So I am making a Sub-class (This really should be played as it's own Class because having it paired up with the fighter as a subclass can make it a bit too overpowered to be honest but I digress.) and the feature I am adding are mostly level scaling and I have having issues with creating it as I want. My main goal was to make the class as open and customizable as I can make it but also make it easily accessible though the Actions tab instead of having the player flip back and forth though Class Features and such. (I'm just being stubborn)
Modifier
1. I wanted to impart bonuses to the player for choosing a particular weapon category to specialize in, ie Swords, Axes, Lances, ect. The bonus modifier shows up correctly but because the bonus options just broadly choose Melee range. This will impart these bonuses to all Melee weapons. I have a tooltip for players in the description of the Feature that involves editing the gear though Equipment.
2. I was trying to add a Speed modifier upon choosing a Feature but it never reflects on the Character Sheet. This is what I have done.
Add Modifier > Modifier Type - Bonus > Modifier Sub-type - Speed (I have also tried to specify all the other movement types ie Walking, flying, ect) > Fixed Value - 5
Level Override
1. A good chunk of my new Feature's/ Actions does not utilize die count/rolls in the conventional way so utilizing the Level Override does not assist me in any way
2. Aesthetically I wanted to also change the name of the ability at certain intervals but that is asking for a cosmetic change and I don't expect it to be updated.
So basically, what you are asking them is to give you the ability to make your own class ?!!
yeah at that point why create a subclass ? yeah that's my question.
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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)
Making this a whole new class, that would be great but I know that is the farthest thing from their mind if I have gleaned anything from the forum posts about that topic. I see this like multi-classing anyway so I'm fine with it being a subclass.
My actual concerns is that either adding modifiers will affect multiple variables just because it the choices are very broad even when unintended. Or that some modifiers just don't reflect on the character sheet at all.
Take this for example. You want to make a barbarian that really likes throwing Battle Axes. So you go though all the steps of creating the sub-class, adding the modifier to hit and damage, adding your actions, ect. However when you actually make a character and start playing with the class. The bonuses you just added that you only meant for Battle Axe football is now added to all your other ranged/melee attacks.
The other issue I am having is certain bonuses don't reflect on the character sheet. Take this same subclass above. You want to make him move faster so he can retrieve his axes because he threw them all and he is only left with a short sword as a backup. You add +5ft to his walking speed as a modifier, check the character sheet. No change. Now setting a fixed Speed works just fine but what if you were playing a class that has more then just the 30 base Speed like a gnome, maybe even other homebrew or additional content like Centaurs and such.
I know that this system is far from perfect, but it's come a long way since it first released. Hell, me and my friends wouldn't even touch it due to the weird layout and phone compatibility wasn't so great. For me, I understand how to edit the character sheets to a good point and am fine with flipping though different tabs to figure out all the abilities that I have stashed due to lots of multiclassing I have done.
tl;dr My goal of this post was to address some features that is lacking on the back end that makes it a bit more work for a PC to maintain their Character sheets. Not for me as a creator.
Also there is a chance that I am doing something wrong and someone has a solution and/or I'm going too deep on making a semi-complex class. But i'm having fun with it.
it is not a chance... based on what i already did with two archetypes myself and what you are trying to accomplish... you are going too deep and at that point what you want is a whole new class.
at least thats what the "level override" told me about. i might have just missunderstood that one though. but my impression is that you are trying to override what the class is giving the guy.
as for added speed... feats actually adds speed, races do as well. classes should also be able to do it since barbarian and monks do it. so there is definitely a way to add speed without having to change the actual speed.
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)
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So I am making a Sub-class (This really should be played as it's own Class because having it paired up with the fighter as a subclass can make it a bit too overpowered to be honest but I digress.) and the feature I am adding are mostly level scaling and I have having issues with creating it as I want. My main goal was to make the class as open and customizable as I can make it but also make it easily accessible though the Actions tab instead of having the player flip back and forth though Class Features and such. (I'm just being stubborn)
Modifier
1. I wanted to impart bonuses to the player for choosing a particular weapon category to specialize in, ie Swords, Axes, Lances, ect. The bonus modifier shows up correctly but because the bonus options just broadly choose Melee range. This will impart these bonuses to all Melee weapons. I have a tooltip for players in the description of the Feature that involves editing the gear though Equipment.
2. I was trying to add a Speed modifier upon choosing a Feature but it never reflects on the Character Sheet. This is what I have done.
Add Modifier > Modifier Type - Bonus > Modifier Sub-type - Speed (I have also tried to specify all the other movement types ie Walking, flying, ect) > Fixed Value - 5
Level Override
1. A good chunk of my new Feature's/ Actions does not utilize die count/rolls in the conventional way so utilizing the Level Override does not assist me in any way
2. Aesthetically I wanted to also change the name of the ability at certain intervals but that is asking for a cosmetic change and I don't expect it to be updated.
So basically, what you are asking them is to give you the ability to make your own class ?!!
yeah at that point why create a subclass ?
yeah that's my question.
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)
Making this a whole new class, that would be great but I know that is the farthest thing from their mind if I have gleaned anything from the forum posts about that topic. I see this like multi-classing anyway so I'm fine with it being a subclass.
My actual concerns is that either adding modifiers will affect multiple variables just because it the choices are very broad even when unintended. Or that some modifiers just don't reflect on the character sheet at all.
Take this for example. You want to make a barbarian that really likes throwing Battle Axes. So you go though all the steps of creating the sub-class, adding the modifier to hit and damage, adding your actions, ect. However when you actually make a character and start playing with the class. The bonuses you just added that you only meant for Battle Axe football is now added to all your other ranged/melee attacks.
The other issue I am having is certain bonuses don't reflect on the character sheet. Take this same subclass above. You want to make him move faster so he can retrieve his axes because he threw them all and he is only left with a short sword as a backup. You add +5ft to his walking speed as a modifier, check the character sheet. No change. Now setting a fixed Speed works just fine but what if you were playing a class that has more then just the 30 base Speed like a gnome, maybe even other homebrew or additional content like Centaurs and such.
I know that this system is far from perfect, but it's come a long way since it first released. Hell, me and my friends wouldn't even touch it due to the weird layout and phone compatibility wasn't so great. For me, I understand how to edit the character sheets to a good point and am fine with flipping though different tabs to figure out all the abilities that I have stashed due to lots of multiclassing I have done.
Also there is a chance that I am doing something wrong and someone has a solution and/or I'm going too deep on making a semi-complex class. But i'm having fun with it.
it is not a chance... based on what i already did with two archetypes myself and what you are trying to accomplish... you are going too deep and at that point what you want is a whole new class.
at least thats what the "level override" told me about.
i might have just missunderstood that one though. but my impression is that you are trying to override what the class is giving the guy.
as for added speed... feats actually adds speed, races do as well. classes should also be able to do it since barbarian and monks do it. so there is definitely a way to add speed without having to change the actual speed.
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)