I'm currently using the magic item Cli Lyre on my Bard. The item states that each spell is single use per day (technically per dawn). However in my spell list it shows as 7 charges. There is no way to track which specific spells have been used in DDB.
Is there a way to have each spell have a separate charge? Can anyone point me to a way to homebrew this in the interim?
Cli Lyre
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, Wind Wall. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.
I'm currently using the magic item Cli Lyre on my Bard. The item states that each spell is single use per day (technically per dawn). However in my spell list it shows as 7 charges. There is no way to track which specific spells have been used in DDB.
Is there a way to have each spell have a separate charge? Can anyone point me to a way to homebrew this in the interim?
Unfortunately, it is not currently possible to assign single charges to the spell of an item.
I’ve been role playing/gaming since I was 14 (I’m now 46) and for me, nothing beats rolling physical dice. The feel of them in your hand. Shaking them and psyching them before rolling them on to the table to see what fate has in store. The sound of them hitting the table. The joy of seeing the number you wanted/needed appear. Knowing which of your dice won’t let you down when it comes to crunch time. Collecting them over I years. Pretty much all my dice have a story behind them. it’s a religion......
No random number generator will ever beat that.
I've been playing since I was 13 (I'm now 34) and for me, give me a random number generator I can trust (Random.org or Roll20) and I'll take it over physical dice any day of the way. I mean, a button is so much easier to just press than pick up the right dice, finding a spot in which they won't roll on the floor and where I can still see them, rerolling the ones that come out cocked. And it's so much more convenient. Then I don't have to carry around a big bag of plastic. And all the superstitions and customs and rituals surrounding dice... blegh.
You know what? To each his own.
Indeed.....everyone is entitled to their own opinion. All those things you listed as negatives are part of the enjoyment of playing DnD for me. Online gaming aside, clicking a button just seems a bit soulless. Maybe I’m just weird. 😁
It would be fantastic to have the option to set "Default Character Preferences".
For instance, the first thing I do when creating a new character is turn on Critical Role and Unearthed Arcana, I then have to change Advancement from Milestone to XP, and then I turn off Ignore Coin Weight. Being able to set these as my standard selections on an account level would be extremely useful. It would also help a lot of the people with queries such as "Why don't the Ability Scores default to the way I like?" and "Why does it default to public?"
I like the way that advantages are displayed on the sheet; however, I wish the same was done for disadvantages. I use splint armor, which gives disadvantage on stealth. Would be helpful to have a little reminder next to stealth skill. Like a red dot or something to complement the green dot for advantage.
While I strongly agree with this idea in principle, as someone who is red-green color blind, I would vote for either customizable colors or or obviously different shapes.
Added +2 arrows to a character's inventory today... equipped them, aaaaand nothing happened in the attack block of the character sheet. Short bow attack block still says "+5 att, 1d6+3 piercing damage"
Made a custom action for it.. but.. still, couldn't add the +2 from the arrows to the attack.
Not sure how they will pull this one off as ammunition isn’t an attack and you can interchange multiple ammunition types for an attack (+1 and +2 arrows for example).
Added +2 arrows to a character's inventory today... equipped them, aaaaand nothing happened in the attack block of the character sheet. Short bow attack block still says "+5 att, 1d6+3 piercing damage"
Made a custom action for it.. but.. still, couldn't add the +2 from the arrows to the attack.
Not sure how they will pull this one off as ammunition isn’t an attack and you can interchange multiple ammunition types for an attack (+1 and +2 arrows for example).
Bow, sling etc attacks would need to expand/collapse with all available ammo types listed beneath
Added +2 arrows to a character's inventory today... equipped them, aaaaand nothing happened in the attack block of the character sheet. Short bow attack block still says "+5 att, 1d6+3 piercing damage"
Made a custom action for it.. but.. still, couldn't add the +2 from the arrows to the attack.
Not sure how they will pull this one off as ammunition isn’t an attack and you can interchange multiple ammunition types for an attack (+1 and +2 arrows for example).
