Whoops, when i attempt to edit one of my current encounters, the Homebrew filter does not show up. Whereas, it does show up when i create a new encounter. Is it possible to have the homebrew filter added to existing encounters?
Whoops, when i attempt to edit one of my current encounters, the Homebrew filter does not show up. Whereas, it does show up when i create a new encounter. Is it possible to have the homebrew filter added to existing encounters?
Odd - it's appearing for me. Try clearing your cache and cookies.
If that doesn't work, would you be able to tell me what the version number in the top left of the red banner says?
While not listed in the Monster Manual, the DMG gives specific examples of Dungeon Hazards (Chapter 5, pg 105). Could these hazards be placed in the encounter builder also?
While not listed in the Monster Manual, the DMG gives specific examples of Dungeon Hazards (Chapter 5, pg 105). Could these hazards be placed in the encounter builder also?
This is intended to be included in a future update at some point.
As a suggestion, I'd like to have an option to print Initiative Cards (including the party, if/when it will be possible to import from campaign). The basic information on the cards (AC, resistances, attributes, skills) is enough to make the game more fluent as IMO it's easier to shuffle through the cards than through the book (or even through 5 web pages and switching between them).
I would just like to add that I would like to see reactions tracked as part of running an encounter. As in, if a PC uses their reaction I can mark it and then when the next round of combat starts it would clear it automatically so there is no confusion ever.
I like it. Maybe as part of a more detailed tracker for Long Rests/Short Rests, who has Inspiration, maybe any custom fields (Ammo, countdowns on spell timers/rounds, etc?
Is there any plan to incorporate encounters into the Campaign? That way the specific characters planned for can be added in and while the encounter is running, the DM can track the PCs rests/spell slots used, ammo, Inspiration (along with monsters), initiatives, concentration status, held actions, and custom lines (secret countdowns for traps, custom time based or status toggles, etc)
Is there any plan to incorporate encounters into the Campaign? That way the specific characters planned for can be added in and while the encounter is running, the DM can track the PCs rests/spell slots used, ammo, Inspiration (along with monsters), initiatives, concentration status, held actions, and custom lines (secret countdowns for traps, custom time based or status toggles, etc)
Yep - the team plans to add this functionality in a future update.
This is what I've been praying for. For the encounter to just fully work with the premade campaigns and reflect stats against the character sheets etc automatically. Basically I think DNDBeyond could become a version of Roll20 but with an interface that doesn't suck and looks & feels clean. Roll20 is a hot mess but it's the best I've used yet, if DNDB had a tabletop & encounters that tied in with campaigns & character sheets it would be the best of the best.
I love the encounter builder! it's helped create my campaign (I'm DM'ing) and cut back on time prepping. My biggest concern is that there is no way to make groups of encounters. We cannot group encounters, and unless we use a pre-planned naming scheme (lol), we have a jumble of encounters sorted by name (or some other arbitrary property of the encounter). This means my Christmas themed dungeon encounters are mixed in my Fey themed labyrinth and undead dungeon encounters.
Currently to keep my encounters from becoming cluttered, I need to delete all the encounters that are not going to be used, and I am prevented from creating any new encounters until I am sure my players will not be needing them. This is my biggest complaint about the encounter builder (and even then its more of an administrative/clutter issue, not an issue with the tool itself).
As others have said, I would love to be able to randomly generate loot based off CR, have a "daily encounter builder", and the ability to integrate these encounters with my campaigns, (maybe a dungeon map generator and/or a world generator that integrates the encounters), but these are pie in the sky, eventuality wants. Current external tools (i.e. donjon, random loot tables, etc) work well, but in generating a dungeon (or, the upper planes forbid, a world), we end up with a dozen tabs open, which can be inconvenient. This wish list may never be granted (it would take a lot of work to duplicate already used tools), and that's OK. I would much rather have an encounter grouping method (e.g. folders?) than anything else.
Rollback Post to RevisionRollBack
I will challenge the mighty titan and his troubadours.
Weaselbringer, I just want to keep you and the community in the know. We have grouping encounters on our backlog log. We are currently analyzing where the community wants us to go from here. Other then some mobile improvements it is very apparent that people are calling for tracking initiative, HPs and conditions. Even if we go that direction in the near future (still undetermined) we will double back on the Encounter Builder to implement "encounter grouping and Campaign PC integration" Thanks for your patience.
