I know it's been mentioned dozens of times (I know because I went back and up-voted all other mentions of it I could easily find), but we need more customizability for homebrew weapons (magic and non-magic). The current system of being forced into a "Base Weapon" selection is silly, especially if you're making something that doesn't really resemble anything that exists already. It severely limits customizability and creates problems later on if the weapon ever needs to be adjusted. The inability to change range or damage dice or other features of the weapon is bizarre. We should be able to create weapons completely from scratch if we want and set all the parameters and values ourselves (including if it's magic or not). The process of finding a suitable weapon with the correct "unchangeable" values, modifying it to ignore the majority of its properties and then adding the correct ones is tedious at best and frustrating more often than not.
I'm already dreading the fact that my DM and I are discussing "upgrading" my character's main weapon (a homebrew firearm) in the future to use more damage dice and range. It's going to end up being a complete re-make of the weapon (using a completely different base) instead of just changing a damage dice value in the editor.
And yes, I know changing the weapon range doesn't actually affect anything in DNDBeyond, but it's dumb that I can't just change it and instead have to add a note on my character sheet stating the correct range after the incorrect range. I should just be able to change it. I am also aware that the "Custom Action" feature exists, but you can't adjust the to-hit bonus with that feature, and I'd still like for the features of the weapon to be built into the weapon itself instead of being forced to make a completely separate function for it.
A lot of the "solutions" I've seen to these homebrew weapon problems are still just work arounds for a system that should be fixed instead of band-aided, especially considering the plethora of forum posts I've seen all about the same topic. It's something people plainly want.
If we turn off content sharing for a book in a campaign, it would be great if the features from that book no longer shows up in character builder.
which would then break the character sheet, which is exactly why you can't delete published homebrew.
Rollback Post to RevisionRollBack
Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
If we turn off content sharing for a book in a campaign, it would be great if the features from that book no longer shows up in character builder.
which would then break the character sheet, which is exactly why you can't delete published homebrew.
I'm talking strictly about new characters in a new campaign. I get it it might be a task, but if I want to prevent them from taking Strixhaven backgrounds or whatnot, blocking the Strixhaven book, in my mind, should do that.
If we turn off content sharing for a book in a campaign, it would be great if the features from that book no longer shows up in character builder.
which would then break the character sheet, which is exactly why you can't delete published homebrew.
Nah, anything already on a character sheet stays on the character sheet. That’s why homebrews are never actually deleted, they’re just shunted to a “deleted” file that never gets emptied.
If we turn off content sharing for a book in a campaign, it would be great if the features from that book no longer shows up in character builder.
which would then break the character sheet, which is exactly why you can't delete published homebrew.
I'm talking strictly about new characters in a new campaign. I get it it might be a task, but if I want to prevent them from taking Strixhaven backgrounds or whatnot, blocking the Strixhaven book, in my mind, should do that.
Just have a conversation at session zero and tell them they can't choose those backgrounds?
I apologize if this has been brought up before, but I cannot go through over 100 forum pages to find out.
I would like to see the ability to substitute an ability score for skill checks and attack rolls. For example: Strength based Intimidation checks. I don't like to see those kind of custom checks limited to specific classes when the PHB specifically notes that they are possible.
I get that it's possible to create a custom skill in the character sheet, but that's obviously cumbersome to do in campaigns where such unique checks are commonplace. For example I run a game where the players can choose to make a Dex (Survival) check to harvest parts such as furs, meat, or bones from defeated enemies. Other checks like that are possible so I'd very much like to see an option to substitute ability scores for specific checks.
So far I've enjoyed using D&D Beyond for my 5e needs, and plan to continue to do so. Please continue to be the best online place for 5e content.
Rollback Post to RevisionRollBack
Forever DM here. Seeking to make a decent campaign out of nothing.
I apologize if this has been brought up before, but I cannot go through over 100 forum pages to find out.
I would like to see the ability to substitute an ability score for skill checks and attack rolls. For example: Strength based Intimidation checks. I don't like to see those kind of custom checks limited to specific classes when the PHB specifically notes that they are possible.
I get that it's possible to create a custom skill in the character sheet, but that's obviously cumbersome to do in campaigns where such unique checks are commonplace. For example I run a game where the players can choose to make a Dex (Survival) check to harvest parts such as furs, meat, or bones from defeated enemies. Other checks like that are possible so I'd very much like to see an option to substitute ability scores for specific checks.
So far I've enjoyed using D&D Beyond for my 5e needs, and plan to continue to do so. Please continue to be the best online place for 5e content.
You can currently customize the skills to use different abilities any time you wish, and then just as easily change it back again.