Bow, sling etc attacks would need to expand/collapse with all available ammo types listed beneath
I like this idea, because in reality, the device (bow, crossbow, sling, etc) does not cause damage, it's the ammunition. Admittedly, the standard round will all have the same damage, but it would make sense that each type would have it's own line.
Added +2 arrows to a character's inventory today... equipped them, aaaaand nothing happened in the attack block of the character sheet. Short bow attack block still says "+5 att, 1d6+3 piercing damage"
Made a custom action for it.. but.. still, couldn't add the +2 from the arrows to the attack.
Not sure how they will pull this one off as ammunition isn’t an attack and you can interchange multiple ammunition types for an attack (+1 and +2 arrows for example).
Bow, sling etc attacks would need to expand/collapse with all available ammo types listed beneath
I’m really hoping we’ve seen the end of collapsable fields with the new sheet design.
This kind of thing may have to wait until they have figured out how to dynamically track and apply temporary effects. Magic ammunition is no different than any number of class features or spell effects like Devotion Paladin’s sacred weapon or elemental weapon that are applied conditionally for a limited time. Same goes for non-attack effects like mage armor.
If there was a list of available ammunition listed in the attack tab that may help in the meantime, especially if clicking an ammunition provides details about the ammunition and allows tracking usage in the sidebar.
Added +2 arrows to a character's inventory today... equipped them, aaaaand nothing happened in the attack block of the character sheet. Short bow attack block still says "+5 att, 1d6+3 piercing damage"
Made a custom action for it.. but.. still, couldn't add the +2 from the arrows to the attack.
Not sure how they will pull this one off as ammunition isn’t an attack and you can interchange multiple ammunition types for an attack (+1 and +2 arrows for example).
Bow, sling etc attacks would need to expand/collapse with all available ammo types listed beneath
I’m really hoping we’ve seen the end of collapsable fields with the new sheet design.
This kind of thing may have to wait until they have figured out how to dynamically track and apply temporary effects. Magic ammunition is no different than any number of class features or spell effects like Devotion Paladin’s sacred weapon or elemental weapon that are applied conditionally for a limited time. Same goes for non-attack effects like mage armor.
If there was a list of available ammunition listed in the attack tab that may help in the meantime, especially if clicking an ammunition provides details about the ammunition and allows tracking usage in the sidebar.
Ammunition listed in attacks should have a FIRE button, just as spells have CAST, and each time you hit it one piece of ammunition is reduced from your inventory. And there's nothing inherently wrong with collapsing, as long as it remembers whether you want it collapsed or not. If you have five different types of arrow but rarely use your bow, you don't want it taking up half the screen all the time.
The new character sheet has been a big hit with my group. I even had players offering to help me pay my subscription after a session using them (this is out of the ordinary). It takes us a nice step along the way to DDB becoming our one stop shop for gaming aids. For the DM, the addition of some sort of DM dashboard, which gives the ability to view characters, track monster hp, etc. would take us most of the way there.
For my players, the next thing would be the ability to roll dice in app (saving throws, attacks, damage, etc.). So, I know that a 'die roller' has been suggested elsewhere, but I'd like to offer a thought (probably not original). I'd like a die roller which is smart and uses the info that DDB has to simplify things.
So, say you have a rogue. You click to attack. A popup comes up that lets you click a box for sneak attack so that sneak attack damage is rolled with the attack. Maybe you have the magic initiate feat and have green flame blade. Maybe it lets you click whether you are doing your attack through the spell. That damage gets rolled too! Yay!
You are a battlemaster-- you click to attack, popup comes up that lets you select among your various maneuvers. Extra damage is rolled, Save DC and type of save shows up with the damage. Superiority dice checkbox is checked automatically.
Best example-- You are a relatively high level paladin with a holy avenger. You click your attack. You are given checkboxes for whether your opponent is a fiend or undead and whether you'd like to channel divine smite using a spell slot. This came up just the other night. My buddy was trying to figure out how many dice of damage he had to roll based on a bunch of situational factors. So, even using the digital sheet, he was clicking around to figure out all the situational modifiers. It occurred to both of us that DDB already has all this info in the database. Wouldn't it be nice if he could have just clicked on his holy avenger, checked the appropriate boxes and then boom-- it rolls all the damage and checks off the spell slots and he doesn't have to search around at all? It would be nice.
