There’s already a tracking system for gems, just add them to the containers and it tracks how many you’ve added. You can even separate them into different stacks if they have different values, a ruby that’s worth 5,000 gp vs one that’s worth 500. The stacks tally up the totals for you and everything.
There’s already a tracking system for gems, just add them to the containers and it tracks how many you’ve added. You can even separate them into different stacks if they have different values, a ruby that’s worth 5,000 gp vs one that’s worth 500. The stacks tally up the totals for you and everything.
Thanks for pointing that out. I was not aware that gems had been added by type to inventory. Still, it does not track the overall value of gems in the container's bank (monetary system). There are no Art objects or Jeweled objects (even as placeholders to be further customized). Importantly as DM I'd like an indication of the total value of gems / art / other objects of significant monetary value in a character's possession. As a player, they want to have an overall indication (at a glance) of what they can afford to buy without having to add up all the small gems of different types they have squirreled away.
There’s already a tracking system for gems, just add them to the containers and it tracks how many you’ve added. You can even separate them into different stacks if they have different values, a ruby that’s worth 5,000 gp vs one that’s worth 500. The stacks tally up the totals for you and everything.
Thanks for pointing that out. I was not aware that gems had been added by type to inventory. Still, it does not track the overall value of gems in the container's bank (monetary system). There are no Art objects or Jeweled objects (even as placeholders to be further customized). Importantly as DM I'd like an indication of the total value of gems / art / other objects of significant monetary value in a character's possession. As a player, they want to have an overall indication (at a glance) of what they can afford to buy without having to add up all the small gems of different types they have squirreled away.
You’re welcome. I too wish that they would add the art objects from the books as items in the system, but I doubt they ever will.
As to why gems don’t get tallied up, not all vendors would take gems if they wouldn’t know how much they’re worth, and a gem’s value is entirely dependent on how much you can sell it for, not the amount listed in the book. A ruby might be listed at 5,000 gp, but if the only person you can find who wants to buy/trade for it is only willing to give you 3,000, then it’s either worth 3k, or else it’s a really sparkly parapet weight until you find someone willing to give you more. Plus, for many DMs, that kind of thing is handled through negotiations that depend on the outcome of Persuasion/Deception/Insight/jeweler's tools checks. That’s why they don’t get counted as wealth along with coins, the system doesn’t actually know how much it’s worth, and the value can fluctuate from one situation to another within the same campaign.
I would really like to have a “My Magic Items” (under collections?), that I could tag items the I am interested in from the Magic Items Lists. They would be quickly accessible as I’m doing prep or on the fly as rewards. I think it would be great to have such an easy way to flag magic items that I was thinking about using or found interesting so I didn’t have to go find them again, remember what they were, or keep them in notes somewhere else.
There’s already a tracking system for gems, just add them to the containers and it tracks how many you’ve added. You can even separate them into different stacks if they have different values, a ruby that’s worth 5,000 gp vs one that’s worth 500. The stacks tally up the totals for you and everything.
Thanks for pointing that out. I was not aware that gems had been added by type to inventory. Still, it does not track the overall value of gems in the container's bank (monetary system). There are no Art objects or Jeweled objects (even as placeholders to be further customized). Importantly as DM I'd like an indication of the total value of gems / art / other objects of significant monetary value in a character's possession. As a player, they want to have an overall indication (at a glance) of what they can afford to buy without having to add up all the small gems of different types they have squirreled away.
You’re welcome. I too wish that they would add the art objects from the books as items in the system, but I doubt they ever will.
As to why gems don’t get tallied up, not all vendors would take gems if they wouldn’t know how much they’re worth, and a gem’s value is entirely dependent on how much you can sell it for, not the amount listed in the book. A ruby might be listed at 5,000 gp, but if the only person you can find who wants to buy/trade for it is only willing to give you 3,000, then it’s either worth 3k, or else it’s a really sparkly parapet weight until you find someone willing to give you more. Plus, for many DMs, that kind of thing is handled through negotiations that depend on the outcome of Persuasion/Deception/Insight/jeweler's tools checks. That’s why they don’t get counted as wealth along with coins, the system doesn’t actually know how much it’s worth, and the value can fluctuate from one situation to another within the same campaign.
This is totally true. However, as you pointed out previously the gp value of gems *is listed nonetheless and could be manually added up now with the same caveat. That is not really a reason not to provide a "working" total as a separate bank category (not to be confused with adding it to the monetary treasure count which would fix the value of the gems - I agree this would be inappropriate). Providing the container-wise totals would, in fact, faciliate bulk negotiation of a container or 'lot' of gems in such negotiations. I will also point out that on average, individual negotiations for gem appraisals should balance out even if the mean is shifted above or below par per the DM's campaign and situation. So, as a proxy for the amount of wealth the character is packing this total is not likely to be far from the true overall value. Thanks again for your insights.
Allow characters to level beyond 20, by allowing every individual class to level up to 20, so we can simulate either "beyond 20" play, or gestalt play, since you don't have those as options. This should be relatively easy. Literally a few minutes of work for any competent coder.
Can the search system be made more functional? Because honestly, it is currently about the worst one I can imagine. I needed the rules on grappling. I searched for "grappling" assuming that would point me there quickly. It does not.
I got 35 results, none of which was a link to the section in the PHB that deals with grappling. Grappling hook is first, then grappling strike from Tasha's, then a magic item, a feat, and 31 monsters. To get to grappling rules, I ended up clicking on one of them and clicking the link to the PHB rules.
