While attempting to homebrew a weapon I was trying to change the weapons base damage (so dice rolled for damage). I figured this would be the Modifier section selecting the 'Modifier Type' dropdown to 'Set Base'. However, upon selecting the 'Set Base' options the 'Modifier Subtype' dropdown is populated with the same set of options as if 'Sense' was selected. Am I going about this the wrong way or is this a bug?
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I don't think it is possibleI to adjust the damage rolls.
At least in over a year of trying, I've not been able to modify the base damage of a weapon, aside from the type of damage. Other posts in the forum agree with my experience -- the damage rolls are *fixed* to the source weapon (rapier, made, glaive, greatsword, etc.) and cannot be changed.
As a work around, you *may* be able to create a custom action. But that does kinda defeat the purpose of creating a Homebrew.
Their excuse is "we already made balanced weapons, so use them". Which clearly isn't consumer-friendly. This has been an issue since they made DnD Beyond and they have basically refused to change it. Another year and no changes...
I've been trying for a while to make the attribute associated with a magical weapon to be something other than Str or Dex (i.e. Int for a mage's magic dagger and Wis for a demon morning star), but haven't been able to. That reasoning really doesn't fly for homebrew magic items even more than it doesn't for non-magic ones.
It's bloody annoying. I'm running Odyssey of the Dragonlords at the moment, and there are weapons like the chakram which I can't add, and specific magic items that I cannot add (like the mithral chakram +1) because I can't create the base weapon.
Oh, and as to Wizards' argument that everything is balanced and therefore should run off the established weapons? That's possibly the most asinine argument I've every witnessed. I can make a subclass of Warlock that allows them to do literally anything I want, but I can't make a new weapon? Please.
Is not the whole point of homebrew to make whatever you want to make, however you want to make it? Is it not the whole point of dnd to make your own adventure? And is it not the philosophy of wotc making dnd that the rules they make are more guidelines to make the game playable then hard and fast rules that must be obeyed with absolute adherence?
If you want to "break" the game with something homebrewed who really cares? It's your game, your party, your dm, your fun and adventures. Just let us create our own original creations that we want to create and be able to share those ideas with others.
Dear dndbeyond, please design your product to fit the consumer's wants/needs and not shoehorn them into the way you want them to play/create/enjoy (wasn't this part of the point of your recent survey here on dndbeyond). If you are really set on it, just mark the creation with a red asterisk or highlight it in red or something that stands out as "this breaks the hard and fast rules of dnd and may not suitable for core game play".
I wasn't going to respond because I don't like feeding zombie threads. But as mentioned a year ago (when this thread was alive and fresh), homebrewed base weapons are planned. They just haven't gotten to it yet.
When they started out, they didn't think they would be as popular as they are and have been slowly increasing team size to be able to get updates out quicker.
I would love this feature to be implemented. There are many occasions where I'd like to tweak the base damage of weapons to adjust them to the tone of my campaigns.
it's not like there is even a setting to make a new base weapon right now, just "magic items," which only allow for very slight modification to existing weapons...
Well they've had 2 years and I can use this much more than I can a new skin of digital dice. Essentially it's just a basic ASP form that modifies a value in a Database, it shouldn't be that bad. :)
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Drasten - Dungeon Master of the On The Edge of Darkness Campaign
While attempting to homebrew a weapon I was trying to change the weapons base damage (so dice rolled for damage). I figured this would be the Modifier section selecting the 'Modifier Type' dropdown to 'Set Base'. However, upon selecting the 'Set Base' options the 'Modifier Subtype' dropdown is populated with the same set of options as if 'Sense' was selected. Am I going about this the wrong way or is this a bug?
There isn't a modifier for changing base weapon damage. It is planned to be able to make custom base weapons, but not added yet.
I don't think it is possibleI to adjust the damage rolls.
At least in over a year of trying, I've not been able to modify the base damage of a weapon, aside from the type of damage. Other posts in the forum agree with my experience -- the damage rolls are *fixed* to the source weapon (rapier, made, glaive, greatsword, etc.) and cannot be changed.
As a work around, you *may* be able to create a custom action. But that does kinda defeat the purpose of creating a Homebrew.
Their excuse is "we already made balanced weapons, so use them". Which clearly isn't consumer-friendly. This has been an issue since they made DnD Beyond and they have basically refused to change it. Another year and no changes...
I have been waiting for this change myself for a while too. Hopefully it’ll happen soon.
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I've been trying for a while to make the attribute associated with a magical weapon to be something other than Str or Dex (i.e. Int for a mage's magic dagger and Wis for a demon morning star), but haven't been able to. That reasoning really doesn't fly for homebrew magic items even more than it doesn't for non-magic ones.
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
It's bloody annoying. I'm running Odyssey of the Dragonlords at the moment, and there are weapons like the chakram which I can't add, and specific magic items that I cannot add (like the mithral chakram +1) because I can't create the base weapon.
Oh, and as to Wizards' argument that everything is balanced and therefore should run off the established weapons? That's possibly the most asinine argument I've every witnessed. I can make a subclass of Warlock that allows them to do literally anything I want, but I can't make a new weapon? Please.
Is not the whole point of homebrew to make whatever you want to make, however you want to make it? Is it not the whole point of dnd to make your own adventure? And is it not the philosophy of wotc making dnd that the rules they make are more guidelines to make the game playable then hard and fast rules that must be obeyed with absolute adherence?
If you want to "break" the game with something homebrewed who really cares? It's your game, your party, your dm, your fun and adventures. Just let us create our own original creations that we want to create and be able to share those ideas with others.
Dear dndbeyond, please design your product to fit the consumer's wants/needs and not shoehorn them into the way you want them to play/create/enjoy (wasn't this part of the point of your recent survey here on dndbeyond). If you are really set on it, just mark the creation with a red asterisk or highlight it in red or something that stands out as "this breaks the hard and fast rules of dnd and may not suitable for core game play".
What happened to the customer is king?
It got thrown out with their 800$ macrotransaction model.
I wasn't going to respond because I don't like feeding zombie threads. But as mentioned a year ago (when this thread was alive and fresh), homebrewed base weapons are planned. They just haven't gotten to it yet.
When they started out, they didn't think they would be as popular as they are and have been slowly increasing team size to be able to get updates out quicker.
I would love this feature to be implemented.
There are many occasions where I'd like to tweak the base damage of weapons to adjust them to the tone of my campaigns.
it's not like there is even a setting to make a new base weapon right now, just "magic items," which only allow for very slight modification to existing weapons...
Hate to Necro this, but this feature STILL needs to be added. It's annoying and seems like a really quick Fix.
Drasten - Dungeon Master of the On The Edge of Darkness Campaign
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Considering it will be a system that will allow the creation of custom base weapons, no it will not be quick.
Well they've had 2 years and I can use this much more than I can a new skin of digital dice. Essentially it's just a basic ASP form that modifies a value in a Database, it shouldn't be that bad. :)
Drasten - Dungeon Master of the On The Edge of Darkness Campaign
Twitch
Youtube
Spotify
you're assuming a well structured database, no telling what kind of spaghetti they're dealing with behind the scenes.
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
Considering how things are around here, I’m imagining a solid brick of cold, tangled noodles all glommed together.
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don't'a for'gett'a da meat'a ball'a
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
Have there been any updates on being able to customize weapon damage? This seems like it should have been implemented ages ago.
If there had been an update, you wouldn’t have to ask. Don’t hold your breath, my guess is 2024 at the earliest. (Late 2024, like after Halloween.)
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