dndbeyond has the capabilities for adding classes, so they also have the capabilities for allowing us to homebrew classes.
DDB has always had the capability to add classes, but that does not logically lead to the conclusion that it has the capability for homebrewing classes. From what's been historically mentioned, classes are added "programatically". What I mean by this is that unlike subclasses or magic items or spells which are added by filling out a form-based system, they're added by going into the code of the site and writing in new functions to support what the class does. For example, before the Artificer existed, there was no infusion system in the site. That had to be written into the site so the class could be supported.
I would consider it exceedingly unlikely that DDB will expose backend-level editing to users for the implementation of homebrew base classes. That just sounds like a great way for things to break in new, exciting, and potentially catastrophic ways.
There is no need for access to the backend. Most things custom classes would need is already available through the other homebrew features, and the features that are not support don't matter, as there are not supported features on dndbeyond for official stuff like dark gifts or other things that simply don't work. So why would it matter that a feature is just a text box instead of a full integrated thing? There is no need to build in functionality for new features. But letting payers create homebrew classes would dndbeyond stand out even more amongst its competitors. There is no down side to allowing it. And talks about backend access are a smokescreen that is a distraction, not a real reason.
I feel like maybe you're overlooking how/why people use the D&D Beyond homebrew tools, or possibly even DDB in general. The point for a lot of people is the integration and automation that DDB provides, so text boxes wouldn't cut it.
Also you'd need programmatic/backend access for even the most basic aspects of a class, such defining the subclass feature levels. This is fundamentally required because the subclass editor needs to know the level mapping of the base class. Or defining other externally referenced data points. Those all need to be accessible outside the class itself and thus need to be written into the sites backend.
There is no down side to allowing it
In development this is literally never the case. There is always a downside, even ifs as simple as resources allocated to this cannot be allocated elsewhere.
dndbeyond has the capabilities for adding classes, so they also have the capabilities for allowing us to homebrew classes.
DDB has always had the capability to add classes, but that does not logically lead to the conclusion that it has the capability for homebrewing classes. From what's been historically mentioned, classes are added "programatically". What I mean by this is that unlike subclasses or magic items or spells which are added by filling out a form-based system, they're added by going into the code of the site and writing in new functions to support what the class does. For example, before the Artificer existed, there was no infusion system in the site. That had to be written into the site so the class could be supported.
I would consider it exceedingly unlikely that DDB will expose backend-level editing to users for the implementation of homebrew base classes. That just sounds like a great way for things to break in new, exciting, and potentially catastrophic ways.
There is no need for access to the backend. Most things custom classes would need is already available through the other homebrew features, and the features that are not support don't matter, as there are not supported features on dndbeyond for official stuff like dark gifts or other things that simply don't work. So why would it matter that a feature is just a text box instead of a full integrated thing? There is no need to build in functionality for new features. But letting payers create homebrew classes would dndbeyond stand out even more amongst its competitors. There is no down side to allowing it. And talks about backend access are a smokescreen that is a distraction, not a real reason.
I feel like maybe you're overlooking how/why people use the D&D Beyond homebrew tools, or possibly even DDB in general. The point for a lot of people is the integration and automation that DDB provides, so text boxes wouldn't cut it.
That apeal for integration is only for official stuff. No one cares if homebrew things don't have perfect integration. Just browse through any homebrew already and you see that integration is not the main appeal of homebrew, and never was.
And homebrew classes is the reason i begun looking for other platforms, who are on par with DDB and allow much freer homebrewing.
In development this is literally never the case. There is always a downside, even ifs as simple as resources allocated to this cannot be allocated elsewhere.
DNDBeyond has no development ongoing outside of integrating books and MAPs. But fixing the broken homebrew system, and adding much wanted stuff that is requested for YEARS, would be more beneficial than continuously ignoring that. Heck, there isn't even a way to permanently delete created homebrew! Which is just wasting data space for the comapany, AND user unfirendly for the people.
So, adding homebrew subclasses, and fixing the homebrew system on the way, is a worthwhile thing to allocate developement time. Much more so than more digital dice or frames.
dndbeyond has the capabilities for adding classes, so they also have the capabilities for allowing us to homebrew classes.