Please, please, change it so that if I search for a rule, the link to the rule shows up. It doesn't even have to be at the top, just have it show up.
Before you read the start and go, "Oh, he's talking about Plane Shift, we're not doing that," and just ignore the rest for sucha a foolish reason? Read the rest. Because the argument further explains why these things are useful even for canon D&D features, not just Plane Shift.
All us to create attacks that do more varied things!
For example, I am trying to create "homebrew" that is actually me attempting to recreate official content that you don't have here on the site. Planeshift: Zendikar has Vampires from MtG and is an official WotC supplement for 5e. Well, Zendikar Vampires when they bite? The bite does 1d6 of necrotic damage, and +1 Piercing damage. There is no ability modifier to the attack, (which your current creation does not allow, so I am forced to pick a stat for it to add more damage to, and I shouldn't be!) and I have no way to add the +1 as a separte type of damage to the same attack! Furthermore, the necrotic damage has the added effect of "reduce enemy HP maximum by the damage dealt (but only the necrotic damage dealt, not the piercing!) and I can't find that as an effect to add either. Nor do I find an effect for "regain HP" and that is yet another effect that applies only to the necrotic damage dealt, not the entire damage.
In short, the attack requires several things you currently don't allow: 1. Multiple separate types of damage for a single attack. 2. Multiple effects for each damage type (for this item, 3: damage to the enemy, damage to the enemy's max HP, healing to the user) 3. No stat to be tied to the damage type, so that it does not benefit from stat modifiers, but instead just does a flat damage amount. 4. An option for "Max HP damage" to successively lower the Max HP of the target. 5. (Optional but useful for more than just this race!) This final part is able to be done by the DM, but it'd be nice for all Vampire types honestly... But the ability to have an additional condition of "if HP goes to 0" and also a "if Max HP goes to zero" effect, (so it can fit various types of Vampires as needed) where we can then turn the attacked creature into another creature type. This way we would be able to automate the "turning" process in-game.
This is official content that I cannot re-create because you have far to stringent rules placed on custom creation movesets! It was released back in 2016 and not only is it not here on the site to use, but you can't even properly create it because you won't allow us to create moves with specific unique properties!
I know, it's not "official D&D content" as it was made by the MtG team and not the D&D team (which frankly, is the most weasel word excuse I've ever seen when they're both owned by WotC and it just makes sense for MtG to be the ones to make it since it comes from their lore, just with the D&D team's input for balance...) but it is official WotC content designed for D&D. At the very least it's "official homebrew" since it is licensed WotC content! Which makes it more "valid" than the unofficial homebrew that we the players make, and thus should be supported accordingly!
Still, in spite of the arguments over the officialness of the Plane Shift series and DNDBeyond's postion on it, these options are necessary regardless for Homebrew as a whole, and frankly they're necessary just for official D&D content as well! Vampires are a thing in many a setting, so having an option to "transform" an enemy defeated with a Vampiric Bite is useful for any campaign where Vampires are present, among other creatures like Werewolves or other weres that can infect people via bite. Strahd for example, which is a very prominent campaign, should be able to transform a character into a vampire with his bite attacks. Weres should be able to inflict their were disease/curse on others automatically, making them into a were. Furthermore, the other requirements, (allowing damage types that aren't tied to a stat, allowing multiple damage types for a single attack, allowing multiple effects for a single attack) also make sense. Just look at Tiamat in Tyranny of Dragons! She has a breath attack that can be done by all five heads simultaneously. Currently if we wanted to reproduce that, we'd have to make each breath attack separately, instead of just making one attack that does all five damage types at once. It's ridiculous. Hell, maybe I want to make a Genasi Hybrid that has two elemental types, and has a unique attack that does the elemental damage of both their Genasi parents in one attack! Point being, creating things should be more permissive, not less than what already exists as official content! The entire point of Homebrew is to be more permissive!
Add a "sell" button to the inventory management options.
Most non-magical items have a hard value listed, and even ones that don't we have the ability to manually override the value as needed to create one. So make a button where we can "sell" the item and the item value gets automatically added to our gold reserves, instead of us having to manually delete the item, then go to our gold and add the right amount ourselves. This should have been automated long ago.
Similarly, there should be a "buy" button in the same vein, instead of just the "add" option. The "add" option needs to remain for looted items and whatnot... but the "buy" option is useful for when we shop, so we don't have to manually adjust both the inventory and our gold. These are basic things!
Providing the container-wise totals would, in fact, faciliate bulk negotiation of a container or 'lot' of gems in such negotiations.
Having a "Total" line at the bottom of each container in inventory, tallying the "cost" column, is a great idea, and one I would also love to see on the character sheet.
You could even have it tally the "qty" column too, since it wouldn't be any extra effort; while that number wouldn't be as useful to most, it could always be ignored when not relevant.
we still can't homebrew Invocations, magical ammunition, we still can't level up sidekicks. We still can't homebrew nonmagical items. We still can't homebrew combat maneuvers. And the encounter manager is still broken. Utter waste of your dev team
Allow characters to level beyond 20, by allowing every individual class to level up to 20, so we can simulate either "beyond 20" play, or gestalt play, since you don't have those as options. This should be relatively easy. Literally a few minutes of work for any competent coder.
I second the request for individual classes going beyond 20.
