Yo! For many players, like myself, concentration is of those things me and my DM have a hard time keeping track of. I was originally gunna suggest adding it as a "condition" but I feel like that contradicts the wording of the rules too much. SO! What about allowing under the conditions menu, a custom option like many other places on the app.
The advantage of custom conditions over simply using the "notes" tab, is the central placement of the Conditions window. It's so easy to view and reference!
We could use it for madness, exhaustion, con, and other stuff.
Honestly I wouldn't mind the option for custom conditions myself - I use homebrew rules for injuries and being at zero hitpoints, and have been having a hard time integrating that into dndbeyond - so far I've had to use paper handouts instead - which works, but since most of my local group already uses dndbeyond for their character sheet, and my other groups play online, it would be awesome to be able to let them do it all on their character sheets.
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Seeing as conditions are part of the core 5e rules, I don't think it's likely that they'll add the ability to create custom ones. From what I remember, the license DDB has with WotC stipulates that they can't allow homebrewing that modifies the core rules of the game, only works within it. This is why we couldn't homebrew more than 3 attunement slots until the artificer came out (which now allows up to 6)
Seeing as conditions are part of the core 5e rules, I don't think it's likely that they'll add the ability to create custom ones. From what I remember, the license DDB has with WotC stipulates that they can't allow homebrewing that modifies the core rules of the game, only works within it. This is why we couldn't homebrew more than 3 attunement slots until the artificer came out (which now allows up to 6)
I think when I originally conceived of this idea, I was envisioning a better way to track things like, a character being under the effects of the Haste spell. It grants a lot of status effects that are a bit tedious to note. Imagine if we had a visible place to note temporary gained advantage to WIS saves or other effects.
To your point Dave, yes "Conditions" is a specific mechanic. As such I don't think the description I provided really described my intent well. I wanted to note temporary buffs or debuffs quickly on the character sheet.
Off topic:
I think since posting this, I've found a pretty good way to note most things with the current features. The only challenge still is noting Advantage or Disadvantage to Saving Throws and Ability checks. Thinks like "gain advantage on perception checks that rely on smell." There's not a visible way to make a note in your perception skill very specific bonuses.
I would love to make custom conditions. My group uses additional conditions on top of the ones already in the game (like chilled, for example). I'd love to be able to implement those in dndbeyond.
The other usage where this is needed is when other temporary effects occur. For example, a character struck by a shadow who is now operating with strength reduced by 5 until a long or short rest. You want a place to note that on the character sheet but not make it a permanent override. A temp modifier to Strength does it behind the scenes but you need a way to remember to take it off.
And a hungry condition, I plan on making a culinary aspect to my game, I can add culinary as a skill, but I want to add hunger levels (or at least a hungry condition).
A list of conditions that should be available and integrated, as these are obvious things Every single DM has used at one point or another.
Note: Most if not all are listed in the books somewhere, although they are not all listed in conditions, they are all just as equally important to reference or be able to toggle under many situations.
A Incomplete Condition list of what is NOT already in DNDBeyond
1/2 cover 3/4 cover Full Cover Aided Asleep Baned Bleeding Blessed Blurred Burning or On Fire Commanded and or Controlled Concentrating Confused Cursed Diseased Disguised Dodging Drugged Dying and or Dead Empowered Enfeebled Enlarged Feigning Frozen Guided Hastened Hidden Imprisoned and or Jailed Intoxicated Invisible Invulnerable Insane and or Madness Marked Possessed Protected Reduced Shielded Silenced Slowed Suffocating Warded
These are just the ones I can come up with off the top of my head at this moment in a alphabetical approach to naming them.
I am sure that I am missing quite a few more.
Many of these would have multiple subtypes to them like warded, protected etc. from what?______________<fill in the blank perhaps to start?
I would start by just adding in a complete fill in the blank type condition that can be applied multiple times, as I am sure the list is much longer, and will take time to implement it all properly.
The things you've listed here aren't conditions (with the exception of Asleep, which is unconscious and invisible which is already listed), condition has a specific rules meaning as detailed here. What you've listed are a series of unrelated and uncategorised temporary effects, statuses, and generic persistent states that aren't conditions per the rules
D&D Beyond focuses on respecting the rules of the game as detailed by Wizard of the Coast and cannot categorise things arbitrarily in disregard to the rules.
Okay if you say so..But if they are both the same thing?? then how come they each have different means to get a character back up??
It is 1 broken and 2 a contradiction.
As you cannot shake a person unconscious, back to being aware and able to move. You can not dispel it, you can certainly not do damage to reverse it. ((You must use a means to heal them.))
Just like if you heal a sleeping person, it will not wake them up. ((You must shake them. or if magical... to end the spell, or do damage))
Both are shown to be true statements in the Official books.
I know one of you are going to say they can make their death saves or W/E. Also because they list sleep as being unconscious, doesn't mean they are literal in that they are all the same thing, they are different forms of it.
Still it does not change the fact that, their are different means to reverse the effects and neither means will reverse their opposites, Which in itself means they are 2 separate things.
But whatever keep to the broken system and what it says as Raw.
Again sorry your contracts don't leave room for common sense.
Yo! For many players, like myself, concentration is of those things me and my DM have a hard time keeping track of. I was originally gunna suggest adding it as a "condition" but I feel like that contradicts the wording of the rules too much. SO! What about allowing under the conditions menu, a custom option like many other places on the app.
The advantage of custom conditions over simply using the "notes" tab, is the central placement of the Conditions window. It's so easy to view and reference!
We could use it for madness, exhaustion, con, and other stuff.