Is there any information about when we will be able to actually "run" the encounters? That's actually my biggest concern, cause just building them doesn't make them very useful actually.
Is there any information about when we will be able to actually "run" the encounters? That's actually my biggest concern, cause just building them doesn't make them very useful actually.
I can certainly appreciate that - however this part of the encounter management tool is specifically for building encounters. As Padraigthebard stated above, that's one of the big features that the team is looking into creating next - but ultimately it'll be determined by community feedback and desires. I would definitely recommend watching Adam's developer update to catch any news of the encounter builder/manager and what direction the tool will take. :)
Is there any information about when we will be able to actually "run" the encounters? That's actually my biggest concern, cause just building them doesn't make them very useful actually.
I can certainly appreciate that - however this part of the encounter management tool is specifically for building encounters. As Padraigthebard stated above, that's one of the big features that the team is looking into creating next - but ultimately it'll be determined by community feedback and desires. I would definitely recommend watching Adam's developer update to catch any news of the encounter builder/manager and what direction the tool will take. :)
So what's the next step for the encounter builder? We got the ability to add text and Homebrew monsters, but it's been a while since those were added and haven't heard anything specific from Adam's Dev updates.
BTW GP, really appreciate how engaged you are in these forums!
Is there any information about when we will be able to actually "run" the encounters? That's actually my biggest concern, cause just building them doesn't make them very useful actually.
I can certainly appreciate that - however this part of the encounter management tool is specifically for building encounters. As Padraigthebard stated above, that's one of the big features that the team is looking into creating next - but ultimately it'll be determined by community feedback and desires. I would definitely recommend watching Adam's developer update to catch any news of the encounter builder/manager and what direction the tool will take. :)
So what's the next step for the encounter builder? We got the ability to add text and Homebrew monsters, but it's been a while since those were added and haven't heard anything specific from Adam's Dev updates.
From what I understand and based on what Adam mentioned on the latest dev update, at this point the team is focusing mainly on getting everything prepared for the beta release. That would include things like further optimizations and fixes as well as getting ready to roll the EB out to non-subscribers. The team is also working on improvements to the mobile experience for the encounter builder as well.
However... as Adam confirmed, they're also working on the first phase of the encounter tracker! So while things may seem quiet right now, I can promise you its anything BUT quiet behind the scenes and under-the-hood. :)
BTW GP, really appreciate how engaged you are in these forums!
I believe the Difficulty Level calculator in the Encounter Builder is broken. Here's the scenario that's failing to compute for me:
Party of six with average level of 7.7 vs. one CR 15 monster = Medium difficulty. This makes sense; it's six against one.
Party of six with average level of 7.7 vs. one CR 15 monster plus one 1/8 CR monster = Deadly difficulty.
This makes no sense at all to me. I suspect the formula is broken. I note that the experience displayed jumps from 6500 (half the CR 15 monster's Exp. value) to 26,000 (double) when I add the single 1/8 CR henchperson. I can imagine no situation in which a single 1/8 CR Monster could tip the scales to that extent. Could you check the math on that please?
EDIT: I made the exact same encounter again, and this time, the math made more sense. It still jumped to deadly, which is questionable, but the Exp. was 13,025 rather than 26,000. There is something buggy about the calculator--it's not producing consistent results--but perhaps it's not completely broken.
The party has 4 characters at 8th level and two characters at 7th level.
I believe the Difficulty Level calculator in the Encounter Builder is broken. Here's the scenario that's failing to compute for me:
Party of six with average level of 7.7 vs. one CR 15 monster = Medium difficulty. This makes sense; it's six against one.
Party of six with average level of 7.7 vs. one CR 15 monster plus one 1/8 CR monster = Deadly difficulty.
This makes no sense at all to me. I suspect the formula is broken. I note that the experience displayed jumps from 6500 (half the CR 15 monster's Exp. value) to 26,000 (double) when I add the single 1/8 CR henchperson. I can imagine no situation in which a single 1/8 CR Monster could tip the scales to that extent. Could you check the math on that please?
EDIT: I made the exact same encounter again, and this time, the math made more sense. It still jumped to deadly, which is questionable, but the Exp. was 13,025 rather than 26,000. There is something buggy about the calculator--it's not producing consistent results--but perhaps it's not completely broken.