DDB has always had the capability to add classes, but that does not logically lead to the conclusion that it has the capability for homebrewing classes. From what's been historically mentioned, classes are added "programatically". What I mean by this is that unlike subclasses or magic items or spells which are added by filling out a form-based system, they're added by going into the code of the site and writing in new functions to support what the class does. For example, before the Artificer existed, there was no infusion system in the site. That had to be written into the site so the class could be supported.
I would consider it exceedingly unlikely that DDB will expose backend-level editing to users for the implementation of homebrew base classes. That just sounds like a great way for things to break in new, exciting, and potentially catastrophic ways.
There is no need for access to the backend. Most things custom classes would need is already available through the other homebrew features, and the features that are not support don't matter, as there are not supported features on dndbeyond for official stuff like dark gifts or other things that simply don't work. So why would it matter that a feature is just a text box instead of a full integrated thing? There is no need to build in functionality for new features. But letting payers create homebrew classes would dndbeyond stand out even more amongst its competitors. There is no down side to allowing it. And talks about backend access are a smokescreen that is a distraction, not a real reason.
I feel like maybe you're overlooking how/why people use the D&D Beyond homebrew tools, or possibly even DDB in general. The point for a lot of people is the integration and automation that DDB provides, so text boxes wouldn't cut it.
That apeal for integration is only for official stuff. No one cares if homebrew things don't have perfect integration.
This is patently untrue. The official discord server features constant discussion in the homebrew and ddb-support channels from people seeking help on integrating their homebrew functionally with D&D Beyond.
Just browse through any homebrew already and you see that integration is not the main appeal of homebrew, and never was.
As someone who has been an active user of D&D Beyond since back when you could only access the SRD 5.1 content, I can assure you that homebrew integrating with D&D Beyonds automation has always been a big appeal of the site. It's literally the reason people requested homebrew support back before the site had it.
And homebrew classes is the reason i begun looking for other platforms, who are on par with DDB and allow much freer homebrewing.
In development this is literally never the case. There is always a downside, even ifs as simple as resources allocated to this cannot be allocated elsewhere.
DNDBeyond has no development ongoing outside of integrating books and MAPs. But fixing the broken homebrew system, and adding much wanted stuff that is requested for YEARS, would be more beneficial than continuously ignoring that. Heck, there isn't even a way to permanently delete created homebrew! Which is just wasting data space for the comapany, AND user unfirendly for the people.
This doesn't feel like a good faith reading of what I said. I did not make any specific claims about what D&D Beyond was actively doing, or that development bandwidth was the specific problem. I was simply pointing out that there is always a downside to any development undertaking, even if that downside is as fundamental as what is allocated to that development cannot be allocated elsewhere.
So, adding homebrew subclasses, and fixing the homebrew system on the way, is a worthwhile thing to allocate developement time. Much more so than more digital dice or frames.
Are you talking about subclasses (which are already supported) or classes? Also the team that does site development isn't the same that does the art and modelling for dice or frames. Those would be two entirely different teams and work allocated to one would not affect the available bandwidth of the other.
It was about class, it was a mistake to write subclass, but the broken edit button did not work, and i couldn't fix it. Another thing that needs fixing on this site. Like the horrendous quoting function. The whole homebrew system. And that people sometimes loose access to their purchased stuff.
I have a character who is an Entertainer but also a Far Traveler. He is searching for his lost love. It would be great to have multiple backgrounds. I know it could lead to abuse, but maybe 2 Backgrounds.