I apologize if this has been brought up before, but I cannot go through over 100 forum pages to find out.
I would like to see the ability to substitute an ability score for skill checks and attack rolls. For example: Strength based Intimidation checks. I don't like to see those kind of custom checks limited to specific classes when the PHB specifically notes that they are possible.
I get that it's possible to create a custom skill in the character sheet, but that's obviously cumbersome to do in campaigns where such unique checks are commonplace. For example I run a game where the players can choose to make a Dex (Survival) check to harvest parts such as furs, meat, or bones from defeated enemies. Other checks like that are possible so I'd very much like to see an option to substitute ability scores for specific checks.
So far I've enjoyed using D&D Beyond for my 5e needs, and plan to continue to do so. Please continue to be the best online place for 5e content.
You can currently customize the skills to use different abilities any time you wish, and then just as easily change it back again.
Or, even more simply (rather than customising skills every time you want to change the ability), just ask for a straight ability roll, not a skill check, and manually add proficiency, since the math is simple (ranging from "add 2" to "add 6").
"You want to carve the meat from this beast you've slain? Cool, roll a Dexterity Check, and if you're proficient in the Survival Skill, add your proficiency bonus".
I apologize if this has been brought up before, but I cannot go through over 100 forum pages to find out.
I would like to see the ability to substitute an ability score for skill checks and attack rolls. For example: Strength based Intimidation checks. I don't like to see those kind of custom checks limited to specific classes when the PHB specifically notes that they are possible.
I get that it's possible to create a custom skill in the character sheet, but that's obviously cumbersome to do in campaigns where such unique checks are commonplace. For example I run a game where the players can choose to make a Dex (Survival) check to harvest parts such as furs, meat, or bones from defeated enemies. Other checks like that are possible so I'd very much like to see an option to substitute ability scores for specific checks.
So far I've enjoyed using D&D Beyond for my 5e needs, and plan to continue to do so. Please continue to be the best online place for 5e content.
You can currently customize the skills to use different abilities any time you wish, and then just as easily change it back again.
Or, even more simply (rather than customising skills every time you want to change the ability), just ask for a straight ability roll, not a skill check, and manually add proficiency, since the math is simple (ranging from "add 2" to "add 6").
"You want to carve the meat from this beast you've slain? Cool, roll a Dexterity Check, and if you're proficient in the Survival Skill, add your proficiency bonus".
Sounds like that would still need additional clicks each time if you're rolling an ability check and then deciding after to add proficiency or not. I prefer the current system, especially since you can just create a custom skill and name it as Survival but default it to Dex if you find yourself rolling a specific skill check with a different ability often. It's easy to distinguish too since it's generated with a different color
I apologize if this has been brought up before, but I cannot go through over 100 forum pages to find out.
I would like to see the ability to substitute an ability score for skill checks and attack rolls. For example: Strength based Intimidation checks. I don't like to see those kind of custom checks limited to specific classes when the PHB specifically notes that they are possible.
I get that it's possible to create a custom skill in the character sheet, but that's obviously cumbersome to do in campaigns where such unique checks are commonplace. For example I run a game where the players can choose to make a Dex (Survival) check to harvest parts such as furs, meat, or bones from defeated enemies. Other checks like that are possible so I'd very much like to see an option to substitute ability scores for specific checks.
So far I've enjoyed using D&D Beyond for my 5e needs, and plan to continue to do so. Please continue to be the best online place for 5e content.
You can currently customize the skills to use different abilities any time you wish, and then just as easily change it back again.
Or, even more simply (rather than customising skills every time you want to change the ability), just ask for a straight ability roll, not a skill check, and manually add proficiency, since the math is simple (ranging from "add 2" to "add 6").
"You want to carve the meat from this beast you've slain? Cool, roll a Dexterity Check, and if you're proficient in the Survival Skill, add your proficiency bonus".
Sounds like that would still need additional clicks each time if you're rolling an ability check and then deciding after to add proficiency or not. I prefer the current system, especially since you can just create a custom skill and name it as Survival but default it to Dex if you find yourself rolling a specific skill check with a different ability often. It's easy to distinguish too since it's generated with a different color
There's one click - the Ability Check (in this case Dexterity), you simply add the Proficiency bonus to the result, you don't roll for it (at least not as standard, I'm aware there's a variant rule, but AFAIK DnDBeyond doesn't have that functionality built in). If the DM says it's Dexterity - Survival, you just roll the Dexterity Ability and manually add your proficiency bonus to the result. Lupen literally said they don't want to be creating custom skills, that's why we're discussing/offering alternative workarounds - "Customise Existing Skill - Stat Override" (as IamSposta suggested) or simply add the proficiency bonus after rolling a normal Ability Check (NOT a Skill Check) with one click.
