I just want to have a security guard class for my Homebrewed Fnaf session :(
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Making stuff, and homebrewing stuff from my fantasy world I made. (I'm new to homebrewing) I am an artist and made all my profile pics. (Except for my homebrews images (for now))
I mean looking at my 3.5 library I definitely disagree. Incarnum classes, psionic classes, the Truenamer, the dread necromancer, the book of nine swords classes and even more all existed in previous editions that I would like to be able to move into the modern era.
If we can make homebrewed feats we can make homebrew classes. All the options and flexibility exists in the system already.
I'm seeing a lot of people saying this, but it's just not true. Classes have entire subsystems that feats and subclasses can't begin to cover. Pact Magic. Ki Points. Spellbooks. Channel Divinity. Bardic Inspiration. Rage. Infusions.
These features have their own internal mechanics, restrictions, customizations, and progressions and they act as a foundation for additional mechanics within the class. These are on a whole other level from feats. Coding a system that can handle that would be monumental, and even then people would still create classes that it couldn't handle.
I have seen very few class ideas that couldn't work as a subclass if people would make the effort to conform to the tools available. What we have already is really quite flexible.
Subclasses don't take spells away from a base class. In 3.5 we had the Dread Necromancer. It's spell list was incredibly abridged compared to a wizard or sorcerer in exchange for specializing. You can't do that with a subclass.
True Namer who used still checks to cast spells instead of spell slots. You can't do that as a subclass.
Incarnum characters created magical constructs that took up physical locations on your body and you could empower them to improve a few of them temporarily. They didn't cast spells at all. That means that they can't be an artificer. This doesn't work as a subclass. Each of the three classes had different constructs, different HD, and different proficiencies so they almost certainly need to be the different classes and they definitely don't work as subclasses.
The why is becaue the purpose of the site is to sell you content. It costs a lot of money to build a website that lets you don literally anytinhg you can think of that cannot be monetized.
I'm going to just be blunt and say that if you want to create a new class for your games, you should probably just use the "classic" PDF character sheet and a Notepad file or something that has the class features written in it.
It's going to be more tedious (at least at first), but you have maximum flexibility with that approach than trying to use D&D Beyond.
The same goes for anything else that you can't homebrew in D&D Beyond for some strange reason (such as mundane items or languages).
I'm going to just be blunt and say that if you want to create a new class for your games, you should probably just use the "classic" PDF character sheet and a Notepad file or something that has the class features written in it.
It's going to be more tedious (at least at first), but you have maximum flexibility with that approach than trying to use D&D Beyond.
The same goes for anything else that you can't homebrew in D&D Beyond for some strange reason (such as mundane items or languages).
The things is that I run two online games spread across the entire country. I have players in Portland and in Florida for my Tuesday game. I own nearly every 3.5 book and I don't think it's unreasonable to push for the homebrew section of DnD Beyond to be my robust. Hell they could easily add it as an addon for my master level tier.
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I just want to have a security guard class for my Homebrewed Fnaf session :(
Making stuff, and homebrewing stuff from my fantasy world I made. (I'm new to homebrewing) I am an artist and made all my profile pics. (Except for my homebrews images (for now))
I mean looking at my 3.5 library I definitely disagree. Incarnum classes, psionic classes, the Truenamer, the dread necromancer, the book of nine swords classes and even more all existed in previous editions that I would like to be able to move into the modern era.
Subclasses don't take spells away from a base class. In 3.5 we had the Dread Necromancer. It's spell list was incredibly abridged compared to a wizard or sorcerer in exchange for specializing. You can't do that with a subclass.
True Namer who used still checks to cast spells instead of spell slots. You can't do that as a subclass.
Incarnum characters created magical constructs that took up physical locations on your body and you could empower them to improve a few of them temporarily. They didn't cast spells at all. That means that they can't be an artificer. This doesn't work as a subclass. Each of the three classes had different constructs, different HD, and different proficiencies so they almost certainly need to be the different classes and they definitely don't work as subclasses.
The why is becaue the purpose of the site is to sell you content. It costs a lot of money to build a website that lets you don literally anytinhg you can think of that cannot be monetized.
I'm going to just be blunt and say that if you want to create a new class for your games, you should probably just use the "classic" PDF character sheet and a Notepad file or something that has the class features written in it.
It's going to be more tedious (at least at first), but you have maximum flexibility with that approach than trying to use D&D Beyond.
The same goes for anything else that you can't homebrew in D&D Beyond for some strange reason (such as mundane items or languages).
The things is that I run two online games spread across the entire country. I have players in Portland and in Florida for my Tuesday game. I own nearly every 3.5 book and I don't think it's unreasonable to push for the homebrew section of DnD Beyond to be my robust. Hell they could easily add it as an addon for my master level tier.