The party has 4 characters at 8th level and two characters at 7th level.
Thanks.
So just to clarify, the encounter builder utilizes the math provided by the Basic Rules and the Dungeon Master's Guide, which utilizes an experience budget system that you can read more about here. However, I'll quote the relevant aspects for your example:
First and foremost, for a group of level 7.7 (4x @ Level 8 & 2x Level 7) you would have the following XP budgets (which can be found per character level here):
If the party contains six or more characters, use the next lowest multiplier on the table. Use a multiplier of 0.5 for a single monster.
This reduces the XP encounter budget from 13,000 XP to 6,500. Referencing the above XP budgets, that would fall somewhere between a Medium and Hard difficulty and as you pointed out, that's what the encounter builder showed.
The reason why the jump seems so drastic is because the above quoted rule no longer applies. So rather than the XP budget being cut to 6,500, it would now stay at a budget of 13,000 XP, which as we calculated above, is significantly above the "Deadly" threshold. This math is reinforced and showed under "Adjusted XP" within the encounter summary on the builder page itself.
I hope that helps explain the math and as to why it seems off - but in this instance the encounter builder's math and perceived difficulty is correctly calculated.
Rollback Post to RevisionRollBack
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Whoops, when i attempt to edit one of my current encounters, the Homebrew filter does not show up. Whereas, it does show up when i create a new encounter. Is it possible to have the homebrew filter added to existing encounters?
Odd - it's appearing for me. Try clearing your cache and cookies.
If that doesn't work, would you be able to tell me what the version number in the top left of the red banner says?
I did as you suggested and works for me now! Thank you
While not listed in the Monster Manual, the DMG gives specific examples of Dungeon Hazards (Chapter 5, pg 105). Could these hazards be placed in the encounter builder also?
This is intended to be included in a future update at some point.
As a suggestion, I'd like to have an option to print Initiative Cards (including the party, if/when it will be possible to import from campaign). The basic information on the cards (AC, resistances, attributes, skills) is enough to make the game more fluent as IMO it's easier to shuffle through the cards than through the book (or even through 5 web pages and switching between them).
I would just like to add that I would like to see reactions tracked as part of running an encounter. As in, if a PC uses their reaction I can mark it and then when the next round of combat starts it would clear it automatically so there is no confusion ever.
I like it. Maybe as part of a more detailed tracker for Long Rests/Short Rests, who has Inspiration, maybe any custom fields (Ammo, countdowns on spell timers/rounds, etc?
Is there any plan to incorporate encounters into the Campaign? That way the specific characters planned for can be added in and while the encounter is running, the DM can track the PCs rests/spell slots used, ammo, Inspiration (along with monsters), initiatives, concentration status, held actions, and custom lines (secret countdowns for traps, custom time based or status toggles, etc)
Yep - the team plans to add this functionality in a future update.
This is what I've been praying for. For the encounter to just fully work with the premade campaigns and reflect stats against the character sheets etc automatically. Basically I think DNDBeyond could become a version of Roll20 but with an interface that doesn't suck and looks & feels clean. Roll20 is a hot mess but it's the best I've used yet, if DNDB had a tabletop & encounters that tied in with campaigns & character sheets it would be the best of the best.
I love the encounter builder! it's helped create my campaign (I'm DM'ing) and cut back on time prepping. My biggest concern is that there is no way to make groups of encounters. We cannot group encounters, and unless we use a pre-planned naming scheme (lol), we have a jumble of encounters sorted by name (or some other arbitrary property of the encounter). This means my Christmas themed dungeon encounters are mixed in my Fey themed labyrinth and undead dungeon encounters.
Currently to keep my encounters from becoming cluttered, I need to delete all the encounters that are not going to be used, and I am prevented from creating any new encounters until I am sure my players will not be needing them. This is my biggest complaint about the encounter builder (and even then its more of an administrative/clutter issue, not an issue with the tool itself).
As others have said, I would love to be able to randomly generate loot based off CR, have a "daily encounter builder", and the ability to integrate these encounters with my campaigns, (maybe a dungeon map generator and/or a world generator that integrates the encounters), but these are pie in the sky, eventuality wants. Current external tools (i.e. donjon, random loot tables, etc) work well, but in generating a dungeon (or, the upper planes forbid, a world), we end up with a dozen tabs open, which can be inconvenient. This wish list may never be granted (it would take a lot of work to duplicate already used tools), and that's OK. I would much rather have an encounter grouping method (e.g. folders?) than anything else.
