Seems like a no-brainer to me. Why don't you take the extra step to post the Unearthed Arcana optional Subclasses into the Homebrew area so we can more easily test them out?
Is there a solid reason why this hasn't been done?
It was done for years under the old management. Then they (still the old management) found that many of the the things they put up would not get through the playtest to be published, or would be completely changed so they’d effectively have to be posted again. They decided it wasn’t worth the expense of it. Since WotC bought the site, thus far they’ve agreed.
This seems silly to post the UA in PDF form only on a site that's function is to put Dungeons and Dragons at your digital fingertips and to integrate it seamlessly. What is the expense? An hour's worth of labor? Two? (Imagine these last lines spoken in Lucille Bluth's voice.)
Seriously though, am I wrong that doing so would result in far more people trying it out?
To assume that integrating each UA game option into the system for use in the character builder would be "an hours worth of labour? Two?" is hilariously naive. We're not talking something a user has chucked into the homebrew tools without a care or consideration.
D&D Beyond stopped integrating UA into the character builder because in their own words it wasn't a star e investment of time or effort.
I think it's an ROI of time type situation, as Davyd mentions it would be much more than an hour of time when there is a lot of other things on the developer's plates at the moment. Also, given that some new mechanics might not fit within the possibilities of creation using the homebrew tools, it's likely that they would end up with a situation where players weren't really testing the actual UA subclasses.
To expand on this point a bit, I remember reading that part of WotC's revamp of DnDBeyond was completely rebuilding the character builder because the code simply doesn't currently allow them to do what they want to do or fix some of them problems they have. Who knows, when they complete that rebuild, maybe it will be easy enough for them to do it. They still probably won't, though.
Since Raven_Bard is assuming it must be so easy to recreate UA content in homebrew I feel like they could just do it themselves and leave the DDB staff to work on more pressing things, like the rebuild.
Well thanks to all of you with actual opinions that didn't include calling me "hilariously naive". (I mean, really, how are you helping at all?)
I would still like to hear from an employee at DNDBeyond. To me, this seems like a missed opportunity. Especially with AI's ability to assist in coding. I started working on the Pestilence Domain Cleric last night and was about 30 mins in and probably 95 percent of the way through but noticed it would not let me share it- so I bailed on it.
The assumption that this is money that would be ill spent argument is a good one. I would counter it by saying- The next UA release, spend the money that you are currently allocating on art for advertising these UAs, and put it towards loading them into the Home Brewed Section as Playtest Material. Give it a spin and see if people try it out. Since it is play test material, there is no need to pull it. Ever. But you can if you want to.
With more and more people using the digital format each year, it would make sense that you would have more play testers.
And I am not saying to put it in as homebrew instead of a pdf, I mean in conjunction with.
Well thanks to all of you with actual opinions that didn't include calling me "hilariously naive". (I mean, really, how are you helping at all?)
I would still like to hear from an employee at DNDBeyond. To me, this seems like a missed opportunity. Especially with AI's ability to assist in coding. I started working on the Pestilence Domain Cleric last night and was about 30 mins in and probably 95 percent of the way through but noticed it would not let me share it- so I bailed on it.
The assumption that this is money that would be ill spent argument is a good one. I would counter it by saying- The next UA release, spend the money that you are currently allocating on art for advertising these UAs, and put it towards loading them into the Home Brewed Section as Playtest Material. Give it a spin and see if people try it out. Since it is play test material, there is no need to pull it. Ever. But you can if you want to.
With more and more people using the digital format each year, it would make sense that you would have more play testers.
And I am not saying to put it in as homebrew instead of a pdf, I mean in conjunction with.
I’m not quite sure who you are trying to convince. I’m sure most of us here would either like it if they added them, or at least not be mad at it. We don’t need convincing.
As far as wanting to hear from someone, folks who make these decisions don’t hang out on the boards. Or if they do, it’s not in a way that would let anyone know who they are. So, I wouldn’t really expect an answer here.
They're working on rebuilding a lot of the backend and fixing things that have needed some TLC, in some cases for quite a while. I'd really rather they focus on that and not proactively break the hard work they're doing by trying to take janky vibe coded shortcuts just to save a few minutes to replicate UA content to homebrew.
