything, nor does Fandom. It's D&D Beyond's dev team, and they remain mostly the same.
I know you were just referring to "the devs" - my post was more to update you and mostly be an attempt at humour. >.> Which, I guess failed. T_T
That's the curse of a fandom not much interested in company politics, I guess...
Yay puns!
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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 have feedback about having the character sheet support homebrew mechanical rules, like critical hits.
Ever since critical hits became a rule in D&D (2nd Edition, I think, if not AD&D) I have always played with groups that used the homebrew rule that you maximize the normal weapon damage + bonuses, and then you roll the weapon dice again. For example, Level 1 fighter with Greatsword gets a critical hit. Damage = 2d6+STR+12 (Edited). This means that even your worst critical hit is always at least 1 point-per-damage-die better than your best non-critical. And of course, monsters get the same result on their critical hits against the party.
Is there a way to force the D&D Beyond character sheet to implement this rule for a particular attack? Some of the VTT character sheets have a little built-in box for "Critical" damage and if left blank it follows the default rule, but if you put in the max weapon damage, it will forego rolling the extra dice and just add that static number. It seems like something simple that D&D Beyond could do, but I haven't been able to find an obvious space to make that work in D&D Beyond.
Is this something that can be set somewhere on the character/monster settings that will apply universally? Is there some way to set this up as a custom attack on a character sheet?
I just wish that when using the option to roll hit dice we could view them per level, instead of a single slot that bulks them up. I use a fairly forgiving rule of die roll or the fixed amount, whichever is higher - but it starts getting a bit chaotic after a while.
For example, Level 1 fighter with Greatsword gets a critical hit. Damage = 2d6+STR+PROF+12.
That's a very homebrew calculation, as proficiency bonus is only added to the attack roll, not the damage roll, per base rules. It's beside your point and could be a mistype though.
The other part is that it is a very homebrew rule changing core mechanics; I believe even it this be configurable at some point it would be quite low on the priority list, as it would take a considerable amount of rework to support a homebrew rule that might sound default and common to you, but I don't personally remember hearing it from anyone anywhere before.
You can come up with custom attacks I think; although I am not sure if it would support your approach. (Some of the VTT character sheets have that because they are generalised sheets that started from "close to no automatisation" and slowly adding more to it, expecting people to use all kind of homebrew they add manually anyway; while DnD Beyond is primarily focusing on giving as much automatisation and coverage on the official products as possible, while allowing homebrew that can be achieved using the mechanisms used by the official mechanics.)
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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.
Edem, you are right that I erred including the PROF bonus as part of the damage. It would be part of the attack roll instead. :)
As for the difficulty of achieving this, I have to believe there's some way of leveraging that snippet window in custom attacks (if not opening and editing each "standard" attack on the character sheet) to add some code that would do it. I imagine there must be a way to create custom attack rolls with the same base damage as the default ones and then supplying a snippet of code to handle the variant critical damage results.
On these very forums, there are quite a few people who mention the same rule about critical damage, and I sifted through all of the other posts mentioning the same homebrew rule to see if anyone had come up with a way of getting D&D Beyond to accommodate it, but to no avail. I'll take your word that you've never heard of it. It might be something that only those of us who grew up playing the older editions ever encountered back in the day when trees had to die to bring us RPGs.
I have to believe the developers have been asked about this before, and there's probably developers or moderators who know what code would be used in the snippet window of a custom attack to make that work. So I'm hopeful that here on the thread where they talk about things on people's wish list for enhancements to D&D Beyond character sheets would be the best place for them to find it and explain how to use custom attacks to achieve those results.
And perhaps your response has actually pointed me in the right direction. I was so focused on looking for information about critical damage that I did not do a thorough search on snippet code or custom attacks. Perhaps someone has posted something under one of those topics that will point me to the answer.
Don't know if this has been mentioned before (this is a pretty long thread lol) but I would like to add spells from other spell lists in the manage spell section. Here is my example: I took the invocation Book of Ancient Secrets which allows me to put spells with the ritual tag (and can only be cast as rituals) from any source, spending time and gold for inks. Now I picked Leomund's Tiny Hut, but when I manage my spells it isn't available to me from the list of available spells.
Don't know if this has been mentioned before (this is a pretty long thread lol) but I would like to add spells from other spell lists in the manage spell section. Here is my example: I took the invocation Book of Ancient Secrets which allows me to put spells with the ritual tag (and can only be cast as rituals) from any source, spending time and gold for inks. Now I picked Leomund's Tiny Hut, but when I manage my spells it isn't available to me from the list of available spells.
Dndbeyond has a very specific way to add spells to that invocation. Go into the character builder. Go to your invocations, add the rituals there. its odd, but that is how it works.