1. Fix the Ability Score Increase traits for the Permanent Custom Origin races (i.e. Mordenkainen’s), so that they mandate mutually exclusive choices (no +3 to one trait)
2. Adjust the wording of the racial bonuses to permit +3 increases, so that people will stop complaining.
If WotC/Beyond wants to permit +3 racial bonuses, they can take option two;
if they don’t, they can take option one.
But please just pick one already instead of procrastinating forever.
Allow characters to level beyond 20, by allowing every individual class to level up to 20, so we can simulate either "beyond 20" play, or gestalt play, since you don't have those as options. This should be relatively easy. Literally a few minutes of work for any competent coder.
I second the request for individual classes going beyond 20.
...Uh, that's the exact opposite of what I actually said there mate. Might want to read that again. I'm not proposing class levels go beyond 20 at all. I'm proposing character levels going beyond 20. Mostly because at some point, I'm sure we'll get rules for "beyond 20" play, and they won't want to create something just to change it later, because that's double work effort. So I'm working within what the company might actually be willing to do based on cost effectiveness, because they'll have to pay for whatever changes we request, and no company wants to waste money.
I like the idea of buy & sell buttons. There's really no such thing as a "hard value" becasue everything is negotiable, but the buy & sell button could have a default price that can be adjusted. Then, if this is a "next time we're in town I want to buy a.." then the player can just click Buy and OK. If, on the other hand, some role play haggling is happening the price can be modified to the negotiated value.
The next level of this is to have a trade opition. I see it like this; you can right click on an item and get a Sell/Trade button. As well, replace the Add button with Buy/Trade. If the item is treasure you would just set the price to 0.
I like the idea of buy & sell buttons. There's really no such thing as a "hard value" becasue everything is negotiable, but the buy & sell button could have a default price that can be adjusted. Then, if this is a "next time we're in town I want to buy a.." then the player can just click Buy and OK. If, on the other hand, some role play haggling is happening the price can be modified to the negotiated value.
The next level of this is to have a trade opition. I see it like this; you can right click on an item and get a Sell/Trade button. As well, replace the Add button with Buy/Trade. If the item is treasure you would just set the price to 0.
When I said "hard" value I really meant "standard" value, which is a general market average price that all goods have. That's on me for using the wrong word though.
That said, what would also be nice (but would involve even more coding so I didn't mention it earlier) is for every campaign to have a "store" where DMs can actively manage prices for items and any player in the campaign can just access that directly. This will give prices for all items, even magical ones since those have no hard "list price" in the SRD for some ridiculous reason, even though obviously they'd have a general "standard" price just like anything else. Even unique items would have an official "appraised" value, (based mostly off the effect of their enchantment and such) even though what the item might sell for would depend more on what the owner would demand rather than the official appraisal value. At that level, the only real reason to have an appraisal value is for the buyer to know if they're getting scammed on the price or not. Are you paying what it is actually worth, or are you paying more because it's "worth more to this person for emotional reasons". It gives them some idea of where they can negotiate and still be considered reasonable pricing. How do we know this is true? Look at things that sell for massive values in the real world that's how. Everything has a "set" value, regardless of local price differences, negotiations/haggling, etc. Everything. That's why appraisers exist and how they make their living.
I have a whole ass rant on that... but I just got done looking at the last few pages of this thread (for an entirely different reason - I was trying to see if the mods/devs of the site even paid it any attention anymore) and it goes beyond the point of this thread. So I'm editing this post to to say this now, it's spoilered for a reason. I'm not responding to it in this thread, you can read it and PM me about it if you like, but I'm not about to throw the thread off-topic so no responses to it in thread will be answered. I would advise in fact, against responding to it in thread as one of the mods has already taken the time to remind us this thread is for DNDBeyond features, not D&D in general features, so yeah. I didn't even want to bring the topic up again at all - but it kind of became necessary to explain why the store would be useful. But that's about as close to "bringing the topic back up" as I am willing to go because I don't want to seem like that ******* who just ignores the mods, especially when they were nice about how they did it. So again, don't reply to the spoiler in thread. If you have something to say about it, just PM me. I'm only even bothering to include it because I'd already posted this message on this topic before I looked at prior pages and saw the Mod's reminder. If I'd seen that message before I made this post... Well, I wouldn't have bothered in the first place.
I have been searching for about 15 min now and I cant seem to find an answer to this on the overwhelming amount of threads here. Is there a reason why the items/magical items do not have an item cost listed on the item page? Even a suggested cost range would be helpful. Every time my players head into a shop, I have to open up a webpage/spreadsheet/compendium to price an item. The magic items price table in the XGTE is the only pricing table I am aware of.
If this has already been answered, hopefully someone can point me in the right direction.
They don’t actually want people to be able to buy or sell magic items, so they make it intentionally inconvenient to do so.
speak for yourself, the tables from the DMG are sufficient enough for you to know what you want. in fact this is not a video game where prices are set in stone. each campaign have its own pricing for stuff. it would be pointless to make a list of prices for every items when anyone with their own could/will just ignore it and make their own because the list doesn't fit their world. this hapenned a lot in 3e where players in my world would tell me my prices are higher then they should be and i told them... i dont care its my world and in my world people are richer, thus the world adapted and sells higher.
now what you want is also what every players loves, price changes ! i have yet to find players who just want to know the price and be done with it, they all want to bargain the price down or sell their wares higher. the only people i have seen who wants such lists, are those who wants no downtime in their games. they just want no shopping episodes. heres the price buy or leave be done, no NPC involved... thats bullshit to say the least. but if its your boat, you are better off creating your own list. not hard to do at all.
as for me, i created myself an app that just randomly make a price between the price range. my players loves it cause sometimes they get gems for cheaps other times they get swindled and they don'T even know it. it has made for a much better exeprience and the shopping itself became an event. i will say the xanatars guide literally did it for me. their prices are between -20% to 20% so thats reasonable pricing right there. some shops sells higher, others lower. making all shops sell the same gear always at the same price is just not right for economy.