The main gripes I've had the entire time that I've used D&D Beyond (and reasons why I've opted to use other things)
- A toggle when managing inventory to "do shopping" (when adding an item having it subtract gold. And just overall I find the way inventory is handled to be so clunky - Custom Backgrounds (Even more so with 2024's rules as it is so frustratingly clunky) - A way to hard set rules for a campaign (All characters flagged for campaign to have Max HP, or point buy vrs roll set default, lock to specific books, etc) - The character manager itself to not be so obtuse (some basic class features being tucked away in a tab of a tab while trying to teach new players had me pulling my hair out) - A "level planner". This is a very me thing, but I make stables of pre-gens for my games and have redone them multiple times under the new rule set as it constantly has broken trying to make Bard 1, Bard 2, Bard 3, etc etc as the pdf won't properly update without jumping through hoops and when I am trying to have at least levels 1-13 covered... Having something where I can plot out all the levels but it toggle specific features based on current level would expedite so much. - Spells being able to print out "spell book" style. No trying to fit tiny blasted font that got auto-sized to be like 3pt font, a full on "spell book" for the character. Yes this is a feature other aids can assist with, but the whole point of this site as I understood it was to be the only thing I need.
I have a character who is an Entertainer but also a Far Traveler. He is searching for his lost love. It would be great to have multiple backgrounds. I know it could lead to abuse, but maybe 2 Backgrounds.
There is zero need to have two mechanical backgrounds except for people trying to abuse the system. You can completely write your story to have elements of that both, but gaining the mechanical effects would be gaining features without reason, which is the DM's purview, and you can add the Feats, Skill benefits and equipment without needing to add "two backgrounds". Feel free to add additional feats and skills manually if your DM allows it.
The rules are the rules. You can already get what you want without needing additional work. There are far more pressing matters, such as fixing bugs and enabling the actual homebrew features that don't exist yet.
I have a character who is an Entertainer but also a Far Traveler. He is searching for his lost love. It would be great to have multiple backgrounds. I know it could lead to abuse, but maybe 2 Backgrounds.
There is zero need to have two mechanical backgrounds except for people trying to abuse the system. You can completely write your story to have elements of that both, but gaining the mechanical effects would be gaining features without reason, which is the DM's purview, and you can add the Feats, Skill benefits and equipment without needing to add "two backgrounds". Feel free to add additional feats and skills manually if your DM allows it.
The rules are the rules. You can already get what you want without needing additional work. There are far more pressing matters, such as fixing bugs and enabling the actual homebrew features that don't exist yet.
If your Dungeon Master would be happy to implement this, it sounds like a fun house rule at the very least. Once the adventuring party is established, no matter their 'power level,' the DM should be able to balance the campaign accordingly. A few extra proficiencies isn't anything spectacular to have to account for in that regard. Could be especially useful/enjoyable in a campaign where there is a smaller adventuring party that could benefit from a wider range of expertise for each character.
I am a 2E fan. I like 5E. 5E seems overpowered compared to earlier editions. I know my flavor of D&D is different. I am a MASSIVE fan of the Forgotten Realms, but I (as a DM) don't want EVERYTHING to be magical. Classes can have abilities, but not everything has to have magic. The special abilities listed in each class in 2E are ideal. Being able to combine older editions of D&D with the current material would be amazing.
On your last point about spellbooks. I cut and paste into word and create a physical spellbook for each character. It's a little bit of work but you quickly get a good group of spells ready to use.
The point of this site is to act in a way to condense as much of the work as possible. I have made plenty of spell books for my players and myself over the years and across many systems, heck I bought book binding tools just to try and make them thematic at times. But that does not change that printing out spells through this site is just bad. Hell, any feature really is a shot in the dark if the text is going to get chopped or shrunk beyond being readable.
I am a 2E fan. I like 5E. 5E seems overpowered compared to earlier editions. I know my flavor of D&D is different. I am a MASSIVE fan of the Forgotten Realms, but I (as a DM) don't want EVERYTHING to be magical. Classes can have abilities, but not everything has to have magic. The special abilities listed in each class in 2E are ideal. Being able to combine older editions of D&D with the current material would be amazing.
Just implementing 2E would be a massive effort in itself without worrying about interactions.
But if they released 2E under an OGL, is be a good site for someone to build. Til then it's copywrited.
