That was my guess as to what was going on with that issue. There's just no easy way to draw a line around the languages spoken by a favored enemy. Undead, for example, if they speak at all, typically speak whatever language they knew in life, so there is no clear rule on what constitutes a language spoken by undead. Realistically the only way to implement that is to leave the choices wide open and the DM can veto individual choices if he thinks the choice doesn't make sense.
That was my guess as to what was going on with that issue. There's just no easy way to draw a line around the languages spoken by a favored enemy. Undead, for example, if they speak at all, typically speak whatever language they knew in life, so there is no clear rule on what constitutes a language spoken by undead. Realistically the only way to implement that is to leave the choices wide open and the DM can veto individual choices if he thinks the choice doesn't make sense.
But there are some favored enemies that could autofill the language. Giants, for example.
That was my guess as to what was going on with that issue. There's just no easy way to draw a line around the languages spoken by a favored enemy. Undead, for example, if they speak at all, typically speak whatever language they knew in life, so there is no clear rule on what constitutes a language spoken by undead. Realistically the only way to implement that is to leave the choices wide open and the DM can veto individual choices if he thinks the choice doesn't make sense.
But there are some favored enemies that could autofill the language. Giants, for example.
Unless your DM's campaign imagines giants as direct descendants from titans, where they grow up speaking celestial, giant, and primordial fluently. Your DM might allow you to choose any of those three in this circumstance.
There are too many situations where customization would be needed. In those types of cases, our approach is to make things as open as possible.
Is there any talk of home brew Backgrounds any day soon? I've done a couple for our campaign and they have had some good feedback (Demi-human backgrounds that fit the longevity of some of the races) from our players. Just thought I'd ask and see
Rollback Post to RevisionRollBack
A player since the great Dawn War, I've seen every edition flash before my eyes. I've wandered the plateau of Mystara (before it was Mystara), had spiced elven tea with Dalamar, composed spells with Mordenkeinan, and walked the ruins of Myth Drannor with the great Elminster himself — though I believe he was a cat at the time —. The scrolls and books that I have read have filled me with intrigue and seeing all of the imaginative constructs that other people come up with give me great joy
Is there any talk of home brew Backgrounds any day soon? I've done a couple for our campaign and they have had some good feedback (Demi-human backgrounds that fit the longevity of some of the races) from our players. Just thought I'd ask and see
Homebrew backgrounds are very high on the to-do list.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
That was my guess as to what was going on with that issue. There's just no easy way to draw a line around the languages spoken by a favored enemy. Undead, for example, if they speak at all, typically speak whatever language they knew in life, so there is no clear rule on what constitutes a language spoken by undead. Realistically the only way to implement that is to leave the choices wide open and the DM can veto individual choices if he thinks the choice doesn't make sense.
But there are some favored enemies that could autofill the language. Giants, for example.
Unless your DM's campaign imagines giants as direct descendants from titans, where they grow up speaking celestial, giant, and primordial fluently. Your DM might allow you to choose any of those three in this circumstance.
There are too many situations where customization would be needed. In those types of cases, our approach is to make things as open as possible.
I LOVE this approach! Open as possible, and the table will handle the limits. This is wonderful!
Any chance spell casting from magic weapons could be grayed out unless you are a spellcaster or a rogue with the Use Magic Item ability? Because it's pretty confusing having those spells there if you can't cast them as a monk. I imagine that's probably way too much work doing that for every casting item.
Any chance spell casting from magic weapons could be grayed out unless you are a spellcaster or a rogue with the Use Magic Item ability? Because it's pretty confusing having those spells there if you can't cast them as a monk. I imagine that's probably way too much work doing that for every casting item.
Nope, not too much work - it's on the list. Not sure when we'll be able to tackle it, but thanks for making sure it's on our radar.
I assume this'll be part of the UI update, but can everything be minimized including the character backstory? Because my backstory is like a short story and I have to scroll down so far to get to my notes section.
Speaking of notes, having a better 'diary' section would be great, where you can format and color letters, with bullet-points. Or maybe have a handwritten typeface to give a nice immersive adventurers diary RP feel.
Hello to all the fantastic members of DnD Beyond (or what DnD should look like in 21st century)!
I am not quite sure if such a specific issue has been brought up before (since by the time i am posting this, we are already rolling on page 142), but i wonder if it would be possible to automatic calculate and add to a character's hit point pool an ability like Abjuration Wizard's Arcane Ward.
I understand it would be a bit complicated because it must be tied to Abjuration spells being cast, but it would be a nice addition.
While buying some General Item in my campaign last night I found that their were no Antitoxins in the general items section. Is their a way that his could be added?
Hello to all the fantastic members of DnD Beyond (or what DnD should look like in 21st century)!