Honestly I wouldn't mind the option for custom conditions myself - I use homebrew rules for injuries and being at zero hitpoints, and have been having a hard time integrating that into dndbeyond - so far I've had to use paper handouts instead - which works, but since most of my local group already uses dndbeyond for their character sheet, and my other groups play online, it would be awesome to be able to let them do it all on their character sheets.
DM: Three separate games of Lost Mine of Phandelver x Dragon of Icespire Peak x Tyranny of Dragons x Kobold press one-shots x homebrew content
Seeing as conditions are part of the core 5e rules, I don't think it's likely that they'll add the ability to create custom ones. From what I remember, the license DDB has with WotC stipulates that they can't allow homebrewing that modifies the core rules of the game, only works within it. This is why we couldn't homebrew more than 3 attunement slots until the artificer came out (which now allows up to 6)
Find my D&D Beyond articles here
I think when I originally conceived of this idea, I was envisioning a better way to track things like, a character being under the effects of the Haste spell. It grants a lot of status effects that are a bit tedious to note. Imagine if we had a visible place to note temporary gained advantage to WIS saves or other effects.
To your point Dave, yes "Conditions" is a specific mechanic. As such I don't think the description I provided really described my intent well. I wanted to note temporary buffs or debuffs quickly on the character sheet.
Off topic:
I think since posting this, I've found a pretty good way to note most things with the current features. The only challenge still is noting Advantage or Disadvantage to Saving Throws and Ability checks. Thinks like "gain advantage on perception checks that rely on smell." There's not a visible way to make a note in your perception skill very specific bonuses.
Ah, I get what you mean. I think temporary effects are on the roadmap; stuff like Haste, rages etc.
Find my D&D Beyond articles here
YES. Please.
I would love to make custom conditions. My group uses additional conditions on top of the ones already in the game (like chilled, for example). I'd love to be able to implement those in dndbeyond.
Bump. I need somewhere visible to apply my Cursed condition (disadvantage on saving throws) from Acquisitions Inc.
And a “Diseased” condition as well.
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And a Wanted condition.
The other usage where this is needed is when other temporary effects occur. For example, a character struck by a shadow who is now operating with strength reduced by 5 until a long or short rest. You want a place to note that on the character sheet but not make it a permanent override. A temp modifier to Strength does it behind the scenes but you need a way to remember to take it off.
And a hungry condition, I plan on making a culinary aspect to my game, I can add culinary as a skill, but I want to add hunger levels (or at least a hungry condition).
I would love this, as I use Lingering Injuries in my game.
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How are you all tracking "MADNESS" in your campaign's?
A list of conditions that should be available and integrated, as these are obvious things Every single DM has used at one point or another.
Note: Most if not all are listed in the books somewhere, although they are not all listed in conditions, they are all just as equally important to reference or be able to toggle under many situations.
A Incomplete Condition list of what is NOT already in DNDBeyond
1/2 cover
3/4 cover
Full Cover
Aided
Asleep
Baned
Bleeding
Blessed
Blurred
Burning or On Fire
Commanded and or Controlled
Concentrating
Confused
Cursed
Diseased
Disguised
Dodging
Drugged
Dying and or Dead
Empowered
Enfeebled
Enlarged
Feigning
Frozen
Guided
Hastened
Hidden
Imprisoned and or Jailed
Intoxicated
Invisible
Invulnerable
Insane and or Madness
Marked
Possessed
Protected
Reduced
Shielded
Silenced
Slowed
Suffocating
Warded
These are just the ones I can come up with off the top of my head at this moment in a alphabetical approach to naming them.
I am sure that I am missing quite a few more.
Many of these would have multiple subtypes to them like warded, protected etc. from what?______________<fill in the blank perhaps to start?
I would start by just adding in a complete fill in the blank type condition that can be applied multiple times, as I am sure the list is much longer, and will take time to implement it all properly.
The things you've listed here aren't conditions (with the exception of Asleep, which is unconscious and invisible which is already listed), condition has a specific rules meaning as detailed here. What you've listed are a series of unrelated and uncategorised temporary effects, statuses, and generic persistent states that aren't conditions per the rules
D&D Beyond focuses on respecting the rules of the game as detailed by Wizard of the Coast and cannot categorise things arbitrarily in disregard to the rules.
Find my D&D Beyond articles here
first off unconscious and sleep are 2 completely different things in game and in real life. Oops i missed invisible was listed.
Myself and many many Dm's have used markers for these conditions since the 1980's
Sorry you are bound by your contract to not be able to change things.
Not in-game they aren’t. Not RAW anyway. In 5e, if you are “asleep” you are unconscious.
Creating Epic Boons on DDB
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Okay if you say so..But if they are both the same thing?? then how come they each have different means to get a character back up??
It is 1 broken and 2 a contradiction.
As you cannot shake a person unconscious, back to being aware and able to move. You can not dispel it, you can certainly not do damage to reverse it. ((You must use a means to heal them.))
Just like if you heal a sleeping person, it will not wake them up. ((You must shake them. or if magical... to end the spell, or do damage))
Both are shown to be true statements in the Official books.
I know one of you are going to say they can make their death saves or W/E. Also because they list sleep as being unconscious, doesn't mean they are literal in that they are all the same thing, they are different forms of it.
Still it does not change the fact that, their are different means to reverse the effects and neither means will reverse their opposites, Which in itself means they are 2 separate things.
But whatever keep to the broken system and what it says as Raw.
Again sorry your contracts don't leave room for common sense.
I just want to take this a step further even though I know it will not change a thing.
(Paralyzed, Petrified, Stunned, and Unconscious)
All point to being Incapacitated.
Then why not just say they are all incapacitated?
Because there is more to it than that, and they each have differences to the incapacitated state.
That's all I have to say on the matter, and I know you can not deviate from the RAW.