We would love that. We would love that a lot. It would speed up our game a lot.
AD
I’ve been role playing/gaming since I was 14 (I’m now 46) and for me, nothing beats rolling physical dice. The feel of them in your hand. Shaking them and psyching them before rolling them on to the table to see what fate has in store. The sound of them hitting the table. The joy of seeing the number you wanted/needed appear. Knowing which of your dice won’t let you down when it comes to crunch time. Collecting them over I years. Pretty much all my dice have a story behind them. it’s a religion......
No random number generator will ever beat that.
agree 100% but for those playing online, having a dice roller that all players can see is needed and very useful. right now we need to use another program. would be nice to have it all in one.
I know this is jumping way ahead in DnD Beyond's evolving timeline, but there is a UI in place here that could easily take a bite out of the "Roll20" market. Anyone who has played on Roll20's site knows the clicking ability to roll in a group text chain, while combo'ing with Discord - it's all great, but there's gotta be a more centralized and organized way to do all this. And DnD Beyond has the chance to become that next step.
Added +2 arrows to a character's inventory today... equipped them, aaaaand nothing happened in the attack block of the character sheet. Short bow attack block still says "+5 att, 1d6+3 piercing damage"
Made a custom action for it.. but.. still, couldn't add the +2 from the arrows to the attack.
Not sure how they will pull this one off as ammunition isn’t an attack and you can interchange multiple ammunition types for an attack (+1 and +2 arrows for example).
Bow, sling etc attacks would need to expand/collapse with all available ammo types listed beneath
I’m really hoping we’ve seen the end of collapsable fields with the new sheet design.
This kind of thing may have to wait until they have figured out how to dynamically track and apply temporary effects. Magic ammunition is no different than any number of class features or spell effects like Devotion Paladin’s sacred weapon or elemental weapon that are applied conditionally for a limited time. Same goes for non-attack effects like mage armor.
If there was a list of available ammunition listed in the attack tab that may help in the meantime, especially if clicking an ammunition provides details about the ammunition and allows tracking usage in the sidebar.
Ammunition listed in attacks should have a FIRE button, just as spells have CAST, and each time you hit it one piece of ammunition is reduced from your inventory. And there's nothing inherently wrong with collapsing, as long as it remembers whether you want it collapsed or not. If you have five different types of arrow but rarely use your bow, you don't want it taking up half the screen all the time.
I don’t think that’s the best option. What if I have 2 bows? Are all ammunition options going to be listed twice, once under each bow? Where will hunter’s mark be added in, colossus slayer, et. al.? Where are hunter’s mark and colossus slayer added for melee attacks? Another collapsable section? For each melee weapon too? There has to be a better solution than a collapsable section with all possible permutations (or even worse, multiple disparate ways of resolving conditional effects).
Whatever button they come up with to resolve attacks should probably be attached to the weapon, be it a ranged weapon or a melee weapon. All additional modifications should probably come after. Same goes with spells and metamagic. Can you imagine each spell is collapsable with the metamagic options duplicated under each, all with a cast button?
DDB has done a great job of finding a good answer to difficult problems in representing a wide variety characters. I trust them to think of how to handle these things long term rather than hacking in a temporary stopgap that is not scalable.
Added +2 arrows to a character's inventory today... equipped them, aaaaand nothing happened in the attack block of the character sheet. Short bow attack block still says "+5 att, 1d6+3 piercing damage"
Made a custom action for it.. but.. still, couldn't add the +2 from the arrows to the attack.
Not sure how they will pull this one off as ammunition isn’t an attack and you can interchange multiple ammunition types for an attack (+1 and +2 arrows for example).
Bow, sling etc attacks would need to expand/collapse with all available ammo types listed beneath
I’m really hoping we’ve seen the end of collapsable fields with the new sheet design.