Side Note: what i hate about the "sane" price list that everyone takes on the net. is that to him a glue that "permanently" glue dragons wings should be common and yet a regular endless decanter of water is bullshit and shouldn't be used in games. all of that entirely baed ont he fact that he doesn't uses physics in his game and players can just drown an entire dungeon by letting the decanter outside for x ammount of hours without anybody noticing it or going away with it. as if all dungeons were water tights or as if earth didn't absorb water... that kind of stuff... so yeah, that "sane" list, isn't sane at all ! it is insane cause it consider the items on the list as if you were playing a video game where the only usable items should have an in-game mechanic. if it doesn'T he says its bullshit and do not use it.
this leans even more to the fact that every games is different and that a single list of item pricing wouldn't make any sense depending ont he workld economy you are in or how each campaign is played.
Sorry but this is nonsense. Pure and utter nonsesne. And very easily proven to be such. I'll break down why here in various quotes.
in fact this is not a video game where prices are set in stone. each campaign have its own pricing for stuff. it would be pointless to make a list of prices for every items when anyone with their own could/will just ignore it and make their own because the list doesn't fit their world.
First, this is for all effects and purposes, a videogame. At least in the "how everything works" bit it is. Videogames are in fact, based off of role-playing systems. As for prices being different regionally, or having the ability to negotiate them? That doesn't matter. Literally. Why? Because the exact same thing is true both for normal items and items in the real world.
For example, not everywhere has iron mines nearby. Which means iron and steel weaponry are going to be more expensive in some places than others... yet somehow we still have a "standard" price for a longsword. The same is true even for exotic weapons that only specific races typically use. So what if I'm looking for a specific weapon used only by elves, and I'm nowhere near an elven city? How is it that we magically still have a "standard" price for the item?
What about spices like salt or cinnamon, or silk and cotton, or seeds or cuttings of specific plants? Things that are region specific despite not being magical because that's how the world works? Why is there a "standard" price for anything if the argument you're making is the issue?
Because that's not the reason and you know it, and so do they.
The person isn't asking for a rules-lawywering price that trumps DMs, and if you had to "fight" with your players about pricing then that's on you for not having good explanations or on them for not understanding that prices can flunctuate. They are asking for a standard price that they can then use to build from for what they want to determine the price as. Which should exist if they aren't being too lazy to make one.
now what you want is also what every players loves, price changes ! i have yet to find players who just want to know the price and be done with it, they all want to bargain the price down or sell their wares higher. the only people i have seen who wants such lists, are those who wants no downtime in their games. they just want no shopping episodes. heres the price buy or leave be done, no NPC involved... thats bullshit to say the least. but if its your boat, you are better off creating your own list. not hard to do at all.
What you anecdotally have experienced is not enough to make a general statement, let alone a hard absolute rule. And frankly, wanting to know the "standard" price is fine for either method. Whether you want to haggle, for which yes, you do actually need to know the "general" value of the product so you don't make an outrageous demand and get kicked out of the store or insult the shop owner and make them mad enough to screw you over in return because they percieved you as being a dick, but also yes, sometimes there should be a simple transaction.
While I may have been born in the USA, I now live in Albania, and prior to that I traveled the world during my military time. Haggling? Is something I learned to do once I left the "modern West" and guess what? Even where people haggle, they don't haggle for every little thing. Haggling tends to be reserved mostly for expensive products, or a poor person might haggle on prices for lesser goods, but yes, even in third world countries, people often have "list prices" and they come in and just pay and don't haggle. This "idea" you have about haggling being "absolutely necessary" and always having some involved NPC back and forth over prices is, frankly, pure bullshit you made up. When I go to the store here, I can haggle, but you don't see people haggling over the price of a loaf of bread. You see them haggling over things like how much to pay for furniture. And I am, again, living in a third world country right now as I type this. But then, people have all kinds of ridiculous ideas about "third world countries" and presume they all look like the commercials of tiny african villages with mud huts. And it's nonsense, just as is your idea that haggling is something done on every single shopping trip.
as for me, i created myself an app that just randomly make a price between the price range. my players loves it cause sometimes they get gems for cheaps other times they get swindled and they don'T even know it. it has made for a much better exeprience and the shopping itself became an event. i will say the xanatars guide literally did it for me. their prices are between -20% to 20% so thats reasonable pricing right there. some shops sells higher, others lower. making all shops sell the same gear always at the same price is just not right for economy.
Now this is the first thing you said that's both valid and useful.
Side Note: what i hate about the "sane" price list that everyone takes on the net. is that to him a glue that "permanently" glue dragons wings should be common and yet a regular endless decanter of water is bullshit and shouldn't be used in games. all of that entirely baed ont he fact that he doesn't uses physics in his game and players can just drown an entire dungeon by letting the decanter outside for x ammount of hours without anybody noticing it or going away with it. as if all dungeons were water tights or as if earth didn't absorb water... that kind of stuff... so yeah, that "sane" list, isn't sane at all ! it is insane cause it consider the items on the list as if you were playing a video game where the only usable items should have an in-game mechanic. if it doesn'T he says its bullshit and do not use it.
this leans even more to the fact that every games is different and that a single list of item pricing wouldn't make any sense depending ont he workld economy you are in or how each campaign is played.