I noticed the healer’s kit has a use limit of 10 per quantity. But there is no way to mark those uses. It’s not really a big deal but if you are nit picky about your inventory list...
I'd love to have the option for multiple character sheets for the various DnD settings or the ability to tinker and make our own. Starting a Theros campaign and realized most heroic rules and tracking of piety will be in notes with no shortcuts to the actual rules. Just an idear.
Quick idea: change the money to where it says = 2 EP underneath gold instead of = 10 SP. It is kinda confusing that they are all saying the exchange rate for the currency right below them other than the gold piece. Absolutely not a huge deal but I think it would make it easier to read and easier to understand the relationship between gold pieces and electrum pieces. :), keep up the good work!
Quick idea: change the money to where it says = 2 EP underneath gold instead of = 10 SP. It is kinda confusing that they are all saying the exchange rate for the currency right below them other than the gold piece. Absolutely not a huge deal but I think it would make it easier to read and easier to understand the relationship between gold pieces and electrum pieces. :), keep up the good work!
Technically that would be true, however it can be confusing as it is not in the 10:1 ratio, and is usually unused in most campaigns (at least I've yet to play in one where they are not ignored) and I don't remember anything in any of the core non-adventure books priced in electrum pieces. Saying "= 2 EP or 10 SP" would be more helpful, but that in itself might be confusing for people.
The most convenient solution would be something that would be a lot of work to implement: a "use Electrum piece" switch in the character preferences - when EP is turned off, it wouldn't appear at all, the GP showing its value in SP; and when it's enabled, GP would show the EP value instead.
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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.
A bit of feedback regarding custom actions when it comes to existing weapons.
My example comes from the dwarven-thrower and its thrown property.
The melee attack is displayed as an attack (1d8+3), but if I was to add a custom attack as a throw (2d8+3); I've found that I can add a +3 to damage (under the "Fixed Value" field) however the +3 field does not add to the hit/dc field.
Can a separate field be added to the custom action to affect the "Hit/DC" bonus? (This way it can also be customised for the feats like sharpshooter and great-weapon-master)
It would be satisfying, functionally optimal, user-friendly, and player/beginner friendly.
Imagine where or near the Hammer and Anvil icon is for character sheet editor there was a level up button. Pressing it brings up a Pop Up screen, like a banner or scroll in front of your character sheet. You select which class you are leveling up in. Classes you don't meet the prereqs for are grayed out and when you hoover over them it tells you "your intelligence is too low." for wizard as an example. After selecting the class you level up in the banner fills with all the changes that happen to your character this level up.
Starting with Hit points and give the option to select "Take the Standard or Roll for it" 38 -> ___ "Take the Standard (#) or Roll a d# + (con mod)"
Then move on to spells.
Then follow up with all the changes in class features allowing people to make choice like they can in the editor.
Thank you for your time and taking this into consideration.
It would be satisfying, functionally optimal, user-friendly, and player/beginner friendly.
Imagine where or near the Hammer and Anvil icon is for character sheet editor there was a level up button. Pressing it brings up a Pop Up screen, like a banner or scroll in front of your character sheet. You select which class you are leveling up in.
Is it really any slower than selecting "Manage Levels" from the cog icon next to the character's name?
The character sheets need a way to incorporate campaign world-specific rules. For example, Supernatural Gifts (and variant Heroic Feats) from The Mythical Odysseys of Theros.
The character sheets need a way to incorporate campaign world-specific rules. For example, Supernatural Gifts (and variant Heroic Feats) from The Mythical Odysseys of Theros.
And probably piety, and/or custom(isable) counters would be nice in general - they could be useful for many optional or setting related stats, i.e. piety, corruption, etc.
Rollback Post to RevisionRollBack
--[ 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.
Can I add +1 to the people who would like a new-level view to manage the HP gain on level-up if the character is on "Manual" mode? It could be a simply as throwing a pop-up when a level is added to a class showing the Rolled HP value for that level and providing a slider to adjust it, e.g.
[Character adds +1 Paladin level] [Pop Up: Manage gained HP on new level; Paladin: d10, Rolled HP: +9 <+->; Constitution Modifier: +2; Gained HP = +11]
My group tried the DDB for the first time yesterday and went up to level 2. Having to explain to them how to add their HP gained on level up into DND Beyond was not something I have ever had to do with any other character interface. I am a math person but not all my group are and this way of adding HP on level felt quite clumsy to me.
So far I am quite pleased with DDB overall but there is definitely bits and pieces that could do with improvement. The counter-intuitive nature of the HP gain on leveling was the one that stood out the most.
I mean, even better might be a per level management interface for HP but that is possibly a more substantial change.