I am not quite sure if such a specific issue has been brought up before (since by the time i am posting this, we are already rolling on page 142), but i wonder if it would be possible to automatic calculate and add to a character's hit point pool an ability like Abjuration Wizard's Arcane Ward.
I understand it would be a bit complicated because it must be tied to Abjuration spells being cast, but it would be a nice addition.
Would the Temp HP feature work for that?
Rollback Post to RevisionRollBack
How I'm posting based on text formatting: Mod Hat On - Mod Hat Off
While buying some General Item in my campaign last night I found that their were no Antitoxins in the general items section. Is their a way that his could be added?
Hello to all the fantastic members of DnD Beyond (or what DnD should look like in 21st century)!
I am not quite sure if such a specific issue has been brought up before (since by the time i am posting this, we are already rolling on page 142), but i wonder if it would be possible to automatic calculate and add to a character's hit point pool an ability like Abjuration Wizard's Arcane Ward.
I understand it would be a bit complicated because it must be tied to Abjuration spells being cast, but it would be a nice addition.
Would the Temp HP feature work for that?
Unfortunately hit points gained from Arcane Ward and hit points gained from another source (the spell False Life for example) are considered different (per the answer from the Sage Advice). It notes that if a player who has Arcane Ward and Temporary hit points from another source receives damage, first he would loose Arcane Ward hit points, second the temporary hit points from the other source and finally his normal hit points.
I think I stumble upon a bug. When I choose a fighter with dueling but make him wield two short swords and set one of them as offhand it added the +2 damage bonus to both weapons while it shouldn't add it to either since one was main hand other was offhand weapon.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
That was my guess as to what was going on with that issue. There's just no easy way to draw a line around the languages spoken by a favored enemy. Undead, for example, if they speak at all, typically speak whatever language they knew in life, so there is no clear rule on what constitutes a language spoken by undead. Realistically the only way to implement that is to leave the choices wide open and the DM can veto individual choices if he thinks the choice doesn't make sense.
I'm on the DM's Guild: click here
Is there any talk of home brew Backgrounds any day soon? I've done a couple for our campaign and they have had some good feedback (Demi-human backgrounds that fit the longevity of some of the races) from our players. Just thought I'd ask and see
A player since the great Dawn War, I've seen every edition flash before my eyes. I've wandered the plateau of Mystara (before it was Mystara), had spiced elven tea with Dalamar, composed spells with Mordenkeinan, and walked the ruins of Myth Drannor with the great Elminster himself — though I believe he was a cat at the time —. The scrolls and books that I have read have filled me with intrigue and seeing all of the imaginative constructs that other people come up with give me great joy
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
This thread had been de-railed with discussion of the pricing of D&D Beyond. I have moved all of that discussion to this thread instead:
https://www.dndbeyond.com/forums/d-d-beyond-general/d-d-beyond-feedback/8212-discussion-on-pricing-for-d-d-beyond
Please folks - stay on-topic!
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Staff of Defense does not increase armor class by 1. Can you fix this please? :)
3D Artist - www.charliepharis.com
3D Artist - www.charliepharis.com
Any chance spell casting from magic weapons could be grayed out unless you are a spellcaster or a rogue with the Use Magic Item ability? Because it's pretty confusing having those spells there if you can't cast them as a monk. I imagine that's probably way too much work doing that for every casting item.
3D Artist - www.charliepharis.com
I assume this'll be part of the UI update, but can everything be minimized including the character backstory? Because my backstory is like a short story and I have to scroll down so far to get to my notes section.
Speaking of notes, having a better 'diary' section would be great, where you can format and color letters, with bullet-points. Or maybe have a handwritten typeface to give a nice immersive adventurers diary RP feel.
3D Artist - www.charliepharis.com
Hello to all the fantastic members of DnD Beyond (or what DnD should look like in 21st century)!
I am not quite sure if such a specific issue has been brought up before (since by the time i am posting this, we are already rolling on page 142), but i wonder if it would be possible to automatic calculate and add to a character's hit point pool an ability like Abjuration Wizard's Arcane Ward.
I understand it would be a bit complicated because it must be tied to Abjuration spells being cast, but it would be a nice addition.
While buying some General Item in my campaign last night I found that their were no Antitoxins in the general items section. Is their a way that his could be added?
Thanks again for all of your hard work!
Homebrew Rules || Homebrew FAQ || Snippet Codes || Tooltips
DDB Guides & FAQs, Class Guides, Character Builds, Game Guides, Useful Websites, and WOTC Resources
I think I stumble upon a bug. When I choose a fighter with dueling but make him wield two short swords and set one of them as offhand it added the +2 damage bonus to both weapons while it shouldn't add it to either since one was main hand other was offhand weapon.