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 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.
Ability to easily turn old characters into NPCs for campaigns
There are no rules for this, so there'd be no way for D&D Beyond to automate this. If you want the ability to make NPCs from characters, there are the homebrew tools which allow you to make monsters.
I should have worded that better, I mean being able to convert a character sheet into a homebrew npc with just a click. The character builder is more streamlined then the homebrew builder and I have old player characters in my previous campaigns that would be fun for my players to run into now.
I should have worded that better, I mean being able to convert a character sheet into a homebrew npc with just a click. The character builder is more streamlined then the homebrew builder and I have old player characters in my previous campaigns that would be fun for my players to fun into now.
Yeah, I assumed that's what you meant. The issue with wanting that as a feature on D&D Beyond is that there are no rules (only loose, homebrew guidelines) for such a conversion. As such, there's no way for D&D Beyond to perform that "with just a click".
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.
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) ; Blasphemy - CN Wizard Occult tradition (Chains of Asmosdeus)
Playing D&D since 1st edition. DMs Guild Author: B.A. Morrier (4-5⭐products! Please check them out.) X: @benmorrier
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.
Ability to easily turn old characters into NPCs for campaigns
There are no rules for this, so there'd be no way for D&D Beyond to automate this. If you want the ability to make NPCs from characters, there are the homebrew tools which allow you to make monsters.
Find my D&D Beyond articles here
I should have worded that better, I mean being able to convert a character sheet into a homebrew npc with just a click. The character builder is more streamlined then the homebrew builder and I have old player characters in my previous campaigns that would be fun for my players to run into now.
Yeah, I assumed that's what you meant. The issue with wanting that as a feature on D&D Beyond is that there are no rules (only loose, homebrew guidelines) for such a conversion. As such, there's no way for D&D Beyond to perform that "with just a click".
Find my D&D Beyond articles here
Custom, Homebrew classes (not that WOTC really dives a damn about what we want)