Can I add +1 to the people who would like a new-level view to manage the HP gain on level-up if the character is on "Manual" mode? It could be a simply as throwing a pop-up when a level is added to a class showing the Rolled HP value for that level and providing a slider to adjust it, e.g.
[Character adds +1 Paladin level] [Pop Up: Manage gained HP on new level; Paladin: d10, Rolled HP: +9 <+->; Constitution Modifier: +2; Gained HP = +11]
My group tried the DDB for the first time yesterday and went up to level 2. Having to explain to them how to add their HP gained on level up into DND Beyond was not something I have ever had to do with any other character interface. I am a math person but not all my group are and this way of adding HP on level felt quite clumsy to me.
So far I am quite pleased with DDB overall but there is definitely bits and pieces that could do with improvement. The counter-intuitive nature of the HP gain on leveling was the one that stood out the most.
I mean, even better might be a per level management interface for HP but that is possibly a more substantial change.
Thanks.
Yes, the HP leveling management is probably my biggest complaint on the site right now. Obviously works cleanly if you are doing fixed HP, but if you're doing manual, there's no way of remembering whether you rolled your HP for each level. In my groups, we flip flop from rolling at the end of the session that we level, or at the start of the next session. And when you open up your character sheet, it sucks to think "did I roll my HP before we finished last game or not?"
And it doesn't even automatically add the full hit die value at Level 1, and a lot of my players forget how those starting hit points work. So unless I verify that everyone has it set up right, you can have a Level 1 wizard with like 3 HP.
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That's the curse of a fandom not much interested in company politics, I guess...
--[ 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.
Yay puns!
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 have feedback about having the character sheet support homebrew mechanical rules, like critical hits.
Ever since critical hits became a rule in D&D (2nd Edition, I think, if not AD&D) I have always played with groups that used the homebrew rule that you maximize the normal weapon damage + bonuses, and then you roll the weapon dice again. For example, Level 1 fighter with Greatsword gets a critical hit. Damage = 2d6+STR+12 (Edited). This means that even your worst critical hit is always at least 1 point-per-damage-die better than your best non-critical. And of course, monsters get the same result on their critical hits against the party.
Is there a way to force the D&D Beyond character sheet to implement this rule for a particular attack? Some of the VTT character sheets have a little built-in box for "Critical" damage and if left blank it follows the default rule, but if you put in the max weapon damage, it will forego rolling the extra dice and just add that static number. It seems like something simple that D&D Beyond could do, but I haven't been able to find an obvious space to make that work in D&D Beyond.
Is this something that can be set somewhere on the character/monster settings that will apply universally? Is there some way to set this up as a custom attack on a character sheet?
I just wish that when using the option to roll hit dice we could view them per level, instead of a single slot that bulks them up. I use a fairly forgiving rule of die roll or the fixed amount, whichever is higher - but it starts getting a bit chaotic after a while.
--[ 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.
Edem, you are right that I erred including the PROF bonus as part of the damage. It would be part of the attack roll instead. :)
As for the difficulty of achieving this, I have to believe there's some way of leveraging that snippet window in custom attacks (if not opening and editing each "standard" attack on the character sheet) to add some code that would do it. I imagine there must be a way to create custom attack rolls with the same base damage as the default ones and then supplying a snippet of code to handle the variant critical damage results.
On these very forums, there are quite a few people who mention the same rule about critical damage, and I sifted through all of the other posts mentioning the same homebrew rule to see if anyone had come up with a way of getting D&D Beyond to accommodate it, but to no avail. I'll take your word that you've never heard of it. It might be something that only those of us who grew up playing the older editions ever encountered back in the day when trees had to die to bring us RPGs.
I have to believe the developers have been asked about this before, and there's probably developers or moderators who know what code would be used in the snippet window of a custom attack to make that work. So I'm hopeful that here on the thread where they talk about things on people's wish list for enhancements to D&D Beyond character sheets would be the best place for them to find it and explain how to use custom attacks to achieve those results.
And perhaps your response has actually pointed me in the right direction. I was so focused on looking for information about critical damage that I did not do a thorough search on snippet code or custom attacks. Perhaps someone has posted something under one of those topics that will point me to the answer.
Don't know if this has been mentioned before (this is a pretty long thread lol) but I would like to add spells from other spell lists in the manage spell section. Here is my example: I took the invocation Book of Ancient Secrets which allows me to put spells with the ritual tag (and can only be cast as rituals) from any source, spending time and gold for inks. Now I picked Leomund's Tiny Hut, but when I manage my spells it isn't available to me from the list of available spells.
Dndbeyond has a very specific way to add spells to that invocation.