This has literally nothing to do with what the person is asking, and is you going off on a random unhelpful rant.
Tl;Dr: Lady Yennifer is absolutely right, to ask for a way of finding the prices. Unfortunately, none exists so DMs now have to go through the effort of figuring out the local "economy" when they should only have to make adjustments to the base prices, because the overall economy should in fact, be decided for us in the official modules. And the only reason not to have a "standard" price that can then vary based on things in-world like location, availabliity, etc? Is laziness or stupidity. Making a set of prices for the goods would mean putting standard prices on the spells that would be cast and enchanted into those items, and would mean having to do a lot more work every time they made a new item, to ensure everything "fit" and no one item had weird pricing that didn't make sense and balancing an entire economy on the price of magic is more work than they want to do.
Please don't presume my annoyance at what I consider simple laziness (the kindest term I could truthfully consider it) is meant for you. My position is that there's a good chance that WotC, collectively, is being disingenuous at best, to you and the rest of us, in putting forth that excuse for the lack of magic item prices in 5e, and that we should all consider that. (And tangentially, that those asking for WotC to produce such prices should then consider the likelihood of that ever happening outside of 1D&D, if even then.)
No, the opinion of 5e towards magic items is pretty clearly stated in the DMG: the default assumption is that buying and selling of magic items is rare to nonexistent, and if the DM wants to rule otherwise they can but don't expect much help from the rules.
That is fair, but the point remains. That would make sense in a low fantasy world, not a high fantasy world where magic items are basically commonplace. Especially one where you have to recall that "5e" doesn't magically excuse everything. 5e is just "a new era" of the world. The world has history. And it has for the vast majority of that history, had ways of making magical items. It isn't like suddenly in 5e magical item creation ceased and so now items are at a premium and everyone is hoarding magic because nothing new is being made.
Nope. All the magical items from 1e on up (the ones not actively destroyed anyway) are still around. Literally. That's why some Mythallars still exist to this day, even though they can no longer be created due to magic being limited (for mortals) at the 9th level (with the notable exception of Elven High Magic and the Chosen of Mystra being allowed to go higher as well). This isn't some "new world" where they just "decide" things and it has nothing to go against it because it's a new place - it's a world with history... and so changes need to make sense.
This change? Makes no sense. They have not done anything that would in any way make the sudden ceasure of magical item trading be a thing. They could have. They have not.
That said... none of this is DNDBeyond's fault nor is it within DNDBeyond's ability to fix. It's the fault of WotC's main D&D team. So... yeah.
Point is, all items should have this "appraisal value" rather than just the non-magical ones. It's pretty damn absurd - and frankly just lazy - for the other items to have no such cost. Although that part is on WotC's D&D design team rather than on the DNDBeyond team so there's really no point talking about that further here. The store option for campaigns would just allow DNDBeyond to alleviate the state of things D&D left us.
Tl;Dr - I'd just like the "store" option for campaigns so we can buy and sell and DMs can do their thing in each campaign instead of having to make the prices up manually each and every time. With this, they'll be able to just make a set of standard prices for things, and we can then haggle or not haggle from there. Again, I brought this all up to explain why the store option would be a nice addition... but honestly considering how many little things they haven't done yet, I doubt they'll have the time to do something this major. Still, it'd be a nice longer term goal maybe?
I know people have mentioned this before but I wanna throw my lot in on the "Filter/Disable sources" group.
As much as I love telling my players "Don't use these books," none of us have an encyclopedic knowledge of what came from where and it's much easier to just turn off Ebberon or Spelljammer or whatever I choose that week. We can talk later about filtering out individual races/spells/etc for those folks who really hate Silvery Barbs and Warforged, but just being able to say "This book isn't valid for this campaign" would be a huge first step.
I know people have mentioned this before but I wanna throw my lot in on the "Filter/Disable sources" group.
As much as I love telling my players "Don't use these books," none of us have an encyclopedic knowledge of what came from where and it's much easier to just turn off Ebberon or Spelljammer or whatever I choose that week. We can talk later about filtering out individual races/spells/etc for those folks who really hate Silvery Barbs and Warforged, but just being able to say "This book isn't valid for this campaign" would be a huge first step.
This. This is so very useful for so many things. Just cut out entire books on and off that first Home page of the Character Creation. Makes way too much sense to not have as a feature.
There’s already a tracking system for gems, just add them to the containers and it tracks how many you’ve added. You can even separate them into different stacks if they have different values, a ruby that’s worth 5,000 gp vs one that’s worth 500. The stacks tally up the totals for you and everything.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Thanks for pointing that out. I was not aware that gems had been added by type to inventory. Still, it does not track the overall value of gems in the container's bank (monetary system). There are no Art objects or Jeweled objects (even as placeholders to be further customized). Importantly as DM I'd like an indication of the total value of gems / art / other objects of significant monetary value in a character's possession. As a player, they want to have an overall indication (at a glance) of what they can afford to buy without having to add up all the small gems of different types they have squirreled away.
You’re welcome. I too wish that they would add the art objects from the books as items in the system, but I doubt they ever will.
