Hey everyone of the Forums and Any of the D&D Beyond saints out there! Today I come to you with a couple of possibly ridiculous questions these are likely to be so because either I am the only one that's interested in such content. My reasoning for making this post to begin with is that I am in a homebrew campaign that is for lack of a better word tuned to become rather silly in the sense of "normal" power scaling, for example at some point the campaign fighting a God/Deity is less of an amazing feat but more of a Tuesday random encounter. So the questions I am here to ask are selfish ones I am not going to try to deny that but Is there any possibility for D&D Beyond to be able to facilitate "Ridiculous power" in the sense of an ability score being well over 100 or for characters to progress past level 20 for instance. Yours Sincerely, A always happy consumer! <3
SaintTiltOVer
P.S. If this isn't the place for this kind of thing let me know and i'll remove it, although if that is the case at least tell me where it should go.
Maybe in the distant future, but for now D&D Beyond's focus is on getting the current official rules supported. Just the Class Variants UA was complicated enough that it has taken several months.
Both of those have been asked before (epic levels and scores above 20).
If killing gods/god-level enemies is an "average" encounter, then 5E D&D is not the right system for you. There are plenty of other systems out there that fill this level of epicness much better. Whether it's previous editions of D&D or some sort of Star Wars, Superhero, Wuxia type system is for you to find. 5E D&D is great and all but it's a square peg. The homebrew game you want is a round hole.
You can homebrew things as high as you want to go, but it will take a lot of work to scale things. Things like damage output are not just functions of stats but also get somewhat arbitrary boosts like Extra Attacks and cantrip damage boosts that are necessary to balance the math.
One way I might try this would be to kind of reverse-engineer the encounters based on some basic encounter metrics 5e seems to shoot for:
Character growth already has some guidelines with epic boons and whatnot. I would give out whatever keeps the players engaged and design enemies to match that power level.
All things equal, players should hit a creature with moderate AC when they roll somewhere between 8-12. It keeps the dice relevant so that rolling isn't just a check to see if you get a 1. Same with spell saves - they should fail 50-60 percent of the time on saves unless the stat is creature-defining like the STR/CON of a Tarrasque. Obviously things like advantage and support abilities will give them a higher success rate and creatures with exceptional defenses should force a lower success rate, but the above should be a baseline.
Design HP around how many rounds fights are taking. Generally the most drama occurs within the first 2-3 rounds and things fall off from there. Anything beyond 5-6 rounds means you should probably cut HP a bit unless you are doing dynamic encounters that add monsters or change scenes or something else that strays from the basic encounter laid out in the DMG.
Spells are going to be an issue. For a wizard, just getting extra casts of Wish is going to get old. You can design higher-level spells but 9th level spells are already pretty epic and it's hard to get significantly more powerful than a meteor swarm before you start triggering extinction level events on your plane/planet - but maybe that's exactly what you're looking for? Hmmm. Actually a wizard teleporting the whole fight into their own custom-designed battle-plane would be a pretty cool 10th level spell...
Basically, 5e is a framework that you can build off all you like if you're willing to do the work. It will get more teetery the higher you build, but with your infinite DM powers you can always shore it up wherever it fails.
Don't misunderstand that a score "well over 100" would be impossible to measure before it even got to that point. And even if you should measure it, there wouldn't be any possible use for it. A humanoid with a strength of 100 still wouldn't be able to lift a tarrasque simply because if they tried to put all of the tarrasque's weight on a space as small as their two hands, their hands would pierce the tarrasque like a sword instead of lifting it up into the air. And you couldn't push a planet without having something to push off of.
As a solution, I'd say that you wouldn't have a score over 100. But would instead have a feat that did something not yet shown in the rulebook. A feat that a deity or elder evil would have like, "This feat allows you to instantly teleport 100 ft in any direction as a bonus action or reaction." And -maybe- have a requirement for it like "character must have max Wisdom and Dexterity and be level 20 with feats x, y, and z to choose this feat."
Rollback Post to RevisionRollBack
Good luck and may you roll 20's when you need them and 1's when you need a laugh. - myself
Hey everyone of the Forums and Any of the D&D Beyond saints out there!
Today I come to you with a couple of possibly ridiculous questions these are likely to be so because either I am the only one that's interested in such content. My reasoning for making this post to begin with is that I am in a homebrew campaign that is for lack of a better word tuned to become rather silly in the sense of "normal" power scaling, for example at some point the campaign fighting a God/Deity is less of an amazing feat but more of a Tuesday random encounter.
So the questions I am here to ask are selfish ones I am not going to try to deny that but Is there any possibility for D&D Beyond to be able to facilitate "Ridiculous power" in the sense of an ability score being well over 100 or for characters to progress past level 20 for instance.
Yours Sincerely,
A always happy consumer! <3
SaintTiltOVer
P.S. If this isn't the place for this kind of thing let me know and i'll remove it, although if that is the case at least tell me where it should go.
Maybe in the distant future, but for now D&D Beyond's focus is on getting the current official rules supported. Just the Class Variants UA was complicated enough that it has taken several months.
Both of those have been asked before (epic levels and scores above 20).
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Fifth Edition hard-caps ability scores at 30, unlike 4th or 3rd edition where there was no theoretical upper limit.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
If killing gods/god-level enemies is an "average" encounter, then 5E D&D is not the right system for you. There are plenty of other systems out there that fill this level of epicness much better. Whether it's previous editions of D&D or some sort of Star Wars, Superhero, Wuxia type system is for you to find. 5E D&D is great and all but it's a square peg. The homebrew game you want is a round hole.
All things Lich - DM tips, tricks, and other creative shenanigans
You can homebrew things as high as you want to go, but it will take a lot of work to scale things. Things like damage output are not just functions of stats but also get somewhat arbitrary boosts like Extra Attacks and cantrip damage boosts that are necessary to balance the math.
One way I might try this would be to kind of reverse-engineer the encounters based on some basic encounter metrics 5e seems to shoot for:
Spells are going to be an issue. For a wizard, just getting extra casts of Wish is going to get old. You can design higher-level spells but 9th level spells are already pretty epic and it's hard to get significantly more powerful than a meteor swarm before you start triggering extinction level events on your plane/planet - but maybe that's exactly what you're looking for? Hmmm. Actually a wizard teleporting the whole fight into their own custom-designed battle-plane would be a pretty cool 10th level spell...
Basically, 5e is a framework that you can build off all you like if you're willing to do the work. It will get more teetery the higher you build, but with your infinite DM powers you can always shore it up wherever it fails.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Don't misunderstand that a score "well over 100" would be impossible to measure before it even got to that point. And even if you should measure it, there wouldn't be any possible use for it. A humanoid with a strength of 100 still wouldn't be able to lift a tarrasque simply because if they tried to put all of the tarrasque's weight on a space as small as their two hands, their hands would pierce the tarrasque like a sword instead of lifting it up into the air. And you couldn't push a planet without having something to push off of.
As a solution, I'd say that you wouldn't have a score over 100. But would instead have a feat that did something not yet shown in the rulebook. A feat that a deity or elder evil would have like, "This feat allows you to instantly teleport 100 ft in any direction as a bonus action or reaction." And -maybe- have a requirement for it like "character must have max Wisdom and Dexterity and be level 20 with feats x, y, and z to choose this feat."
Good luck and may you roll 20's when you need them and 1's when you need a laugh. - myself
NPCs don't get feats, they just get abilities.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.