This kind of thing may have to wait until they have figured out how to dynamically track and apply temporary effects. Magic ammunition is no different than any number of class features or spell effects like Devotion Paladin’s sacred weapon or elemental weapon that are applied conditionally for a limited time. Same goes for non-attack effects like mage armor.
If there was a list of available ammunition listed in the attack tab that may help in the meantime, especially if clicking an ammunition provides details about the ammunition and allows tracking usage in the sidebar.
Ammunition listed in attacks should have a FIRE button, just as spells have CAST, and each time you hit it one piece of ammunition is reduced from your inventory. And there's nothing inherently wrong with collapsing, as long as it remembers whether you want it collapsed or not. If you have five different types of arrow but rarely use your bow, you don't want it taking up half the screen all the time.
I don’t think that’s the best option. What if I have 2 bows? Are all ammunition options going to be listed twice, once under each bow? Where will hunter’s mark be added in, colossus slayer, et. al.? Where are hunter’s mark and colossus slayer added for melee attacks? Another collapsable section? For each melee weapon too? There has to be a better solution than a collapsable section with all possible permutations (or even worse, multiple disparate ways of resolving conditional effects).
Whatever button they come up with to resolve attacks should probably be attached to the weapon, be it a ranged weapon or a melee weapon. All additional modifications should probably come after. Same goes with spells and metamagic. Can you imagine each spell is collapsable with the metamagic options duplicated under each, all with a cast button?
DDB has done a good job of finding a good answer and I trust them to think of how to handle these things long term rather than hacking in a temporary stopgap that is not scalable. I choose to have patience while they try to find a truely elegant and scalable solution.
What about a sub-window side pain like the pop-up one for spells extra, but just inside that box to the right? You add an "additional effects" button and your hex/hunters marl/Absorb elements etc. from your spell list are their with and option to check mark that will automatically check when you cast one of those spells and clear when you talk a long or short rest or use it in case of absorb element and track the spell using your concentration so casting another concentration spell or removing the spell will also uncheck the additional abilities . You also add a select ammunition option defaulting to "standard" unless identified other wise removing ammo when used. That said their isn't a roller yet so its more of a note to remind the player and to remove ammo than anything else.
Rollback Post to RevisionRollBack
The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
What if I have 2 bows? Are all ammunition options going to be listed twice, once under each bow? Where will hunter’s mark be added in, colossus slayer, et. al.? Where are hunter’s mark and colossus slayer added for melee attacks? Another collapsable section? For each melee weapon too?
That all sounds good to me. If you have two bows, you can expand each as needed, or equip one at a time in your inventory. Active spell modifiers is a whole other issue, but yeah if you're expanding weapons to look at ammo options you could have tickboxes in there for those kind of effects.
I hear what you're saying, it could be some other kind of button, popover or just use the sidebar. I just hope they keep the horizontal list format like attacks for ammo selection so you can easily scan down and compare bonuses, effects before you fire.
I'm currently using the magic item Cli Lyre on my Bard. The item states that each spell is single use per day (technically per dawn). However in my spell list it shows as 7 charges. There is no way to track which specific spells have been used in DDB.
Is there a way to have each spell have a separate charge?
Can anyone point me to a way to homebrew this in the interim?
Unfortunately, it is not currently possible to assign single charges to the spell of an item.
It is possible with a feat, however.
Indeed.....everyone is entitled to their own opinion. All those things you listed as negatives are part of the enjoyment of playing DnD for me. Online gaming aside, clicking a button just seems a bit soulless. Maybe I’m just weird. 😁
So theoretically in the interim could I create a feat that grants the spells instead?
Yes.
You are a legend my friend. Works 100%
It would be fantastic to have the option to set "Default Character Preferences".
For instance, the first thing I do when creating a new character is turn on Critical Role and Unearthed Arcana, I then have to change Advancement from Milestone to XP, and then I turn off Ignore Coin Weight.
Being able to set these as my standard selections on an account level would be extremely useful.