As to why gems don’t get tallied up, not all vendors would take gems if they wouldn’t know how much they’re worth, and a gem’s value is entirely dependent on how much you can sell it for, not the amount listed in the book. A ruby might be listed at 5,000 gp, but if the only person you can find who wants to buy/trade for it is only willing to give you 3,000, then it’s either worth 3k, or else it’s a really sparkly parapet weight until you find someone willing to give you more. Plus, for many DMs, that kind of thing is handled through negotiations that depend on the outcome of Persuasion/Deception/Insight/jeweler's tools checks. That’s why they don’t get counted as wealth along with coins, the system doesn’t actually know how much it’s worth, and the value can fluctuate from one situation to another within the same campaign.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I would really like to have a “My Magic Items” (under collections?), that I could tag items the I am interested in from the Magic Items Lists. They would be quickly accessible as I’m doing prep or on the fly as rewards. I think it would be great to have such an easy way to flag magic items that I was thinking about using or found interesting so I didn’t have to go find them again, remember what they were, or keep them in notes somewhere else.
This is totally true. However, as you pointed out previously the gp value of gems *is listed nonetheless and could be manually added up now with the same caveat. That is not really a reason not to provide a "working" total as a separate bank category (not to be confused with adding it to the monetary treasure count which would fix the value of the gems - I agree this would be inappropriate). Providing the container-wise totals would, in fact, faciliate bulk negotiation of a container or 'lot' of gems in such negotiations. I will also point out that on average, individual negotiations for gem appraisals should balance out even if the mean is shifted above or below par per the DM's campaign and situation. So, as a proxy for the amount of wealth the character is packing this total is not likely to be far from the true overall value. Thanks again for your insights.
Allow characters to level beyond 20, by allowing every individual class to level up to 20, so we can simulate either "beyond 20" play, or gestalt play, since you don't have those as options. This should be relatively easy. Literally a few minutes of work for any competent coder.
Can the search system be made more functional? Because honestly, it is currently about the worst one I can imagine. I needed the rules on grappling. I searched for "grappling" assuming that would point me there quickly. It does not.
I got 35 results, none of which was a link to the section in the PHB that deals with grappling. Grappling hook is first, then grappling strike from Tasha's, then a magic item, a feat, and 31 monsters. To get to grappling rules, I ended up clicking on one of them and clicking the link to the PHB rules.
Please, please, change it so that if I search for a rule, the link to the rule shows up. It doesn't even have to be at the top, just have it show up.
Before you read the start and go, "Oh, he's talking about Plane Shift, we're not doing that," and just ignore the rest for sucha a foolish reason? Read the rest. Because the argument further explains why these things are useful even for canon D&D features, not just Plane Shift.
All us to create attacks that do more varied things!
For example, I am trying to create "homebrew" that is actually me attempting to recreate official content that you don't have here on the site. Planeshift: Zendikar has Vampires from MtG and is an official WotC supplement for 5e. Well, Zendikar Vampires when they bite? The bite does 1d6 of necrotic damage, and +1 Piercing damage. There is no ability modifier to the attack, (which your current creation does not allow, so I am forced to pick a stat for it to add more damage to, and I shouldn't be!) and I have no way to add the +1 as a separte type of damage to the same attack! Furthermore, the necrotic damage has the added effect of "reduce enemy HP maximum by the damage dealt (but only the necrotic damage dealt, not the piercing!) and I can't find that as an effect to add either. Nor do I find an effect for "regain HP" and that is yet another effect that applies only to the necrotic damage dealt, not the entire damage.
In short, the attack requires several things you currently don't allow:
1. Multiple separate types of damage for a single attack.
2. Multiple effects for each damage type (for this item, 3: damage to the enemy, damage to the enemy's max HP, healing to the user)
3. No stat to be tied to the damage type, so that it does not benefit from stat modifiers, but instead just does a flat damage amount.
4. An option for "Max HP damage" to successively lower the Max HP of the target.
5. (Optional but useful for more than just this race!) This final part is able to be done by the DM, but it'd be nice for all Vampire types honestly... But the ability to have an additional condition of "if HP goes to 0" and also a "if Max HP goes to zero" effect, (so it can fit various types of Vampires as needed) where we can then turn the attacked creature into another creature type. This way we would be able to automate the "turning" process in-game.
This is official content that I cannot re-create because you have far to stringent rules placed on custom creation movesets! It was released back in 2016 and not only is it not here on the site to use, but you can't even properly create it because you won't allow us to create moves with specific unique properties!
I know, it's not "official D&D content" as it was made by the MtG team and not the D&D team (which frankly, is the most weasel word excuse I've ever seen when they're both owned by WotC and it just makes sense for MtG to be the ones to make it since it comes from their lore, just with the D&D team's input for balance...) but it is official WotC content designed for D&D. At the very least it's "official homebrew" since it is licensed WotC content! Which makes it more "valid" than the unofficial homebrew that we the players make, and thus should be supported accordingly!
Still, in spite of the arguments over the officialness of the Plane Shift series and DNDBeyond's postion on it, these options are necessary regardless for Homebrew as a whole, and frankly they're necessary just for official D&D content as well! Vampires are a thing in many a setting, so having an option to "transform" an enemy defeated with a Vampiric Bite is useful for any campaign where Vampires are present, among other creatures like Werewolves or other weres that can infect people via bite. Strahd for example, which is a very prominent campaign, should be able to transform a character into a vampire with his bite attacks. Weres should be able to inflict their were disease/curse on others automatically, making them into a were. Furthermore, the other requirements, (allowing damage types that aren't tied to a stat, allowing multiple damage types for a single attack, allowing multiple effects for a single attack) also make sense. Just look at Tiamat in Tyranny of Dragons! She has a breath attack that can be done by all five heads simultaneously. Currently if we wanted to reproduce that, we'd have to make each breath attack separately, instead of just making one attack that does all five damage types at once. It's ridiculous. Hell, maybe I want to make a Genasi Hybrid that has two elemental types, and has a unique attack that does the elemental damage of both their Genasi parents in one attack! Point being, creating things should be more permissive, not less than what already exists as official content! The entire point of Homebrew is to be more permissive!
