Please change the tag for non-magical items from COMMON to MUNDANE
Having the same tag for two drastically different things is aggravating (I'm also looking at you, class level vs spell level)
I am constantly having to remind players that just because an item is tagged as common that does not mean it is available for purchase during character creation.
Also, since the magic items do not have a cost, I am argued with that they can take Plate Armor of Gleaming for free at first level, which is technically correct RAW.
Please change the tag for non-magical items from COMMON to MUNDANE
Having the same tag for two drastically different things is aggravating (I'm also looking at you, class level vs spell level)
I am constantly having to remind players that just because an item is tagged as common that does not mean it is available for purchase during character creation.
Also, since the magic items do not have a cost, I am argued with that they can take Plate Armor of Gleaming for free at first level, which is technically correct RAW.
except by raw, it would cost between 50 and 100 gold. which is what common "Magical" objects are. and thats raw. so they are arguing for nothing, because its not free to begin with.
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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)
It would be really nice to have purchasable frames and backdrops from previous pre-order perks. As customization is so key to D&D, it should be available for players who have just gotten into the hobby and missed previous releases to have that option.
Please change the tag for non-magical items from COMMON to MUNDANE
Having the same tag for two drastically different things is aggravating (I'm also looking at you, class level vs spell level)
I am constantly having to remind players that just because an item is tagged as common that does not mean it is available for purchase during character creation.
Also, since the magic items do not have a cost, I am argued with that they can take Plate Armor of Gleaming for free at first level, which is technically correct RAW.
except by raw, it would cost between 50 and 100 gold. which is what common "Magical" objects are. and thats raw. so they are arguing for nothing, because its not free to begin with.
Except that that is not correct. There are no hard and fast prices for magic items, only suggested values (as noted below) which are determined by the DM.
As the DM, you determine the value of an individual magic item based on its rarity. Suggested values are provided in the Magic Item Rarity table.
If I tell them to take only non-magical items, they go "yeah, these are common items and they're free as there's no price listed according to the character builder. there's nothing there that states they are magical, or different from normal gear."
In the grand scheme of things, the power of the item is negligible, and this is not about that ( 9 times outta 10 I let them keep the item). It's about the app not being clear about what certain items are.
Please change the tag for non-magical items from COMMON to MUNDANE
Having the same tag for two drastically different things is aggravating (I'm also looking at you, class level vs spell level)
I am constantly having to remind players that just because an item is tagged as common that does not mean it is available for purchase during character creation.
Also, since the magic items do not have a cost, I am argued with that they can take Plate Armor of Gleaming for free at first level, which is technically correct RAW.
except by raw, it would cost between 50 and 100 gold. which is what common "Magical" objects are. and thats raw. so they are arguing for nothing, because its not free to begin with.
Except that that is not correct. There are no hard and fast prices for magic items, only suggested values (as noted below) which are determined by the DM.
As the DM, you determine the value of an individual magic item based on its rarity. Suggested values are provided in the Magic Item Rarity table.
If I tell them to take only non-magical items, they go "yeah, these are common items and they're free as there's no price listed according to the character builder. there's nothing there that states they are magical, or different from normal gear."
In the grand scheme of things, the power of the item is negligible, and this is not about that ( 9 times outta 10 I let them keep the item). It's about the app not being clear about what certain items are.
It rather sounds to me like your players are pushing the envelope to see what they can get away with. It certainly wouldn't be true that e.g. armor of gleaming is simply "free". It would cost the regular cost for armor of that type plus a mark-up (at least 50 g.p. more if you use the suggestions in the table) assuming its available. The items aren't simply "common" they are "common among magic items" which can be overall as rare as you like (low magic campaign versus high magic campaign). Nothing wrong with your suggestion of having clarity so that non-magical and magical items can be distinguished more easily though.
I'd like to see Boons added, as well as livestock decreasing weight carried.
Obviously, I don't know what DDB is doing under the hood, but I'd guess that these would be the easiest and most effective ways to implement.
Boons would be an additional tab, like Home, Race, Class, Background, Stats, Equipment, (Boons), Character Sheet.
