6. How can I adjust or add to a base class feature?
You unfortunately cannot at the moment. Base Classes and basic Equipment are Not current accessible to people with basic User level privledges to the content builder.
That being said, you can replace a base class feature by creating a subclass feature with the same name at the same level or a higher level. The subclass feature will supplant the base class feature on the character sheet under Features & Traits.
Nice! I'll have to experiment with that. I thought there was a way to replace base class features, but was never sure how exactly to do it. Hmm... once the semester is over and I finish my grading, I'm going to have to experiment with this some.
My son built an Alchemist class that's pretty complex. We're giving it a run-through here shortly. It's been months in development, and he's finally rolled out a character, but it would be really nice to do it on DDB for the sake of using Foundry VTT. I'm also fixing to create a couple of classes, as well, and if there's a way to petition DDB to make this possible for us non-celebrity types, it would be much appreciated.
Hmm... I'm curious with regards to "Base Classes and basic Equipment are Not current accessible to people with basic User level privledges to the content builder." How does someone apply to gain access to advanced users level privileges?!?
Hmm... I'm curious with regards to "Base Classes and basic Equipment are Not current accessible to people with basic User level privledges to the content builder." How does someone apply to gain access to advanced users level privileges?!?
One does not. Only DDB staff have admin privileges. for others confused about context of the Quote, it is from Sposta’s homebrew FAQ, the general section #10.
- Right power balance, and this can be fixed with experience and updates.
- Fun gameplay. Some times the class features have got a right power balance but they are too boring to be used. For example the wilder had got psychic enervationg but this was not enough interesting to be used. Martial Adepts were interesting, but the game mechanic to reload the maneuvers caused the fights were slower.
- Interesting concept. Each class has to show its own mark of identity. For example the soulborn and the incarnate from Magic of Incarnum were practically paladins with a different game mechanic. But the ardent from the psionic complete could be cool in stories where there is a love-hate relation with the rest of divine specallsters, with the clerics as "frienemies".
Nice! I'll have to experiment with that. I thought there was a way to replace base class features, but was never sure how exactly to do it. Hmm... once the semester is over and I finish my grading, I'm going to have to experiment with this some.
Thanks!
My son built an Alchemist class that's pretty complex. We're giving it a run-through here shortly. It's been months in development, and he's finally rolled out a character, but it would be really nice to do it on DDB for the sake of using Foundry VTT. I'm also fixing to create a couple of classes, as well, and if there's a way to petition DDB to make this possible for us non-celebrity types, it would be much appreciated.
Hmm... I'm curious with regards to "Base Classes and basic Equipment are Not current accessible to people with basic User level privledges to the content builder." How does someone apply to gain access to advanced users level privileges?!?
One does not. Only DDB staff have admin privileges.
for others confused about context of the Quote, it is from Sposta’s homebrew FAQ, the general section #10.
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
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Keys to create a new class:
- Right power balance, and this can be fixed with experience and updates.
- Fun gameplay. Some times the class features have got a right power balance but they are too boring to be used. For example the wilder had got psychic enervationg but this was not enough interesting to be used. Martial Adepts were interesting, but the game mechanic to reload the maneuvers caused the fights were slower.
- Interesting concept. Each class has to show its own mark of identity. For example the soulborn and the incarnate from Magic of Incarnum were practically paladins with a different game mechanic. But the ardent from the psionic complete could be cool in stories where there is a love-hate relation with the rest of divine specallsters, with the clerics as "frienemies".
If i want to make a Class based on anime such as the "Soul Reaper" class, instead of a Subclass, is there a way to make it yet?