I see it similarly, although not the same. I also come from 2e. My new round is 5e Legacy but I liked to have more control as a DM over what's possible for the players in different campaigns and worlds. That was ideal with fewer class powers...when i liked a highly unmagic campaign i limited/controlled the learnable spells and gave very few magic items of moderate powers. But sometimes I liked to play High Epic/High magic and there were lots of powerful magic items. Now with all the special class abilities it`s tricky not to kill balance with remarkable items of great power in addition. And as you said...sometimes a campaign should be very gritty and low-magic. Unfortunately D&D Beyond allows only the standard 5e powerlevel and there is no spell list edit function. (Or one that allows making your own spell lists, restrict some or add only homebrewed spells or abilities to the classes.)
I like how modular 5E can be, but there are so many options now that it is hard to carve out the specific oddities that aren't really needed but have been added for balance.
3) let us actually make homebrew edits to all the stats on weapons and armor. Editing a weapons's base damage, range, and traits, adding things like extended reach (15+ feet) for a specific melee weapon, etc.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I feel like maybe you're overlooking how/why people use the D&D Beyond homebrew tools, or possibly even DDB in general. The point for a lot of people is the integration and automation that DDB provides, so text boxes wouldn't cut it.
Also you'd need programmatic/backend access for even the most basic aspects of a class, such defining the subclass feature levels. This is fundamentally required because the subclass editor needs to know the level mapping of the base class. Or defining other externally referenced data points. Those all need to be accessible outside the class itself and thus need to be written into the sites backend.
In development this is literally never the case. There is always a downside, even ifs as simple as resources allocated to this cannot be allocated elsewhere.
Find my D&D Beyond articles here
That apeal for integration is only for official stuff. No one cares if homebrew things don't have perfect integration. Just browse through any homebrew already and you see that integration is not the main appeal of homebrew, and never was.
And homebrew classes is the reason i begun looking for other platforms, who are on par with DDB and allow much freer homebrewing.
This is patently untrue. The official discord server features constant discussion in the homebrew and ddb-support channels from people seeking help on integrating their homebrew functionally with D&D Beyond.
As someone who has been an active user of D&D Beyond since back when you could only access the SRD 5.1 content, I can assure you that homebrew integrating with D&D Beyonds automation has always been a big appeal of the site. It's literally the reason people requested homebrew support back before the site had it.
Are you talking about subclasses (which are already supported) or classes? Also the team that does site development isn't the same that does the art and modelling for dice or frames. Those would be two entirely different teams and work allocated to one would not affect the available bandwidth of the other.
-fin
Find my D&D Beyond articles here
Gee, if only Hasbro weren't cheap & would hire more full-time staff to get all the things done.
That's what I want. Hasbro to stop being cheap with staffing on DND Beyond.
Because almost EVERY problem on this site would be mitigated, if not solved, by more staff retained full-time.
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
It was about class, it was a mistake to write subclass, but the broken edit button did not work, and i couldn't fix it. Another thing that needs fixing on this site. Like the horrendous quoting function. The whole homebrew system. And that people sometimes loose access to their purchased stuff.
I have a character who is an Entertainer but also a Far Traveler. He is searching for his lost love. It would be great to have multiple backgrounds. I know it could lead to abuse, but maybe 2 Backgrounds.
The main gripes I've had the entire time that I've used D&D Beyond (and reasons why I've opted to use other things)
- A toggle when managing inventory to "do shopping" (when adding an item having it subtract gold. And just overall I find the way inventory is handled to be so clunky
- Custom Backgrounds (Even more so with 2024's rules as it is so frustratingly clunky)
- A way to hard set rules for a campaign (All characters flagged for campaign to have Max HP, or point buy vrs roll set default, lock to specific books, etc)
- The character manager itself to not be so obtuse (some basic class features being tucked away in a tab of a tab while trying to teach new players had me pulling my hair out)
- A "level planner". This is a very me thing, but I make stables of pre-gens for my games and have redone them multiple times under the new rule set as it constantly has broken trying to make Bard 1, Bard 2, Bard 3, etc etc as the pdf won't properly update without jumping through hoops and when I am trying to have at least levels 1-13 covered... Having something where I can plot out all the levels but it toggle specific features based on current level would expedite so much.