As for equipment carried vs. not carried, I'd give the players a second variable called "Un-Carried" or something. This happens activates if the PC has a wagon or bag of holding. When it comes to equipment, there would also be two radio switches. One would be "Carried" and the other would be "Packed". Gray out the Packed option unless the PC has something that activates it. Everything can then default to Carried. This way, nothing should be altered on a character sheet and work as an easy to navigate option.
Would still like it if someone fixes the weights on Mithral armors, the text says they weigh less, the weight stat says otherwise. For those whose DMs monitor encumbrance in their players, and don’t allow * items, this does make a difference and shouldn’t take very long to change.
Would still like it if someone fixes the weights on Mithral armors, the text says they weigh less, the weight stat says otherwise. For those whose DMs monitor encumbrance in their players, and don’t allow * items, this does make a difference and shouldn’t take very long to change.
Many of the smaller requests shouldn't really take very long. But when there are already dozens of desired new features on the list, alongside dozens of bugs needing to be fixed, it makes sense to temper expectations.
Would still like it if someone fixes the weights on Mithral armors, the text says they weigh less, the weight stat says otherwise. For those whose DMs monitor encumbrance in their players, and don’t allow * items, this does make a difference and shouldn’t take very long to change.
The only mention of weight is the phrase
Mithral is a light, flexible metal.
D&D Beyond can't arbitrarily make rules, such as giving mithral armor a decreased weight value, unless explicitly outlined by Wizards of the Coast.
I would really like it if, under the character creation equipment menu, it would display if the armor options it's presenting give disadvantage on stealth or not. As it is it displays all the rest of the information like weight and cost and even tags, but it doesn't tell you if the armor option affects stealth.
to be frank i'm still waiting for the new and improved beastss for the beastmaster ranger which only has weird stuff that needs editing, since the mechanics are similar to the artificer protector beast... it would be nice to kill 2 birds with one stone and allow for stuff to be present that "links to the owner's proficiency bonus" in the monsters' mechanics and descriptions.
D&D Beyond can't arbitrarily make rules, such as giving mithral armor a decreased weight value, unless explicitly outlined by Wizards of the Coast.
In previous iterations of D&D it was half the weight. A Mithral ingot is half the weight of a steel ingot…
Seems like looking for an issue to specifically ‘not act’ on something that could have been corrected in less time than the three of us had spent typing our comments on the matter.
(Once again, this is only an issue for me in one game, with one specific DM, any other time I just customize the items and move on.)
D&D Beyond can't arbitrarily make rules, such as giving mithral armor a decreased weight value, unless explicitly outlined by Wizards of the Coast.
In previous iterations of D&D it was half the weight. A Mithral ingot is half the weight of a steel ingot…
Seems like looking for an issue to specifically ‘not act’ on something that could have been corrected in less time than the three of us had spent typing our comments on the matter.
(Once again, this is only an issue for me in one game, with one specific DM, any other time I just customize the items and move on.)
This is not a rule in the 5th edition of D&D which D&D Beyond supports.
If you want to make a weight adjustment to mithral armor as a homebrew rule, the system already supports that through the item customization menu on the character sheet
Please change the tag for non-magical items from COMMON to MUNDANE
Having the same tag for two drastically different things is aggravating (I'm also looking at you, class level vs spell level)
I am constantly having to remind players that just because an item is tagged as common that does not mean it is available for purchase during character creation.
Also, since the magic items do not have a cost, I am argued with that they can take Plate Armor of Gleaming for free at first level, which is technically correct RAW.
except by raw, it would cost between 50 and 100 gold. which is what common "Magical" objects are. and thats raw. so they are arguing for nothing, because its not free to begin with.
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)
It would be really nice to have purchasable frames and backdrops from previous pre-order perks. As customization is so key to D&D, it should be available for players who have just gotten into the hobby and missed previous releases to have that option.
Except that that is not correct. There are no hard and fast prices for magic items, only suggested values (as noted below) which are determined by the DM.
As the DM, you determine the value of an individual magic item based on its rarity. Suggested values are provided in the Magic Item Rarity table.
If I tell them to take only non-magical items, they go "yeah, these are common items and they're free as there's no price listed according to the character builder. there's nothing there that states they are magical, or different from normal gear."
In the grand scheme of things, the power of the item is negligible, and this is not about that ( 9 times outta 10 I let them keep the item).