Add a "sell" button to the inventory management options.
Most non-magical items have a hard value listed, and even ones that don't we have the ability to manually override the value as needed to create one. So make a button where we can "sell" the item and the item value gets automatically added to our gold reserves, instead of us having to manually delete the item, then go to our gold and add the right amount ourselves. This should have been automated long ago.
Similarly, there should be a "buy" button in the same vein, instead of just the "add" option. The "add" option needs to remain for looted items and whatnot... but the "buy" option is useful for when we shop, so we don't have to manually adjust both the inventory and our gold. These are basic things!
Having a "Total" line at the bottom of each container in inventory, tallying the "cost" column, is a great idea, and one I would also love to see on the character sheet.
You could even have it tally the "qty" column too, since it wouldn't be any extra effort; while that number wouldn't be as useful to most, it could always be ignored when not relevant.
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 second the request for magic ammunition.
I second the request for individual classes going beyond 20.
My vote is for one of two things:
1. Fix the Ability Score Increase traits for the Permanent Custom Origin races (i.e. Mordenkainen’s), so that they mandate mutually exclusive choices (no +3 to one trait)
2. Adjust the wording of the racial bonuses to permit +3 increases, so that people will stop complaining.
If WotC/Beyond wants to permit +3 racial bonuses, they can take option two;
if they don’t, they can take option one.
But please just pick one already instead of procrastinating forever.
Have you met the internet? 😅
...Uh, that's the exact opposite of what I actually said there mate. Might want to read that again. I'm not proposing class levels go beyond 20 at all. I'm proposing character levels going beyond 20. Mostly because at some point, I'm sure we'll get rules for "beyond 20" play, and they won't want to create something just to change it later, because that's double work effort. So I'm working within what the company might actually be willing to do based on cost effectiveness, because they'll have to pay for whatever changes we request, and no company wants to waste money.
I like the idea of buy & sell buttons. There's really no such thing as a "hard value" becasue everything is negotiable, but the buy & sell button could have a default price that can be adjusted. Then, if this is a "next time we're in town I want to buy a.." then the player can just click Buy and OK. If, on the other hand, some role play haggling is happening the price can be modified to the negotiated value.
The next level of this is to have a trade opition. I see it like this; you can right click on an item and get a Sell/Trade button. As well, replace the Add button with Buy/Trade. If the item is treasure you would just set the price to 0.
When I said "hard" value I really meant "standard" value, which is a general market average price that all goods have. That's on me for using the wrong word though.
That said, what would also be nice (but would involve even more coding so I didn't mention it earlier) is for every campaign to have a "store" where DMs can actively manage prices for items and any player in the campaign can just access that directly. This will give prices for all items, even magical ones since those have no hard "list price" in the SRD for some ridiculous reason, even though obviously they'd have a general "standard" price just like anything else. Even unique items would have an official "appraised" value, (based mostly off the effect of their enchantment and such) even though what the item might sell for would depend more on what the owner would demand rather than the official appraisal value. At that level, the only real reason to have an appraisal value is for the buyer to know if they're getting scammed on the price or not. Are you paying what it is actually worth, or are you paying more because it's "worth more to this person for emotional reasons". It gives them some idea of where they can negotiate and still be considered reasonable pricing. How do we know this is true? Look at things that sell for massive values in the real world that's how. Everything has a "set" value, regardless of local price differences, negotiations/haggling, etc. Everything. That's why appraisers exist and how they make their living.
I have a whole ass rant on that... but I just got done looking at the last few pages of this thread (for an entirely different reason - I was trying to see if the mods/devs of the site even paid it any attention anymore) and it goes beyond the point of this thread. So I'm editing this post to to say this now, it's spoilered for a reason. I'm not responding to it in this thread, you can read it and PM me about it if you like, but I'm not about to throw the thread off-topic so no responses to it in thread will be answered. I would advise in fact, against responding to it in thread as one of the mods has already taken the time to remind us this thread is for DNDBeyond features, not D&D in general features, so yeah. I didn't even want to bring the topic up again at all - but it kind of became necessary to explain why the store would be useful. But that's about as close to "bringing the topic back up" as I am willing to go because I don't want to seem like that ******* who just ignores the mods, especially when they were nice about how they did it. So again, don't reply to the spoiler in thread. If you have something to say about it, just PM me. I'm only even bothering to include it because I'd already posted this message on this topic before I looked at prior pages and saw the Mod's reminder. If I'd seen that message before I made this post... Well, I wouldn't have bothered in the first place.
Sorry but this is nonsense. Pure and utter nonsesne. And very easily proven to be such. I'll break down why here in various quotes.
First, this is for all effects and purposes, a videogame. At least in the "how everything works" bit it is. Videogames are in fact, based off of role-playing systems. As for prices being different regionally, or having the ability to negotiate them? That doesn't matter. Literally. Why? Because the exact same thing is true both for normal items and items in the real world.