There's also the back end of the UA to consider as an hurdle for why adding them would be bad: as has been said UA sometimes change dramatically between the UA and release, sometimes with multiple UA versions, so if you add them on what do you do with the old versions? You can't just delete them because people would be using them in campaigns, you can't edit them for the same reason, so you suddenly end up with multiple versions of the same subclass that all have a veneer of officialdom because they were added by DDB and not homebrew. Gets messy
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Seems like a no-brainer to me. Why don't you take the extra step to post the Unearthed Arcana optional Subclasses into the Homebrew area so we can more easily test them out?
Is there a solid reason why this hasn't been done?
It was done for years under the old management. Then they (still the old management) found that many of the the things they put up would not get through the playtest to be published, or would be completely changed so they’d effectively have to be posted again. They decided it wasn’t worth the expense of it. Since WotC bought the site, thus far they’ve agreed.
This seems silly to post the UA in PDF form only on a site that's function is to put Dungeons and Dragons at your digital fingertips and to integrate it seamlessly.
What is the expense? An hour's worth of labor? Two? (Imagine these last lines spoken in Lucille Bluth's voice.)
Seriously though, am I wrong that doing so would result in far more people trying it out?
To assume that integrating each UA game option into the system for use in the character builder would be "an hours worth of labour? Two?" is hilariously naive. We're not talking something a user has chucked into the homebrew tools without a care or consideration.
D&D Beyond stopped integrating UA into the character builder because in their own words it wasn't a star e investment of time or effort.
Find my D&D Beyond articles here
I think it's an ROI of time type situation, as Davyd mentions it would be much more than an hour of time when there is a lot of other things on the developer's plates at the moment. Also, given that some new mechanics might not fit within the possibilities of creation using the homebrew tools, it's likely that they would end up with a situation where players weren't really testing the actual UA subclasses.
To expand on this point a bit, I remember reading that part of WotC's revamp of DnDBeyond was completely rebuilding the character builder because the code simply doesn't currently allow them to do what they want to do or fix some of them problems they have. Who knows, when they complete that rebuild, maybe it will be easy enough for them to do it. They still probably won't, though.
If the UA is barely changed, if at all, from concept to release, that's hypothetical money down the drain with free UA in the builder or in Homebrew.
So that's probably part of the problem with doing this on the less dev and tech side of WotC & Hasbro.
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.
Since Raven_Bard is assuming it must be so easy to recreate UA content in homebrew I feel like they could just do it themselves and leave the DDB staff to work on more pressing things, like the rebuild.
Well thanks to all of you with actual opinions that didn't include calling me "hilariously naive". (I mean, really, how are you helping at all?)
I would still like to hear from an employee at DNDBeyond. To me, this seems like a missed opportunity. Especially with AI's ability to assist in coding. I started working on the Pestilence Domain Cleric last night and was about 30 mins in and probably 95 percent of the way through but noticed it would not let me share it- so I bailed on it.
The assumption that this is money that would be ill spent argument is a good one. I would counter it by saying- The next UA release, spend the money that you are currently allocating on art for advertising these UAs, and put it towards loading them into the Home Brewed Section as Playtest Material. Give it a spin and see if people try it out. Since it is play test material, there is no need to pull it. Ever. But you can if you want to.
With more and more people using the digital format each year, it would make sense that you would have more play testers.
And I am not saying to put it in as homebrew instead of a pdf, I mean in conjunction with.
I’m not quite sure who you are trying to convince. I’m sure most of us here would either like it if they added them, or at least not be mad at it. We don’t need convincing.
As far as wanting to hear from someone, folks who make these decisions don’t hang out on the boards. Or if they do, it’s not in a way that would let anyone know who they are. So, I wouldn’t really expect an answer here.
They're working on rebuilding a lot of the backend and fixing things that have needed some TLC, in some cases for quite a while. I'd really rather they focus on that and not proactively break the hard work they're doing by trying to take janky vibe coded shortcuts just to save a few minutes to replicate UA content to homebrew.
There's also the back end of the UA to consider as an hurdle for why adding them would be bad: as has been said UA sometimes change dramatically between the UA and release, sometimes with multiple UA versions, so if you add them on what do you do with the old versions? You can't just delete them because people would be using them in campaigns, you can't edit them for the same reason, so you suddenly end up with multiple versions of the same subclass that all have a veneer of officialdom because they were added by DDB and not homebrew. Gets messy