It's about the app not being clear about what certain items are.
It rather sounds to me like your players are pushing the envelope to see what they can get away with. It certainly wouldn't be true that e.g. armor of gleaming is simply "free". It would cost the regular cost for armor of that type plus a mark-up (at least 50 g.p. more if you use the suggestions in the table) assuming its available. The items aren't simply "common" they are "common among magic items" which can be overall as rare as you like (low magic campaign versus high magic campaign). Nothing wrong with your suggestion of having clarity so that non-magical and magical items can be distinguished more easily though.
I'd like to see Boons added, as well as livestock decreasing weight carried.
Obviously, I don't know what DDB is doing under the hood, but I'd guess that these would be the easiest and most effective ways to implement.
Boons would be an additional tab, like Home, Race, Class, Background, Stats, Equipment, (Boons), Character Sheet.
As for equipment carried vs. not carried, I'd give the players a second variable called "Un-Carried" or something. This happens activates if the PC has a wagon or bag of holding. When it comes to equipment, there would also be two radio switches. One would be "Carried" and the other would be "Packed". Gray out the Packed option unless the PC has something that activates it. Everything can then default to Carried. This way, nothing should be altered on a character sheet and work as an easy to navigate option.
Im just looking forward to when they get the Extra features sorted out.
It would be really cool to be able to equip monsters in the encounter builder with magic items.
Would still like it if someone fixes the weights on Mithral armors, the text says they weigh less, the weight stat says otherwise. For those whose DMs monitor encumbrance in their players, and don’t allow * items, this does make a difference and shouldn’t take very long to change.
Many of the smaller requests shouldn't really take very long. But when there are already dozens of desired new features on the list, alongside dozens of bugs needing to be fixed, it makes sense to temper expectations.
Sterling - V. Human Bard 3 (College of Art) - [Pic] - [Traits] - in Bards: Dragon Heist (w/ Mansion) - Jasper's [Pic] - Sterling's [Sigil]
Tooltips Post (2024 PHB updates) - incl. General Rules
>> New FOW threat & treasure tables: fow-advanced-threat-tables.pdf fow-advanced-treasure-table.pdf
Agreed, but the last time I made the request was 3 months ago, just trying to keep it in the queue.
The only mention of weight is the phrase
D&D Beyond can't arbitrarily make rules, such as giving mithral armor a decreased weight value, unless explicitly outlined by Wizards of the Coast.
I would really like it if, under the character creation equipment menu, it would display if the armor options it's presenting give disadvantage on stealth or not. As it is it displays all the rest of the information like weight and cost and even tags, but it doesn't tell you if the armor option affects stealth.
to be frank i'm still waiting for the new and improved beastss for the beastmaster ranger which only has weird stuff that needs editing, since the mechanics are similar to the artificer protector beast... it would be nice to kill 2 birds with one stone and allow for stuff to be present that "links to the owner's proficiency bonus" in the monsters' mechanics and descriptions.
In previous iterations of D&D it was half the weight.
A Mithral ingot is half the weight of a steel ingot…
Seems like looking for an issue to specifically ‘not act’ on something that could have been corrected in less time than the three of us had spent typing our comments on the matter.
(Once again, this is only an issue for me in one game, with one specific DM, any other time I just customize the items and move on.)
This is not a rule in the 5th edition of D&D which D&D Beyond supports.
If you want to make a weight adjustment to mithral armor as a homebrew rule, the system already supports that through the item customization menu on the character sheet
Find my D&D Beyond articles here
I would like to see purchased source books be available offline. Thanks...
If you install the new D&D Beyond mobile app (produced by Fandom,) you can download your source books (and character sheets) and use them offline.
Sterling - V. Human Bard 3 (College of Art) - [Pic] - [Traits] - in Bards: Dragon Heist (w/ Mansion) - Jasper's [Pic] - Sterling's [Sigil]
Tooltips Post (2024 PHB updates) - incl. General Rules
>> New FOW threat & treasure tables: fow-advanced-threat-tables.pdf fow-advanced-treasure-table.pdf
I don't think that works with my laptop.
Reportedly, Windows 11 will run Android apps off the bat so that'll solve it.
Check out all my important links here.
May we live in Less Interesting Times