For example, not everywhere has iron mines nearby. Which means iron and steel weaponry are going to be more expensive in some places than others... yet somehow we still have a "standard" price for a longsword. The same is true even for exotic weapons that only specific races typically use. So what if I'm looking for a specific weapon used only by elves, and I'm nowhere near an elven city? How is it that we magically still have a "standard" price for the item?
What about spices like salt or cinnamon, or silk and cotton, or seeds or cuttings of specific plants? Things that are region specific despite not being magical because that's how the world works? Why is there a "standard" price for anything if the argument you're making is the issue?
Because that's not the reason and you know it, and so do they.
The person isn't asking for a rules-lawywering price that trumps DMs, and if you had to "fight" with your players about pricing then that's on you for not having good explanations or on them for not understanding that prices can flunctuate. They are asking for a standard price that they can then use to build from for what they want to determine the price as. Which should exist if they aren't being too lazy to make one.
What you anecdotally have experienced is not enough to make a general statement, let alone a hard absolute rule. And frankly, wanting to know the "standard" price is fine for either method. Whether you want to haggle, for which yes, you do actually need to know the "general" value of the product so you don't make an outrageous demand and get kicked out of the store or insult the shop owner and make them mad enough to screw you over in return because they percieved you as being a dick, but also yes, sometimes there should be a simple transaction.
While I may have been born in the USA, I now live in Albania, and prior to that I traveled the world during my military time. Haggling? Is something I learned to do once I left the "modern West" and guess what? Even where people haggle, they don't haggle for every little thing. Haggling tends to be reserved mostly for expensive products, or a poor person might haggle on prices for lesser goods, but yes, even in third world countries, people often have "list prices" and they come in and just pay and don't haggle. This "idea" you have about haggling being "absolutely necessary" and always having some involved NPC back and forth over prices is, frankly, pure bullshit you made up. When I go to the store here, I can haggle, but you don't see people haggling over the price of a loaf of bread. You see them haggling over things like how much to pay for furniture. And I am, again, living in a third world country right now as I type this. But then, people have all kinds of ridiculous ideas about "third world countries" and presume they all look like the commercials of tiny african villages with mud huts. And it's nonsense, just as is your idea that haggling is something done on every single shopping trip.
Now this is the first thing you said that's both valid and useful.
This has literally nothing to do with what the person is asking, and is you going off on a random unhelpful rant.
Tl;Dr: Lady Yennifer is absolutely right, to ask for a way of finding the prices. Unfortunately, none exists so DMs now have to go through the effort of figuring out the local "economy" when they should only have to make adjustments to the base prices, because the overall economy should in fact, be decided for us in the official modules. And the only reason not to have a "standard" price that can then vary based on things in-world like location, availabliity, etc? Is laziness or stupidity. Making a set of prices for the goods would mean putting standard prices on the spells that would be cast and enchanted into those items, and would mean having to do a lot more work every time they made a new item, to ensure everything "fit" and no one item had weird pricing that didn't make sense and balancing an entire economy on the price of magic is more work than they want to do.
That is fair, but the point remains. That would make sense in a low fantasy world, not a high fantasy world where magic items are basically commonplace. Especially one where you have to recall that "5e" doesn't magically excuse everything. 5e is just "a new era" of the world. The world has history. And it has for the vast majority of that history, had ways of making magical items. It isn't like suddenly in 5e magical item creation ceased and so now items are at a premium and everyone is hoarding magic because nothing new is being made.
Nope. All the magical items from 1e on up (the ones not actively destroyed anyway) are still around. Literally. That's why some Mythallars still exist to this day, even though they can no longer be created due to magic being limited (for mortals) at the 9th level (with the notable exception of Elven High Magic and the Chosen of Mystra being allowed to go higher as well). This isn't some "new world" where they just "decide" things and it has nothing to go against it because it's a new place - it's a world with history... and so changes need to make sense.
This change? Makes no sense. They have not done anything that would in any way make the sudden ceasure of magical item trading be a thing. They could have. They have not.
That said... none of this is DNDBeyond's fault nor is it within DNDBeyond's ability to fix. It's the fault of WotC's main D&D team. So... yeah.
Point is, all items should have this "appraisal value" rather than just the non-magical ones. It's pretty damn absurd - and frankly just lazy - for the other items to have no such cost. Although that part is on WotC's D&D design team rather than on the DNDBeyond team so there's really no point talking about that further here. The store option for campaigns would just allow DNDBeyond to alleviate the state of things D&D left us.
Tl;Dr - I'd just like the "store" option for campaigns so we can buy and sell and DMs can do their thing in each campaign instead of having to make the prices up manually each and every time. With this, they'll be able to just make a set of standard prices for things, and we can then haggle or not haggle from there. Again, I brought this all up to explain why the store option would be a nice addition... but honestly considering how many little things they haven't done yet, I doubt they'll have the time to do something this major. Still, it'd be a nice longer term goal maybe?
I know people have mentioned this before but I wanna throw my lot in on the "Filter/Disable sources" group.
As much as I love telling my players "Don't use these books," none of us have an encyclopedic knowledge of what came from where and it's much easier to just turn off Ebberon or Spelljammer or whatever I choose that week. We can talk later about filtering out individual races/spells/etc for those folks who really hate Silvery Barbs and Warforged, but just being able to say "This book isn't valid for this campaign" would be a huge first step.
This. This is so very useful for so many things. Just cut out entire books on and off that first Home page of the Character Creation. Makes way too much sense to not have as a feature.
I would like to see in the Encounter builder where I can ahead of time add monsters per round to a fight than in the middle of running a fight.