It would also help a lot of the people with queries such as "Why don't the Ability Scores default to the way I like?" and "Why does it default to public?"
While I strongly agree with this idea in principle, as someone who is red-green color blind, I would vote for either customizable colors or or obviously different shapes.
Not sure how they will pull this one off as ammunition isn’t an attack and you can interchange multiple ammunition types for an attack (+1 and +2 arrows for example).
Bow, sling etc attacks would need to expand/collapse with all available ammo types listed beneath
I like this idea, because in reality, the device (bow, crossbow, sling, etc) does not cause damage, it's the ammunition. Admittedly, the standard round will all have the same damage, but it would make sense that each type would have it's own line.
I’m really hoping we’ve seen the end of collapsable fields with the new sheet design.
This kind of thing may have to wait until they have figured out how to dynamically track and apply temporary effects. Magic ammunition is no different than any number of class features or spell effects like Devotion Paladin’s sacred weapon or elemental weapon that are applied conditionally for a limited time. Same goes for non-attack effects like mage armor.
If there was a list of available ammunition listed in the attack tab that may help in the meantime, especially if clicking an ammunition provides details about the ammunition and allows tracking usage in the sidebar.
Ammunition listed in attacks should have a FIRE button, just as spells have CAST, and each time you hit it one piece of ammunition is reduced from your inventory. And there's nothing inherently wrong with collapsing, as long as it remembers whether you want it collapsed or not. If you have five different types of arrow but rarely use your bow, you don't want it taking up half the screen all the time.
How about a green "A" for advantage and red "D" for disadvantage?
With a different shape for the icon as well.
"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
― Oscar Wilde.
I know this is jumping way ahead in DnD Beyond's evolving timeline, but there is a UI in place here that could easily take a bite out of the "Roll20" market. Anyone who has played on Roll20's site knows the clicking ability to roll in a group text chain, while combo'ing with Discord - it's all great, but there's gotta be a more centralized and organized way to do all this. And DnD Beyond has the chance to become that next step.
I don’t think that’s the best option. What if I have 2 bows? Are all ammunition options going to be listed twice, once under each bow? Where will hunter’s mark be added in, colossus slayer, et. al.? Where are hunter’s mark and colossus slayer added for melee attacks? Another collapsable section? For each melee weapon too? There has to be a better solution than a collapsable section with all possible permutations (or even worse, multiple disparate ways of resolving conditional effects).
Whatever button they come up with to resolve attacks should probably be attached to the weapon, be it a ranged weapon or a melee weapon. All additional modifications should probably come after. Same goes with spells and metamagic. Can you imagine each spell is collapsable with the metamagic options duplicated under each, all with a cast button?
DDB has done a great job of finding a good answer to difficult problems in representing a wide variety characters. I trust them to think of how to handle these things long term rather than hacking in a temporary stopgap that is not scalable.
What about a sub-window side pain like the pop-up one for spells extra, but just inside that box to the right? You add an "additional effects" button and your hex/hunters marl/Absorb elements etc. from your spell list are their with and option to check mark that will automatically check when you cast one of those spells and clear when you talk a long or short rest or use it in case of absorb element and track the spell using your concentration so casting another concentration spell or removing the spell will also uncheck the additional abilities . You also add a select ammunition option defaulting to "standard" unless identified other wise removing ammo when used. That said their isn't a roller yet so its more of a note to remind the player and to remove ammo than anything else.
The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
Your claws are natural weapons that you can use for unarmed strikes that deal 1d4 -1 slashing damage.
^^ This is under my actions panel for my Tabaxi Monk, looks like it's not getting my stats.
That all sounds good to me. If you have two bows, you can expand each as needed, or equip one at a time in your inventory. Active spell modifiers is a whole other issue, but yeah if you're expanding weapons to look at ammo options you could have tickboxes in there for those kind of effects.
I hear what you're saying, it could be some other kind of button, popover or just use the sidebar. I just hope they keep the horizontal list format like attacks for ammo selection so you can easily scan down and compare bonuses, effects before you fire.