- Spells being able to print out "spell book" style. No trying to fit tiny blasted font that got auto-sized to be like 3pt font, a full on "spell book" for the character. Yes this is a feature other aids can assist with, but the whole point of this site as I understood it was to be the only thing I need.
There is zero need to have two mechanical backgrounds except for people trying to abuse the system. You can completely write your story to have elements of that both, but gaining the mechanical effects would be gaining features without reason, which is the DM's purview, and you can add the Feats, Skill benefits and equipment without needing to add "two backgrounds". Feel free to add additional feats and skills manually if your DM allows it.
The rules are the rules. You can already get what you want without needing additional work. There are far more pressing matters, such as fixing bugs and enabling the actual homebrew features that don't exist yet.
If your Dungeon Master would be happy to implement this, it sounds like a fun house rule at the very least. Once the adventuring party is established, no matter their 'power level,' the DM should be able to balance the campaign accordingly. A few extra proficiencies isn't anything spectacular to have to account for in that regard. Could be especially useful/enjoyable in a campaign where there is a smaller adventuring party that could benefit from a wider range of expertise for each character.
I am a 2E fan. I like 5E. 5E seems overpowered compared to earlier editions. I know my flavor of D&D is different. I am a MASSIVE fan of the Forgotten Realms, but I (as a DM) don't want EVERYTHING to be magical. Classes can have abilities, but not everything has to have magic. The special abilities listed in each class in 2E are ideal. Being able to combine older editions of D&D with the current material would be amazing.
On your last point about spellbooks. I cut and paste into word and create a physical spellbook for each character. It's a little bit of work but you quickly get a good group of spells ready to use.
The point of this site is to act in a way to condense as much of the work as possible. I have made plenty of spell books for my players and myself over the years and across many systems, heck I bought book binding tools just to try and make them thematic at times. But that does not change that printing out spells through this site is just bad. Hell, any feature really is a shot in the dark if the text is going to get chopped or shrunk beyond being readable.
Just implementing 2E would be a massive effort in itself without worrying about interactions.
But if they released 2E under an OGL, is be a good site for someone to build. Til then it's copywrited.
I see it similarly, although not the same. I also come from 2e. My new round is 5e Legacy but I liked to have more control as a DM over what's possible for the players in different campaigns and worlds. That was ideal with fewer class powers...when i liked a highly unmagic campaign i limited/controlled the learnable spells and gave very few magic items of moderate powers. But sometimes I liked to play High Epic/High magic and there were lots of powerful magic items. Now with all the special class abilities it`s tricky not to kill balance with remarkable items of great power in addition. And as you said...sometimes a campaign should be very gritty and low-magic. Unfortunately D&D Beyond allows only the standard 5e powerlevel and there is no spell list edit function. (Or one that allows making your own spell lists, restrict some or add only homebrewed spells or abilities to the classes.)
Bring back a la carte.
They are busy trying to force out 2014 rules and you want them to support even older editions?
I totally agree with you and the financials would be staggering for the company, but they don't even want to support 2014 rules.
I'm sure they won't take your excellent advice.
They literally just fixed the Character Builder to allow pure 2014 characters. They're not trying to "force out 2014".
I like how modular 5E can be, but there are so many options now that it is hard to carve out the specific oddities that aren't really needed but have been added for balance.
My Homebrew: Magic Items | Monsters | Spells | Subclasses | My house rules
Currently playing: Fai'zal - CN Githyanki Rogue (Candlekeep Mysteries, Forgotten Realms) ; Zeena - LN Elf Sorcerer (Dragonlance)
Playing D&D since 1st edition. DMs Guild Author: B.A. Morrier (4-5⭐products! Please check them out.) Twitter: @benmorrier he/him
Let us actually homebrew the stuff that's been promised for 8 years now. You're coming up on a decade of promising them and I still want to see:
1) homebrew mundane items (base weapons/armor, tools, gear, etc)
2) homebrew core classes
3) let us actually make homebrew edits to all the stats on weapons and armor. Editing a weapons's base damage, range, and traits, adding things like extended reach (15+ feet) for a specific melee weapon, etc.