Sure, but the ability as the GM in a campaign to block stuff for characters in a campaign would be great. Hell, there are switches to block off CR or Eberon stuff on the home tab of a character sheet. A GM could go in and toggle those off for all characters that have joined their campaign. If that's doable, then an option on the campaign page to flip those switches to desired settings upon joining a character to a campaign seems reasonable. And then at that point, why not just expand the number of switches?
I've been creating homebrew monsters off and on for the last few years, and for the most part it's not terribly hard, but the new(ish) die roller notations can be a real slog. Sometimes I'd just like to copy an attack block from another monster and then tweak modifiers or damage types to fit my monster. To do that though, I have to create a new temporary monster using that monster as a base, then copy out the code, then delete the monster from my collection again. This takes a while and is a waste of resources (D&D Beyond archives even deleted homebrew, right?).
It would be amazing if there were a toggle code button on monster stat blocks to show you the code for abilities and actions instead of the formatted text, allowing you to just copy out the attack block or whatever else you wanted. Maybe there's an extension or browser add-on that does this already, but I'm not aware of it.
I've been creating homebrew monsters off and on for the last few years, and for the most part it's not terribly hard, but the new(ish) die roller notations can be a real slog. Sometimes I'd just like to copy an attack block from another monster and then tweak modifiers or damage types to fit my monster. To do that though, I have to create a new temporary monster using that monster as a base, then copy out the code, then delete the monster from my collection again. This takes a while and is a waste of resources (D&D Beyond archives even deleted homebrew, right?).
It would be amazing if there were a toggle code button on monster stat blocks to show you the code for abilities and actions instead of the formatted text, allowing you to just copy out the attack block or whatever else you wanted. Maybe there's an extension or browser add-on that does this already, but I'm not aware of it.
Thanks for your time.
I second this idea and will go far to say that the same type of helpful toggles should be on ALL the homebrew building tabs.
Organizing Encounters in Encounter Builder is a nightmare (I'm running two LONG running campaigns digitally and, yeah.. great tool, but cumbersome).
1.) There needs to be a better taxonomy for organization than just "campaign". Something as simple as using a visual folder taxonomy would would add value.
2.) When you purchase digital content and it includes encounters, give the option to create the encounters in encounter builder under the "Content Name" -> "Chapter" -> "Encounter Name" taxonomy. This could be done on purchase, or by adding a link to the encounter header for ad-hoc.
I know it's been mentioned dozens of times (I know because I went back and up-voted all other mentions of it I could easily find), but we need more customizability for homebrew weapons (magic and non-magic). The current system of being forced into a "Base Weapon" selection is silly, especially if you're making something that doesn't really resemble anything that exists already. It severely limits customizability and creates problems later on if the weapon ever needs to be adjusted. The inability to change range or damage dice or other features of the weapon is bizarre. We should be able to create weapons completely from scratch if we want and set all the parameters and values ourselves (including if it's magic or not). The process of finding a suitable weapon with the correct "unchangeable" values, modifying it to ignore the majority of its properties and then adding the correct ones is tedious at best and frustrating more often than not.
I'm already dreading the fact that my DM and I are discussing "upgrading" my character's main weapon (a homebrew firearm) in the future to use more damage dice and range. It's going to end up being a complete re-make of the weapon (using a completely different base) instead of just changing a damage dice value in the editor.
And yes, I know changing the weapon range doesn't actually affect anything in DNDBeyond, but it's dumb that I can't just change it and instead have to add a note on my character sheet stating the correct range after the incorrect range. I should just be able to change it. I am also aware that the "Custom Action" feature exists, but you can't adjust the to-hit bonus with that feature, and I'd still like for the features of the weapon to be built into the weapon itself instead of being forced to make a completely separate function for it.
A lot of the "solutions" I've seen to these homebrew weapon problems are still just work arounds for a system that should be fixed instead of band-aided, especially considering the plethora of forum posts I've seen all about the same topic. It's something people plainly want.
If we turn off content sharing for a book in a campaign, it would be great if the features from that book no longer shows up in character builder.
which would then break the character sheet, which is exactly why you can't delete published homebrew.
Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
I'm talking strictly about new characters in a new campaign. I get it it might be a task, but if I want to prevent them from taking Strixhaven backgrounds or whatnot, blocking the Strixhaven book, in my mind, should do that.