Go into the character builder. Go to your invocations, add the rituals there.
its odd, but that is how it works.
I noticed the healer’s kit has a use limit of 10 per quantity. But there is no way to mark those uses. It’s not really a big deal but if you are nit picky about your inventory list...
Yeah, I ended up putting it in the notes initially but then ended up making a custom item with charges (like the wand of magic missile)
I'd love to have the option for multiple character sheets for the various DnD settings or the ability to tinker and make our own. Starting a Theros campaign and realized most heroic rules and tracking of piety will be in notes with no shortcuts to the actual rules. Just an idear.
Quick idea: change the money to where it says = 2 EP underneath gold instead of = 10 SP. It is kinda confusing that they are all saying the exchange rate for the currency right below them other than the gold piece. Absolutely not a huge deal but I think it would make it easier to read and easier to understand the relationship between gold pieces and electrum pieces. :), keep up the good work!
Technically that would be true, however it can be confusing as it is not in the 10:1 ratio, and is usually unused in most campaigns (at least I've yet to play in one where they are not ignored) and I don't remember anything in any of the core non-adventure books priced in electrum pieces. Saying "= 2 EP or 10 SP" would be more helpful, but that in itself might be confusing for people.
The most convenient solution would be something that would be a lot of work to implement: a "use Electrum piece" switch in the character preferences - when EP is turned off, it wouldn't appear at all, the GP showing its value in SP; and when it's enabled, GP would show the EP value instead.
--[ 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.
Hello again,
A bit of feedback regarding custom actions when it comes to existing weapons.
My example comes from the dwarven-thrower and its thrown property.
The melee attack is displayed as an attack (1d8+3), but if I was to add a custom attack as a throw (2d8+3); I've found that I can add a +3 to damage (under the "Fixed Value" field) however the +3 field does not add to the hit/dc field.
Can a separate field be added to the custom action to affect the "Hit/DC" bonus? (This way it can also be customised for the feats like sharpshooter and great-weapon-master)
A Level Up Button
It would be satisfying, functionally optimal, user-friendly, and player/beginner friendly.
Imagine where or near the Hammer and Anvil icon is for character sheet editor there was a level up button.
Pressing it brings up a Pop Up screen, like a banner or scroll in front of your character sheet. You select which class you are leveling up in. Classes you don't meet the prereqs for are grayed out and when you hoover over them it tells you "your intelligence is too low." for wizard as an example.
After selecting the class you level up in the banner fills with all the changes that happen to your character this level up.
Starting with Hit points and give the option to select "Take the Standard or Roll for it"
38 -> ___ "Take the Standard (#) or Roll a d# + (con mod)"
Then move on to spells.
Then follow up with all the changes in class features allowing people to make choice like they can in the editor.
Thank you for your time and taking this into consideration.
Is it really any slower than selecting "Manage Levels" from the cog icon next to the character's name?
The character sheets need a way to incorporate campaign world-specific rules. For example, Supernatural Gifts (and variant Heroic Feats) from The Mythical Odysseys of Theros.
And probably piety, and/or custom(isable) counters would be nice in general - they could be useful for many optional or setting related stats, i.e. piety, corruption, etc.
--[ 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.
Can I add +1 to the people who would like a new-level view to manage the HP gain on level-up if the character is on "Manual" mode? It could be a simply as throwing a pop-up when a level is added to a class showing the Rolled HP value for that level and providing a slider to adjust it, e.g.
[Character adds +1 Paladin level]
[Pop Up: Manage gained HP on new level;
Paladin: d10, Rolled HP: +9 <+->; Constitution Modifier: +2;
Gained HP = +11]
My group tried the DDB for the first time yesterday and went up to level 2. Having to explain to them how to add their HP gained on level up into DND Beyond was not something I have ever had to do with any other character interface. I am a math person but not all my group are and this way of adding HP on level felt quite clumsy to me.
So far I am quite pleased with DDB overall but there is definitely bits and pieces that could do with improvement. The counter-intuitive nature of the HP gain on leveling was the one that stood out the most.
I mean, even better might be a per level management interface for HP but that is possibly a more substantial change.
Thanks.
Yes, the HP leveling management is probably my biggest complaint on the site right now. Obviously works cleanly if you are doing fixed HP, but if you're doing manual, there's no way of remembering whether you rolled your HP for each level. In my groups, we flip flop from rolling at the end of the session that we level, or at the start of the next session. And when you open up your character sheet, it sucks to think "did I roll my HP before we finished last game or not?"
And it doesn't even automatically add the full hit die value at Level 1, and a lot of my players forget how those starting hit points work. So unless I verify that everyone has it set up right, you can have a Level 1 wizard with like 3 HP.