I will challenge the mighty titan and his troubadours.
Weaselbringer, I just want to keep you and the community in the know. We have grouping encounters on our backlog log. We are currently analyzing where the community wants us to go from here. Other then some mobile improvements it is very apparent that people are calling for tracking initiative, HPs and conditions. Even if we go that direction in the near future (still undetermined) we will double back on the Encounter Builder to implement "encounter grouping and Campaign PC integration" Thanks for your patience.
Hey there.
Is there any information about when we will be able to actually "run" the encounters? That's actually my biggest concern, cause just building them doesn't make them very useful actually.
I can certainly appreciate that - however this part of the encounter management tool is specifically for building encounters. As Padraigthebard stated above, that's one of the big features that the team is looking into creating next - but ultimately it'll be determined by community feedback and desires. I would definitely recommend watching Adam's developer update to catch any news of the encounter builder/manager and what direction the tool will take. :)
So what's the next step for the encounter builder? We got the ability to add text and Homebrew monsters, but it's been a while since those were added and haven't heard anything specific from Adam's Dev updates.
BTW GP, really appreciate how engaged you are in these forums!
From what I understand and based on what Adam mentioned on the latest dev update, at this point the team is focusing mainly on getting everything prepared for the beta release. That would include things like further optimizations and fixes as well as getting ready to roll the EB out to non-subscribers. The team is also working on improvements to the mobile experience for the encounter builder as well.
However... as Adam confirmed, they're also working on the first phase of the encounter tracker! So while things may seem quiet right now, I can promise you its anything BUT quiet behind the scenes and under-the-hood. :)
D'aww thanks! :D
I believe the Difficulty Level calculator in the Encounter Builder is broken. Here's the scenario that's failing to compute for me:
Party of six with average level of 7.7 vs. one CR 15 monster = Medium difficulty. This makes sense; it's six against one.
Party of six with average level of 7.7 vs. one CR 15 monster plus one 1/8 CR monster = Deadly difficulty.
This makes no sense at all to me. I suspect the formula is broken. I note that the experience displayed jumps from 6500 (half the CR 15 monster's Exp. value) to 26,000 (double) when I add the single 1/8 CR henchperson. I can imagine no situation in which a single 1/8 CR Monster could tip the scales to that extent. Could you check the math on that please?
EDIT: I made the exact same encounter again, and this time, the math made more sense. It still jumped to deadly, which is questionable, but the Exp. was 13,025 rather than 26,000. There is something buggy about the calculator--it's not producing consistent results--but perhaps it's not completely broken.
The party has 4 characters at 8th level and two characters at 7th level.
Thanks.
Recently returned to D&D after 20+ years.
Unapologetic.
It shouldn't mind the average level. What are the actual levels of each character?
Images of these situations will be helpful.
Check out all my important links here.
May we live in Less Interesting Times
So just to clarify, the encounter builder utilizes the math provided by the Basic Rules and the Dungeon Master's Guide, which utilizes an experience budget system that you can read more about here. However, I'll quote the relevant aspects for your example:
First and foremost, for a group of level 7.7 (4x @ Level 8 & 2x Level 7) you would have the following XP budgets (which can be found per character level here):
You stated that 6 characters vs a CR 15 monster ended up showing as a medium difficulty encounter. Looking at this section: https://www.dndbeyond.com/sources/basic-rules/building-combat-encounters
This reduces the XP encounter budget from 13,000 XP to 6,500. Referencing the above XP budgets, that would fall somewhere between a Medium and Hard difficulty and as you pointed out, that's what the encounter builder showed.
The reason why the jump seems so drastic is because the above quoted rule no longer applies. So rather than the XP budget being cut to 6,500, it would now stay at a budget of 13,000 XP, which as we calculated above, is significantly above the "Deadly" threshold. This math is reinforced and showed under "Adjusted XP" within the encounter summary on the builder page itself.
I hope that helps explain the math and as to why it seems off - but in this instance the encounter builder's math and perceived difficulty is correctly calculated.