Nah, anything already on a character sheet stays on the character sheet. That’s why homebrews are never actually deleted, they’re just shunted to a “deleted” file that never gets emptied.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Just have a conversation at session zero and tell them they can't choose those backgrounds?
I apologize if this has been brought up before, but I cannot go through over 100 forum pages to find out.
I would like to see the ability to substitute an ability score for skill checks and attack rolls. For example: Strength based Intimidation checks. I don't like to see those kind of custom checks limited to specific classes when the PHB specifically notes that they are possible.
I get that it's possible to create a custom skill in the character sheet, but that's obviously cumbersome to do in campaigns where such unique checks are commonplace. For example I run a game where the players can choose to make a Dex (Survival) check to harvest parts such as furs, meat, or bones from defeated enemies. Other checks like that are possible so I'd very much like to see an option to substitute ability scores for specific checks.
So far I've enjoyed using D&D Beyond for my 5e needs, and plan to continue to do so. Please continue to be the best online place for 5e content.
Forever DM here. Seeking to make a decent campaign out of nothing.
You can currently customize the skills to use different abilities any time you wish, and then just as easily change it back again.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Or, even more simply (rather than customising skills every time you want to change the ability), just ask for a straight ability roll, not a skill check, and manually add proficiency, since the math is simple (ranging from "add 2" to "add 6").
"You want to carve the meat from this beast you've slain? Cool, roll a Dexterity Check, and if you're proficient in the Survival Skill, add your proficiency bonus".
Sounds like that would still need additional clicks each time if you're rolling an ability check and then deciding after to add proficiency or not. I prefer the current system, especially since you can just create a custom skill and name it as Survival but default it to Dex if you find yourself rolling a specific skill check with a different ability often. It's easy to distinguish too since it's generated with a different color
Check out my homebrew!
Feats | Magic Items | Monsters | Spells
There's one click - the Ability Check (in this case Dexterity), you simply add the Proficiency bonus to the result, you don't roll for it (at least not as standard, I'm aware there's a variant rule, but AFAIK DnDBeyond doesn't have that functionality built in). If the DM says it's Dexterity - Survival, you just roll the Dexterity Ability and manually add your proficiency bonus to the result. Lupen literally said they don't want to be creating custom skills, that's why we're discussing/offering alternative workarounds - "Customise Existing Skill - Stat Override" (as IamSposta suggested) or simply add the proficiency bonus after rolling a normal Ability Check (NOT a Skill Check) with one click.
Sure, but the ability as the GM in a campaign to block stuff for characters in a campaign would be great. Hell, there are switches to block off CR or Eberon stuff on the home tab of a character sheet. A GM could go in and toggle those off for all characters that have joined their campaign. If that's doable, then an option on the campaign page to flip those switches to desired settings upon joining a character to a campaign seems reasonable. And then at that point, why not just expand the number of switches?
I've been creating homebrew monsters off and on for the last few years, and for the most part it's not terribly hard, but the new(ish) die roller notations can be a real slog. Sometimes I'd just like to copy an attack block from another monster and then tweak modifiers or damage types to fit my monster. To do that though, I have to create a new temporary monster using that monster as a base, then copy out the code, then delete the monster from my collection again. This takes a while and is a waste of resources (D&D Beyond archives even deleted homebrew, right?).
It would be amazing if there were a toggle code button on monster stat blocks to show you the code for abilities and actions instead of the formatted text, allowing you to just copy out the attack block or whatever else you wanted. Maybe there's an extension or browser add-on that does this already, but I'm not aware of it.
Thanks for your time.
I second this idea and will go far to say that the same type of helpful toggles should be on ALL the homebrew building tabs.
I second this idea and will go far to say that the same type of helpful toggles should be on ALL the homebrew building tabs.
Organizing Encounters in Encounter Builder is a nightmare (I'm running two LONG running campaigns digitally and, yeah.. great tool, but cumbersome).
1.) There needs to be a better taxonomy for organization than just "campaign". Something as simple as using a visual folder taxonomy would would add value.
2.) When you purchase digital content and it includes encounters, give the option to create the encounters in encounter builder under the "Content Name" -> "Chapter" -> "Encounter Name" taxonomy. This could be done on purchase, or by adding a link to the encounter header for ad-hoc.
As a GM, I'd genuinely love to have folders for characters. I have 54 characters, and scrolling through them is getting :/
54?!? crap, I have over 430. I’ve started organizing them in campaigns.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Oh my gods, that's so many???
I just think folders would be nice for sorting reasons, lmao. Using campaigns is super smart though
Yeah, folders would be nice, but one learns how to make due with what one has.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting